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== Droid Healing Mechanics ==
 
== Droid Healing Mechanics ==
  
Droids heal ham damage on their own over time, based off of their secondary stats.  To facilitate healing, a player can use Droid Repair Kits, or the Auto Repair Module on a droid to aid another droid. The Auto Repair Module has a maximum rating of 25 per module. 6 modules can be installed into an Advanced R3. Auto-repair modules give a droid the ability to repair a set amount of droid damage to itself and any other friendly droid within 32 meters. The player does not have to have consent from the target droid's owner nor do they have to be in group for the droid to be healed. The Auto-Repair rating is the amount of damage that the droid will repair every 10 seconds. Auto-repair rating will have a maximum of 150. This module can be toggled on/off from the droid radial menu. Use of this module reduces the battery life to 2 hours, from 4 hour lifespan. Auto-Repair modules will heal Health and Action damage. Droid mind damage can be healed by using droid repair kits, recharging the droid using a battery or a power droid.
+
Droids heal ham damage on their own over time, based off of their secondary stats.  To facilitate healing, a player can use Droid Repair Kits, or the Auto Repair Module on a droid to aid another droid. The Auto Repair Module has a maximum rating of 25 per module. 6 modules can be installed into an Advanced R3. Auto-repair modules give a droid the ability to repair a set amount of droid damage to itself and any other friendly droid within 32 meters. The player does not have to have consent from the target droid's owner nor do they have to be in group for the droid to be healed. The Auto-Repair rating is the amount of damage that the droid will repair every 10 seconds. Auto-repair rating will have a maximum of 150. This module can be toggled on/off from the droid radial menu. Auto-Repair modules will heal Health and Action and Mind damage. Droid repair kits will heal Health and Action damage while recharging the droid using a battery or a power droid will heal mind damage and wounds.
  
  
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'''Droid Repair Kits'''
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=='''Droid Repair Kits'''==
  
  
Similar to Medic crafted Stimpacks, Droid Repair Kits can heal Health and Action and mind damage of a droid; however Droid Repair Kits do not require any type of skill and can be used by anyone. They come in the standard A, B, C, & D variety, with A being the weakest and D being the strongest. Each Droid Repair Kit will have a Quantity and Available Repair Energy Listing. The Quantity listing tells you how many uses each Repair tool has before it are completely consumed. The Available Repair Energy Listing tells you how much Health and Action and mind will be repaired per use. In order to use the Repair Kit, simply target your droid and choose the use radial on the item or place it on the toolbar to use the kit. The kit can be used once every 15 seconds.
+
Similar to Medic crafted Stimpacks, Droid Repair Kits can heal Health and Action damage of a droid; however Droid Repair Kits do not require any type of skill and can be used by anyone. They come in the standard A, B, C, & D variety, with A being the weakest and D being the strongest. Each Droid Repair Kit will have a Quantity and Available Repair Energy Listing. The Quantity listing tells you how many uses each Repair tool has before it are completely consumed. The Available Repair Energy Listing tells you how much Health and Action will be repaired per use. In order to use the Repair Kit, simply target your droid and choose the use radial on the item or place it on the toolbar to use the kit. The kit can be used once every 15 seconds.
  
Repair kit range is 6 meters. The energy attribute is the total damage that will be healed. The energy stat is divided amongst the three ham bars. If a pack has 600 energy, it will heal each HAM bar for 200 points (if one has less than 200 points of damage, it will distribute the extra among the others.
+
Repair kit range is 6 meters. The energy attribute is the total damage that will be healed. The energy stat is divided amongst the two ham bars. If a pack has 600 energy, it will heal each HAM bar for 300 points (if one has less than 300 points of damage, it will distribute the extra among the other.
  
 
Using repair kits costs points from the mind pool. Without further information for this, perhaps we should use the base values for damage healing from medic as the mind cost.
 
Using repair kits costs points from the mind pool. Without further information for this, perhaps we should use the base values for damage healing from medic as the mind cost.
  
'''Droid Wounds'''
+
<br><br>
 +
=='''Droid Wound Healing'''==
  
Droid health, action and mind wounds can be healed using Droid Reconstruction Kits that are only usable by droid engineers. Droids equipped with a Droid Repair Module can also be used to heal another droid's health action and mind wounds.  The Droid Repair Module enables the droid to heal another Droid's wounds but not its own. Droid mind wounds can be healed by recharging the droid using a battery or a power droid.
+
Droid health, action and mind wounds can be healed using Droid Reconstruction Kits that are only usable by droid engineers. Droids equipped with a Droid Repair Module can also be used to heal another droid's health and action wounds.  The Droid Repair Module enables the droid to heal another Droid's wounds but not its own. Droid mind wounds can be healed by recharging the droid using a battery or a power droid. The Power attribute on droid reconstruction kits is the exact amount of wounds that will be healed by the kid upon its use. To use a wound kit, the player must be within 6 meters of the droid. The player must Stand close to the damaged droid, Target it, and Use the Repair Kit from the toolbar or by clicking the Use radial on the item's menu. The kit can be used once every 15 seconds. Any overage remaining from the heal attempt on a particular ham bar will be applied to each subsequent ham bar until the amount available in the Power attribute has been depleted or the target becomes fully healed, whichever occurs first.
  
  
 
Using reconstruction kits costs points from the mind pool. Without further information for this, perhaps we should use the base values for damage healing from medic as the mind cost.
 
Using reconstruction kits costs points from the mind pool. Without further information for this, perhaps we should use the base values for damage healing from medic as the mind cost.
  
'''Droid Repair Kit Attributes:'''
 
  
 +
<br><br>
  
'''Variation Of:'''
 
  
This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the weapon from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.
+
== Droid Vitality Healing ==
  
'''Volumn'''
 
  
Represents the current container contents of the kit.  
+
Just like players, pets are incapacitated when one of their Health, Action, or Mind bars reaches zero. At this point, an enemy can execute a "coup de grace" (a.k.a. "deathblow") to kill the pet. All pets have a statistic called "Vitality" that starts at 100/100 and decreases each time they receive a deathblow. When the vitality reaches 75, the pet will suffer a reduction of 25% of its max HAM, leaving it with 75% of its regular life. At 50, a 50% reduction is applied, and at 25, a 75% reduction is applied. A pet cannot be permanently slain and can survive with 0 vitality.
  
 +
While you can restore some of the lost vitality with a Bio-Engineer's Pet Vitality Medpack, doing so will decrease the maximum vitality. Thus, if a pet is killed enough it will eventually reach a point at which its stat loss cannot be recovered.
  
'''Object Creator'''
 
  
This attribute appears only on crafted items. The crafter's name is listed here.
 
  
'''Serial Number'''
+
There are two ways to do this: activating the "Use Vitality Pack" option by selecting your pet in the datapad, and by targeting your called pet and double-clicking the vitality pack in your inventory. Both methods work; however, if you have multiple vitality packs of varying strengths in your inventory, you should probably use the second method (or the game will choose for you).
  
This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
 
  
 +
1. What is "vitality"?
  
'''Quantity'''
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All creature pets have a stat on them called "vitality." You can see this by examining their info in the datapad; a new pet will have 100/100. When a pet is incapacitated, it may receive a deathblow (depending on what you are fighting) - when it does, it will lose 2 points of vitality. So, for instance, the first death a pet suffers will change the vitality reading to 98/100, then 96/100, and so forth.
  
This attribute is used to indicate the total number of uses left in the item before it is fully consumed.
+
Why is this important?
  
 +
When the vitality reaches 75, the pet will suffer a reduction of 25% of its max HAM, leaving it with 75% of its regular life. At 50, a 50% reduction is applied, and at 25, a 75% reduction is applied. A creature pet cannot be permanently slain and can survive with 0 vitality; however, a pet with 25% of its standard HAM is generally far from formidable (i.e. on a 10K creature, it would have 2.5K).
  
'''Available Repair Energy'''
 
  
This attribute indicates the potential strength of the heals offered by this item. This value is divided amongst the three ham pools of the target and any surplus that is created is passed on to the next ham pool if any remains to be healed.
+
 
 +
2. What is a vitality pack?
 +
 
 +
Vitality packs are made by Bio-Engineers, in the tissues tree. There are three types of vitality packs - A, B, and C. The power ranges from low (A) to high (C), although there is some overlap. The power has a direct influence on their restorative powers.
 +
 
 +
 
 +
 
 +
3. How do I use a vitality pack?
 +
 
 +
There are two ways to do this: activating the "Use Vitality Pack" option by selecting your pet in the datapad, and by targeting your called pet and double-clicking the vitality pack in your inventory. Both methods work; however, if you have multiple vitality packs of varying strengths in your inventory, you should probably use the second method (or the game will choose for you).
 +
 
 +
 
 +
 
 +
4. What do vitality packs do?
 +
 
 +
The only purpose of a vitality pack is to restore lost vitality, though some vitality will be permanently lost as a result. Depending on how much vitality your pet has lost and the strength of the vitality pack you are using, you may see anywhere from 1 to 20 points of permanent vitality lost. For example, let’s say your pet is at 92/100 vitality - you purchase and apply a 13+ vitality pack A. Your pet should then have 99/99 vitality, a gain of 7 vitality - but also a permanent loss of 1 overall vitality.
 +
 
 +
 
 +
 
 +
5. How do vitality packs work?
 +
 
 +
There are a number of common misconceptions about vitality packs, such as "you will only lose 1 point as long as the pack’s strength is the same or higher than the current vitality lost," "1 point of permanent loss per 10 points of current vitality loss," and "if you use a strong enough vitality pack you can avoid any permanent loss."
 +
 
 +
I do not have an equation for you (although if anyone can work one out from my data, let me know and I will add it), but what I can provide for you is a guideline for minimizing permanent vitality loss for common ranges.
 +
 
 +
 
 +
 
 +
6. So what type of vitality pack should I use, and when?
 +
 
 +
Overall, the most efficient means is to use vitality packs sparingly, and to use the most powerful range you can afford or find. You may or may not have an easy time acquiring the more advanced vitality packs - your best bet is to contact some of the more active bio-engineers on your server. Many do not stock the higher end vitality packs. The lower end of these ranges is fairly easily obtainable with mediocre components (~40-60% experimentation).
 +
 
 +
Here are the optimal ranges I have found for A, B, and C packs; this information is not guaranteed to be accurate, although I have yet to produce a contradiction. If you find one, I would like to hear about it.
 +
 
 +
 
 +
 
 +
13-38pt Vitality Pack (A or a low quality B):
 +
 
 +
Up to 8 lost vitality points restored with minimal loss*
 +
 
 +
50-70pt Vitality Pack (mid to high B or a low-mid quality C):
 +
 
 +
Up to 18 lost vitality points restored with minimal loss*
 +
 
 +
75-100pt Vitality Pack (mid to high C):
 +
 
 +
Up to 28 lost vitality points restored with minimal loss*
 +
 
 +
*The max ranges listed above are the most you can heal with that type of vitpack before you begin losing 2 or 3 vitality (or more). So, for instance, if you use a vitpack C at 72/100 vitality, your pet should have 99/99 afterward. However, at 70/100 (30 loss), the vitpack will only restore it to 98/98. It is also important to note that there is no noticeable difference in loss over these ranges - a 13pt A will be just as effective as a 38pt A in this range.**
 +
 
 +
**I do not have the resources to produce beyond a 65pt B or 92pt C, so the 70 and 100 maximum ranges are speculative. It is possible (though unlikely) that they may have a slight increase over the listed range.
 +
 
 +
 
 +
 
 +
7. General Q&A
 +
 
 +
Q: Does the type of vitality pack matter?
 +
 
 +
A: No, it does not - a 38 strength B will restore the same amount as a 38 strength A. However, each type of pack has a limit to how high (and low) it can go in strength. For instance, a top-notch vitality pack A maxes out at around 38 strength, while a mediocre B can be 45-50 or more.
 +
 
 +
 
 +
 
 +
Q: Does the power really matter?
 +
 
 +
A: Yes! You may not have an improvement if you are using them under certain circumstances, such as 8 or less missing vitality, but stronger vitality packs are generally better. See the section above or the raw data for more info.
 +
 
 +
 
 +
 
 +
Q: Does it matter what type of pet I am using it on?
 +
 
 +
A: No, I tested several points with full-grown CL30+ pets versus baby jax and anglers, and had identical results.
 +
 
 +
 
 +
 
 +
Q: Will my pet lose more vitality if his max is lower (i.e. 82/90)?
 +
 
 +
A: No, the only important factors are the current amount lost, and the strength of the pack you are intending to use. See the raw data for more info on this.
 +
 
 +
 
 +
 
 +
Q: What happens when I use a vitality pack that is lower than my pet’s current lost vitality?
 +
 
 +
A: Your pet will be fully restored to a new permanent vitality, but the penalty for this tends to be quite high (up to ~20 pts). See the raw data for some examples.
 +
 
 +
 
 +
 
 +
Q: My pet lost 50 vitality. Can I use two vitality packs, one after the other, to heal him?
 +
 
 +
A: No. The first pack you use will do the job, even if the pack is not strong enough, but you will suffer additional vitality loss.
 +
 
 +
 
 +
 
 +
 
 +
Q: Can I use a vitality pack on a droid?
 +
 
 +
A: Apparently, you can do this, due to the fact that droids have a vitality stat now as well. I have not personally tried this, but I have been told that it works. Same rules should apply to droids as they do to creatures.
 +
 
 +
 
 +
 
 +
Q: Can I use a vitality pack more than once?
 +
 
 +
A: No, all vitality packs are one use only.
 +
 
 +
 
 +
 
 +
 
 +
 
 +
Q: Can you use advanced liquid suspension (ALS) and biological effect controllers (ABEC)? Do they make my vitality packs stronger?
 +
 
 +
A: ALS and ABEC will work, but they currently offer no advantage. This is because the LS and BEC components have no effect on the strength of vitality packs; they are only required as components. This provides you with the option of making vitality packs more cheaply by using regular components; however, it may be changed at a later point.
 +
 
 +
 
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'''Datasets:'''<br><br>
 +
 
 +
* [[Vitality Pack Testing (Game Mechanics)|Vitality Pack Testing Results]]
  
 
==Source References==
 
==Source References==

Latest revision as of 03:16, 10 February 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Droid Healing Mechanics

Droids heal ham damage on their own over time, based off of their secondary stats. To facilitate healing, a player can use Droid Repair Kits, or the Auto Repair Module on a droid to aid another droid. The Auto Repair Module has a maximum rating of 25 per module. 6 modules can be installed into an Advanced R3. Auto-repair modules give a droid the ability to repair a set amount of droid damage to itself and any other friendly droid within 32 meters. The player does not have to have consent from the target droid's owner nor do they have to be in group for the droid to be healed. The Auto-Repair rating is the amount of damage that the droid will repair every 10 seconds. Auto-repair rating will have a maximum of 150. This module can be toggled on/off from the droid radial menu. Auto-Repair modules will heal Health and Action and Mind damage. Droid repair kits will heal Health and Action damage while recharging the droid using a battery or a power droid will heal mind damage and wounds.




Droid Repair Kits

Similar to Medic crafted Stimpacks, Droid Repair Kits can heal Health and Action damage of a droid; however Droid Repair Kits do not require any type of skill and can be used by anyone. They come in the standard A, B, C, & D variety, with A being the weakest and D being the strongest. Each Droid Repair Kit will have a Quantity and Available Repair Energy Listing. The Quantity listing tells you how many uses each Repair tool has before it are completely consumed. The Available Repair Energy Listing tells you how much Health and Action will be repaired per use. In order to use the Repair Kit, simply target your droid and choose the use radial on the item or place it on the toolbar to use the kit. The kit can be used once every 15 seconds.

Repair kit range is 6 meters. The energy attribute is the total damage that will be healed. The energy stat is divided amongst the two ham bars. If a pack has 600 energy, it will heal each HAM bar for 300 points (if one has less than 300 points of damage, it will distribute the extra among the other.

Using repair kits costs points from the mind pool. Without further information for this, perhaps we should use the base values for damage healing from medic as the mind cost.



Droid Wound Healing

Droid health, action and mind wounds can be healed using Droid Reconstruction Kits that are only usable by droid engineers. Droids equipped with a Droid Repair Module can also be used to heal another droid's health and action wounds. The Droid Repair Module enables the droid to heal another Droid's wounds but not its own. Droid mind wounds can be healed by recharging the droid using a battery or a power droid. The Power attribute on droid reconstruction kits is the exact amount of wounds that will be healed by the kid upon its use. To use a wound kit, the player must be within 6 meters of the droid. The player must Stand close to the damaged droid, Target it, and Use the Repair Kit from the toolbar or by clicking the Use radial on the item's menu. The kit can be used once every 15 seconds. Any overage remaining from the heal attempt on a particular ham bar will be applied to each subsequent ham bar until the amount available in the Power attribute has been depleted or the target becomes fully healed, whichever occurs first.


Using reconstruction kits costs points from the mind pool. Without further information for this, perhaps we should use the base values for damage healing from medic as the mind cost.





Droid Vitality Healing

Just like players, pets are incapacitated when one of their Health, Action, or Mind bars reaches zero. At this point, an enemy can execute a "coup de grace" (a.k.a. "deathblow") to kill the pet. All pets have a statistic called "Vitality" that starts at 100/100 and decreases each time they receive a deathblow. When the vitality reaches 75, the pet will suffer a reduction of 25% of its max HAM, leaving it with 75% of its regular life. At 50, a 50% reduction is applied, and at 25, a 75% reduction is applied. A pet cannot be permanently slain and can survive with 0 vitality.

While you can restore some of the lost vitality with a Bio-Engineer's Pet Vitality Medpack, doing so will decrease the maximum vitality. Thus, if a pet is killed enough it will eventually reach a point at which its stat loss cannot be recovered.


There are two ways to do this: activating the "Use Vitality Pack" option by selecting your pet in the datapad, and by targeting your called pet and double-clicking the vitality pack in your inventory. Both methods work; however, if you have multiple vitality packs of varying strengths in your inventory, you should probably use the second method (or the game will choose for you).


1. What is "vitality"?

All creature pets have a stat on them called "vitality." You can see this by examining their info in the datapad; a new pet will have 100/100. When a pet is incapacitated, it may receive a deathblow (depending on what you are fighting) - when it does, it will lose 2 points of vitality. So, for instance, the first death a pet suffers will change the vitality reading to 98/100, then 96/100, and so forth.

Why is this important?

When the vitality reaches 75, the pet will suffer a reduction of 25% of its max HAM, leaving it with 75% of its regular life. At 50, a 50% reduction is applied, and at 25, a 75% reduction is applied. A creature pet cannot be permanently slain and can survive with 0 vitality; however, a pet with 25% of its standard HAM is generally far from formidable (i.e. on a 10K creature, it would have 2.5K).


2. What is a vitality pack?

Vitality packs are made by Bio-Engineers, in the tissues tree. There are three types of vitality packs - A, B, and C. The power ranges from low (A) to high (C), although there is some overlap. The power has a direct influence on their restorative powers.


3. How do I use a vitality pack?

There are two ways to do this: activating the "Use Vitality Pack" option by selecting your pet in the datapad, and by targeting your called pet and double-clicking the vitality pack in your inventory. Both methods work; however, if you have multiple vitality packs of varying strengths in your inventory, you should probably use the second method (or the game will choose for you).


4. What do vitality packs do?

The only purpose of a vitality pack is to restore lost vitality, though some vitality will be permanently lost as a result. Depending on how much vitality your pet has lost and the strength of the vitality pack you are using, you may see anywhere from 1 to 20 points of permanent vitality lost. For example, let’s say your pet is at 92/100 vitality - you purchase and apply a 13+ vitality pack A. Your pet should then have 99/99 vitality, a gain of 7 vitality - but also a permanent loss of 1 overall vitality.


5. How do vitality packs work?

There are a number of common misconceptions about vitality packs, such as "you will only lose 1 point as long as the pack’s strength is the same or higher than the current vitality lost," "1 point of permanent loss per 10 points of current vitality loss," and "if you use a strong enough vitality pack you can avoid any permanent loss."

I do not have an equation for you (although if anyone can work one out from my data, let me know and I will add it), but what I can provide for you is a guideline for minimizing permanent vitality loss for common ranges.


6. So what type of vitality pack should I use, and when?

Overall, the most efficient means is to use vitality packs sparingly, and to use the most powerful range you can afford or find. You may or may not have an easy time acquiring the more advanced vitality packs - your best bet is to contact some of the more active bio-engineers on your server. Many do not stock the higher end vitality packs. The lower end of these ranges is fairly easily obtainable with mediocre components (~40-60% experimentation).

Here are the optimal ranges I have found for A, B, and C packs; this information is not guaranteed to be accurate, although I have yet to produce a contradiction. If you find one, I would like to hear about it.


13-38pt Vitality Pack (A or a low quality B):

Up to 8 lost vitality points restored with minimal loss*

50-70pt Vitality Pack (mid to high B or a low-mid quality C):

Up to 18 lost vitality points restored with minimal loss*

75-100pt Vitality Pack (mid to high C):

Up to 28 lost vitality points restored with minimal loss*

  • The max ranges listed above are the most you can heal with that type of vitpack before you begin losing 2 or 3 vitality (or more). So, for instance, if you use a vitpack C at 72/100 vitality, your pet should have 99/99 afterward. However, at 70/100 (30 loss), the vitpack will only restore it to 98/98. It is also important to note that there is no noticeable difference in loss over these ranges - a 13pt A will be just as effective as a 38pt A in this range.**
    • I do not have the resources to produce beyond a 65pt B or 92pt C, so the 70 and 100 maximum ranges are speculative. It is possible (though unlikely) that they may have a slight increase over the listed range.


7. General Q&A

Q: Does the type of vitality pack matter?

A: No, it does not - a 38 strength B will restore the same amount as a 38 strength A. However, each type of pack has a limit to how high (and low) it can go in strength. For instance, a top-notch vitality pack A maxes out at around 38 strength, while a mediocre B can be 45-50 or more.


Q: Does the power really matter?

A: Yes! You may not have an improvement if you are using them under certain circumstances, such as 8 or less missing vitality, but stronger vitality packs are generally better. See the section above or the raw data for more info.


Q: Does it matter what type of pet I am using it on?

A: No, I tested several points with full-grown CL30+ pets versus baby jax and anglers, and had identical results.


Q: Will my pet lose more vitality if his max is lower (i.e. 82/90)?

A: No, the only important factors are the current amount lost, and the strength of the pack you are intending to use. See the raw data for more info on this.


Q: What happens when I use a vitality pack that is lower than my pet’s current lost vitality?

A: Your pet will be fully restored to a new permanent vitality, but the penalty for this tends to be quite high (up to ~20 pts). See the raw data for some examples.


Q: My pet lost 50 vitality. Can I use two vitality packs, one after the other, to heal him?

A: No. The first pack you use will do the job, even if the pack is not strong enough, but you will suffer additional vitality loss.



Q: Can I use a vitality pack on a droid?

A: Apparently, you can do this, due to the fact that droids have a vitality stat now as well. I have not personally tried this, but I have been told that it works. Same rules should apply to droids as they do to creatures.


Q: Can I use a vitality pack more than once?

A: No, all vitality packs are one use only.



Q: Can you use advanced liquid suspension (ALS) and biological effect controllers (ABEC)? Do they make my vitality packs stronger?

A: ALS and ABEC will work, but they currently offer no advantage. This is because the LS and BEC components have no effect on the strength of vitality packs; they are only required as components. This provides you with the option of making vitality packs more cheaply by using regular components; however, it may be changed at a later point.




Datasets:

Source References

Source Source in Context
Bold text