Difference between revisions of "Wounds (Game Mechanics)"

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(Bleeds)
(Bleeds)
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When a target has a bleed effect placed on it, the bleed will also cause wounds to the secondary stats of the HAM pool that the bleed is affecting. One or both secondary stats may be hit with a bleed effect. This appears to be randomly chosen.
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When a target has a bleed effect placed on it, the bleed will also cause wounds to the secondary stats of the HAM pool that the bleed is affecting. One or both secondary stats may be hit with a bleed effect. This appears to be randomly chosen. For example a health pool bleed may cause wounds to both the strength and constitution sub stats or only to one of them.
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The nature in which the wounds are accrued during the bleed is unknown, nor is the way in which the wounds damage is calculated except that the amount is less than the actual bleed damage done to the target and that the wounds are gained as the bleed ticks indicating that at each bleed tick interval, a certain amount of wounds are given. Using this information, it will be assumed that wounds behave as follows:
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Step 1.
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'''Total Wound Damage = (Total Bleed Damage * 0.20)'''
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Step 2.
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'''Wound damage Per Tick = ( Total Wound Damage / ( Bleed Duration (in seconds) / 20  ) )'''
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Here is an example to illustrate the mechanics of this proposal.
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Total Bleed damage comes from bleed damage being 20% of the actual damage dealt to a target.  This means that if a target takes 1000 damage from a special that also includes a bleed attack, then the bleed itself will be 200 damage total. This 200 damage total is now the Total Bleed Damage value and would work in the formula. If the bleed attack works over a 2 minute period of time then the calculations will work as follows:
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Step 1.
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Total Wound Damage = ( 200 x .20 ) = 40
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Step 2.
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Wound Damage Per Tick =  40 / ( 120 / 20 ) = 6.67
  
 
== Attacks ==
 
== Attacks ==

Revision as of 12:38, 7 March 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Wounds are a negative aspect of combat and represent a reduction in a player's HAM attribute bar when hit by an enemy or through some other means. There are a number of ways of acquiring wounds:

  • 1. bleeds - (wound secondary stats)
  • 2. Attacks - (wound primary stats)
  • 3. disease - (wound primary stats)
  • 5. fire dot - (wound primary stats)
  • 6. radioactive sampling - (wound primary stats)


Bleeds

When a target has a bleed effect placed on it, the bleed will also cause wounds to the secondary stats of the HAM pool that the bleed is affecting. One or both secondary stats may be hit with a bleed effect. This appears to be randomly chosen. For example a health pool bleed may cause wounds to both the strength and constitution sub stats or only to one of them.

The nature in which the wounds are accrued during the bleed is unknown, nor is the way in which the wounds damage is calculated except that the amount is less than the actual bleed damage done to the target and that the wounds are gained as the bleed ticks indicating that at each bleed tick interval, a certain amount of wounds are given. Using this information, it will be assumed that wounds behave as follows:


Step 1.

Total Wound Damage = (Total Bleed Damage * 0.20)

Step 2.

Wound damage Per Tick = ( Total Wound Damage / ( Bleed Duration (in seconds) / 20 ) )


Here is an example to illustrate the mechanics of this proposal.

Total Bleed damage comes from bleed damage being 20% of the actual damage dealt to a target. This means that if a target takes 1000 damage from a special that also includes a bleed attack, then the bleed itself will be 200 damage total. This 200 damage total is now the Total Bleed Damage value and would work in the formula. If the bleed attack works over a 2 minute period of time then the calculations will work as follows:


Step 1.

Total Wound Damage = ( 200 x .20 ) = 40


Step 2.

Wound Damage Per Tick = 40 / ( 120 / 20 ) = 6.67

Attacks

Disease

Fire Dot

Radioactive Sampling

Source References

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