Difference between revisions of "State Defenses (Game Mechanics)"
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− | ''' | + | '''Items That add to State Defense Modifiers''' |
+ | * Food - | ||
+ | ** Deuterium Pyro | ||
− | + | * Skill Attachments - | |
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Note that Resistances Skill attachments ;eg. Defense vs Knockdown etc do not stack on top of other resistances, such as the Force Resist States and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States. | Note that Resistances Skill attachments ;eg. Defense vs Knockdown etc do not stack on top of other resistances, such as the Force Resist States and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States. | ||
− | * Defense vs. Dizzy | + | ** Defense vs. Dizzy |
− | * Defense vs. Blind | + | ** Defense vs. Blind |
− | * Defense vs. Knockdown | + | ** Defense vs. Knockdown |
− | * Defense vs. Posture Change Up | + | ** Defense vs. Posture Change Up |
− | * Defense vs. Posture Change Down | + | ** Defense vs. Posture Change Down |
− | * Defense vs. Intimidate | + | ** Defense vs. Intimidate |
− | * Defense vs. Stun | + | ** Defense vs. Stun |
Revision as of 08:47, 11 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsState defenses are a roll against accuracy to see if a state is applied. Each state skill then has an inherent chance to succeed upon a successful roll. Currently all these defenses stack across professions, but have a 95% cap. In other words, no matter how high your state defenses there is always a 5% chance that a succesful 'state hit' will be applied. When a successful 'state hit' is applied, there is then a percent chance based on the skill for it to work. For example unarmed stun 1 has a 30% chance to apply stun should the special attack pass accuracy checks to hit the target AND pass through the target's state defense modifier checks. Additionally there are skill modifiers that add a bonus to the attacker's state/effect application modifier to increase the chance of applying that effect.
To complicate matters a bit, state resists also go through a tier process in which certain sources of state defenses will no stack with other forms. Each source of resist makes a separate check against the state application.
Note that state defenses ;eg. Defense vs Knockdown etc do not stack on top of resistances from Force Resist States and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States.
Adds +25 to negative Status Effects resistance. Percentage chance of resisting a status effect. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Note: State Resistance do not stack on top of other state defenses,for example, Defense vs. Stun and Jedi State Defenses. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.
Add a Percentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Jedi State Defenses do not stack on top of other state defenses for example, Defense vs. Stun and Force Resist States. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.
Items That add to State Defense Modifiers
Item that Add Bonuses to Attackers State Application Chance
Source References
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