Difference between revisions of "Dot Defenses (Game Mechanics)"
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* Force Resist Disease - Adds +25 to Disease resistance & +25 Disease absorption | * Force Resist Disease - Adds +25 to Disease resistance & +25 Disease absorption | ||
* Force Resist Poison - Adds +25 to Poison resistance & +25 Disease absorption | * Force Resist Poison - Adds +25 to Poison resistance & +25 Disease absorption | ||
− | + | * Enhance Health - Doctor can add disease and/or poison resist buffs to player. | |
Revision as of 10:03, 11 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsApplication Chance Reduction One function of Dot defenses is to make a roll against the potency attribute of a dot attack to see if a dot is applied. Each dot ability or item then has an inherent chance to succeed upon a successful roll. Currently all these defenses have a 95% cap. In other words, no matter how high your dot defenses there is always a 5% chance that a succesful dot attempt will be applied. When a dot application attempt is made, there is then a percent chance for it to work based on the skill or item. For example Combat Medic Disease Pack with 200 potency has percentage chance to Disease should the attack pass the target's disease resistance modifier check.
A second function of Dot Defenses are to reduce the amount of damage done and the duration of certain types of Dot effects through an absorption process. This appears to work by reducing the initial dot tick damage and duration value by the percentage of resistance on the player. Skill attachments (with the exception of fire resistance) do not have innate absorption associated with their defense checks.
Abilities that Add to Dot defense Modifiers
Source References
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