Difference between revisions of "Wounds (Game Mechanics)"
(→Game Mechanics) |
(→Disease) |
||
Line 173: | Line 173: | ||
Real tick damage = ((100) * (1 + (100) / 100)) * (1 + (0 / 100)) = 200 | Real tick damage = ((100) * (1 + (100) / 100)) * (1 + (0 / 100)) = 200 | ||
− | So far, the target has 0 battle fatigue and is now hit with a 200 damage disease which is applied to their wounds. After this first application, the target now accrues 15 battle fatigue. The subsequent tick will produce higher wounds | + | So far, the target has 0 battle fatigue and is now hit with a 200 damage disease which is applied to their wounds. After this first application, the target now accrues 15 battle fatigue. The subsequent tick will produce higher wounds increasing exponentially as the battle fatigue on the player appreciates. If we look at this on a scale of incrementally increasing battle fatigue by 100, then the wounds created from a 100 effectiveness disease will scale as follows: |
Revision as of 01:59, 26 April 2009
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
|
Game MechanicsWounds 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:
BleedsThere are two types of bleeds, those from specials that always attempt to apply bleeds on the target; the second type are those bleeds that occur during random chance as part of any attack. 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 ) ) Note: this should always be truncated to 1 in the event that a bleed only does 1 point of damage. This allows for random chance bleeds to have an effect on a target as well if they are not cured.
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:
Total Wound Damage = ( 200 x .20 ) = 40
Wound Damage Per Tick = 40 / ( 120 / 20 ) = 6.67
AttacksRanged and melee attacks made against a player will also cause wounds. These types of attacks seem to almost always cause 3 points of wound damage (supposedly randomly assigned to each of the stat pools). An example of gaining wounds from attacks is as follows [Combat] 00:55:50 a male mawgax hits you for 232 points of damage!
Each of these wounds can potentially be assigned to any one of the three HAM pools individually or to all three of them at once. Currently there is no formula for determining the chance that an attack will produce a wound on a target. Wounds seem to almost always come in threes, along with battle fatigue. Any form of attack has a base chance of causing wounds. One guess at the base percentage chance was that it starts at 5% and is further modified by the wounding chance value on the weapon equipped by the player or npc, therefore each attack done has at least a 5% chance of causing wounds to the target. Creatures may, or may not have individual wound settings. DiseaseDiseases accrue wounds on primary and secondary ham bars as their tick intervals come up. Creatures can only inflict diseases to the primary HAM pools. Battle fatigue also affects the amount of wounds that each tick generates. Calculating wound damage from disease ticks uses the following formulas:
Base Damage per tick = ((disease effectiveness) * (1 + (CM effectiveness) / 100))
((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))
Battle fatigue incurred = 200 * .075 = 15
So far, the target has 0 battle fatigue and is now hit with a 200 damage disease which is applied to their wounds. After this first application, the target now accrues 15 battle fatigue. The subsequent tick will produce higher wounds increasing exponentially as the battle fatigue on the player appreciates. If we look at this on a scale of incrementally increasing battle fatigue by 100, then the wounds created from a 100 effectiveness disease will scale as follows:
Fire DotWound= Damage in spam * 0.02 * (100 + BF) / 100 Radioactive SamplingRemoving WoundsThere are three principal ways of removing wounds, depending on the type that have been acquired. 1. Having a medic treat the wounds
a. ) Players with tendwound or healwound abilities may cure health and action wounds on players or pets. b. ) Wounds can regenerate on their own if the player or pet positions itself within certain structures. While inside hospitals, medical centers, and camps, player wounds will regenerate at a rate of 5 wounds on each ham bar (including secondaries) every 5 minutes.
Source References
|