Difference between revisions of "Diseases (Game Mechanics)"

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(Disease Sources)
(Disease Sources)
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''' Random Bleed Chance '''
 
 
 
Every attack made by a player has a small chance to inflict a 1 damage per tick bleed. This bleed duration probably lasts 120 seconds. This base chance is thought to be around 5%. The Wound Chance attribute on weapons modifies this base chance. For example a wound chance mod of 100% would make the base chance at 10% to start a bleed. It's unknown whether this is a targeted pool attack or if it is multi hit pool.
 
  
 
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Revision as of 18:21, 13 July 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

A 'disease' is a Damage Over Time (DOT) attack. While a target is diseased, their affected HAM bar will take on damage and wounds at every tick cycle of the disease. As an example, if a player is hit with a 100 damage disease, the player takes 100 damage and then subsequently takes 100 in wounds. This is in effect 200 damage received by the player. A disease will last until cured by the cure disease ability, teras kasi artist meditation, Force Cure Disease, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of disease attack has a base chance (possibly a potency value) of applying the disease effect. This base chance is checked against the target's disease resistance to determine the ultimate percentage chance for the effect to land. Diseases cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Diseases can only take the target's ham bar down to its base value. For instance if a player's original mind bar stat is 1000 and has a 500 stat mind buff while diseased, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Diseases will be removed from the player when they are killed. Only one type of disease can be placed on a HAM pool or secondary stat, regardless of the source. Furthermore, the highest strength disease overwrites lower strength disease if the target is already diseased on that particular ham pool.


Note: No known formula exists for calculating the chance of a disease to be applied to a target nor for the effects of disease resistance on these chances but there is probably a 5% base chance to apply a disease as well as a 5% chance to resist a disease attack, similar to the mechanics of other dots.

Disease Sources

Diseases have a number of sources including:

  • Special Attacks
  • Creature Attacks
  • Inherent Weapon Features



Special Attacks


  • Apply Disease -

Combat Medics have the ability to launch disease canisters at enemy targets. These disease canisters come in area of effect and single target varieties. Combat Medics have access to diseases that can damage primary and secondary stats.


Creature Attacks


Creatures have access to five forms of diseases:

  • Mild disease
  • Medium Disease
  • Strong Disease
  • Plague Strike
  • Sarlacc Disease


All creature diseases target the primary ham pool only and may randomly choose which ham pool is hit using the same HAM pool targeting frequency mechanics that combat uses. Plague strike diseases last for 8 minutes and other disease types last for a period ranging from one hour to 3 hours depending on the disease level. The sarlacc disease lasts for 1 hour and 30 minutes and seems to use the strong disease value per tick (3 damage).

Note: During pre-cu it seems that the disease timer was affected by other things such as potentially CL or perhaps certain creatures were given custom timers for their disease duration. This information seems to be impossible to find so the timers for their disease durations can only be generalized within the range of data collected.


Note: The sarlacc disease is specific to the sarlacc creatures on dathomir and tatooine. If a player gets within a certain range of the sarlacc pit, they will be diseased (disease resistance apparently affects the chance for the sarlacc to apply the disease to the player).




Inherent Weapon Features

Weapons with inherent diseases will execute this effect on any target that is hit by the attacker. Weapons with inherent or potentially able to have disease effects include:

  • Gammorean Battle Axe
  • Nightsister Lance
  • Nightsister Energy Lance
  • Exceptional / Legendary Weapons

Presumably special attacks that utilize weapons with inherent disease effects can be considered area of effect dieases if the special utilizes an area of attack. The disease effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack. Weapons with inherent disease effects also have a potency value which makes a check against the defender's disease resist modifiers to determine the percentage chance of successfully applying the disease effect. Dots from weapons will only execute on the target if the player is certified to use the weapon. Each successful hit on a target consumes one dot usage from the weapon.


Some things to note:

  • Diseases from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target)





Bleed Types

There are 4 types of bleeds attacks in SWG:

  • Area of Effect Bleed
  • Single target bleed
  • Multi pool bleed
  • Targeted pool bleed



Area of Effect Bleed

There are two types of area of effect bleeds; Spherical bleeds and Cone Area Bleeds. Upon hitting a target, these attacks will hit all targets within a certain radius which is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). No radius is known for spherical bleeds but we could perhaps use 10 meters as a starting point for smaller creatures and have the radius scaled upward as the creature size increases. Area of effect bleeds can consist of Multi Pool Bleeds such as the creature attack Open Wounds. Presumably special attacks that utilize weapons with inherent bleed effects can be considered area of effect bleeds if the special utilizes an area of attack. The bleed effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.

AOE bleed sources include:

  • Open Wounds
  • AOE specials using inherent weapon bleeds


Cone Area Bleed Sources include:

  • Saber Throw 1
  • Saber Throw 3




Single target bleed


These bleed attacks will only target a single enemy.


Single target bleed sources include:

  • One-Hand Health Hit 1
  • One-Hand Health Hit 2
  • Polearm Action Hit 1
  • Polearm Action Hit 2
  • Two-Hand Mind Hit 1
  • Two-Hand Mind Hit 2
  • Mind Shot 1
  • Mind Shot 2
  • Bleeding Shot
  • Health Shot 1
  • Health Shot 2
  • Action Shot 1
  • Action Shot 2
  • Saber Slash 1
  • Saber Slash 2


Multi pool bleed

These bleed attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools, however (most likely) only one per pool as they probably can't stack on the same pool.


Multi pool bleed sources include:

  • Bleeding Shot


Targeted Pool Bleed


These bleed attacks will target a specific HAM pool to apply the effect on.



Targeted Pool bleed sources include:


  • One-Hand Health Hit 1
  • One-Hand Health Hit 2
  • Polearm Action Hit 1
  • Polearm Action Hit 2
  • Two-Hand Mind Hit 1
  • Two-Hand Mind Hit 2
  • Mind Shot 1
  • Mind Shot 2
  • Health Shot 1
  • Health Shot 2
  • Action Shot 1
  • Action Shot 2
  • Saber Slash 1
  • Saber Slash 2







Source References

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