Difference between revisions of "Diseases (Game Mechanics)"
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− | There are 4 types of | + | There are 4 types of disease attacks in SWG: |
− | * Area of Effect | + | * Area of Effect Diseases |
− | * Single target | + | * Single target disease |
* Multi pool bleed | * Multi pool bleed | ||
* Targeted pool bleed | * Targeted pool bleed | ||
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− | ''' Area of Effect | + | ''' Area of Effect Disease ''' |
− | + | 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. 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: | AOE bleed sources include: | ||
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==Source References== | ==Source References== |
Revision as of 18:25, 13 July 2009
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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.
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Game MechanicsA '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 SourcesDiseases have a number of sources including:
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
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.
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:
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.
Disease TypesThere are 4 types of disease attacks in SWG:
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. 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:
Single target bleed sources include:
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:
Targeted Pool Bleed
Source References
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