Difference between revisions of "Wounds (Game Mechanics)"
(→Disease) |
(→Removing Wounds) |
||
(38 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{PageCleanup}} | {{PageCleanup}} | ||
− | {{PageHeader|Game Mechanics| | + | {{PageHeader|Game Mechanics|Wounds}} |
{| border="0" width="100%" cellpadding=6 | {| border="0" width="100%" cellpadding=6 | ||
Line 50: | Line 50: | ||
{| align="center" | {| align="center" | ||
|- | |- | ||
− | ||{{ | + | ||{{D25%}} |
|- | |- | ||
||{{GameMechanics}} | ||{{GameMechanics}} | ||
Line 64: | Line 64: | ||
* 1. bleeds - (wound secondary stats) | * 1. bleeds - (wound secondary stats) | ||
* 2. Attacks - (wound primary stats) | * 2. Attacks - (wound primary stats) | ||
− | * 3. disease - (wound primary stats) | + | * 3. disease - (wound primary stats & secondary stats) |
− | * | + | * 4. fire dot - (wound primary stats) |
− | * | + | * 5. radioactive sampling - (wound primary stats) |
− | + | * 6. Cloning - (wound primary stats) | |
+ | * 7. Tend Wound (wound mind pool secondary stats) | ||
+ | * 8. Tend Damage (wound mind pool secondary stats) | ||
+ | * 9. Heal Mind (wound primary & secondary mind stats) | ||
== Bleeds == | == Bleeds == | ||
− | |||
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. | 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. | ||
Line 115: | Line 117: | ||
− | Ranged and melee attacks made against a player will also cause wounds. These types of attacks seem to always cause 3 points of wound damage (supposedly randomly assigned to each of the stat pools). | + | Ranged 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 | An example of gaining wounds from attacks is as follows | ||
Line 129: | Line 131: | ||
− | 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. | + | 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 chance settings. |
+ | |||
+ | Another thing to note is that there are instances where large wounds are given to players by other players/creatures/npcs. This appears to be some what random and no data is available to support this behavior. My interpretation of chat logs of these circumstances are that they are possibly linked to a special critical woundind element where a player takes a large amount of wounds in a single hit where the wounds given are randomly selected from within a certain range (3-30 as an example). This critical wounding chance could potentially be given a roll check when an attack is made against the player. If the critical wound passes its roll then the player takes on additional wounds. The damage range is potentially linked to the Challenge level of the creature/npc as well where low CL attackers have a lower possible critical wound ability. Critical wounding events are accompanied by battle fatigue accumulation as well. Critical wounding events can occur simultaneously with normal wounding events or can come on their own as individual checks as demonstrated below: | ||
+ | |||
+ | Critical Wounding event with wounding event example: | ||
+ | |||
+ | [Combat] 18:10:09 You have been wounded for 4 points.<br> | ||
+ | [Combat] 18:10:09 You have taken 1 in battle fatigue.<br> | ||
+ | [Combat] 18:10:09 You have been wounded for 1 points.<br> | ||
+ | [Combat] 18:10:09 You have taken 1 in battle fatigue.<br> | ||
+ | [Combat] 18:10:09 You have been wounded for 1 points.<br> | ||
+ | [Combat] 18:10:09 You have taken 1 in battle fatigue.<br> | ||
+ | [Combat] 18:10:09 You have been wounded for 1 points.<br> | ||
+ | [Combat] 18:10:09 You have taken 1 in battle fatigue.<br> | ||
+ | |||
+ | |||
+ | Critical Wounding event: | ||
+ | |||
+ | [Combat] 18:00:48 a choku hunter hits you for 139 points of damage!<br> | ||
+ | [Combat] 18:00:48 a choku hunter hits you, but you counterattack!<br> | ||
+ | [Combat] 18:00:48 You have been wounded for 3 points.<br> | ||
+ | [Combat] 18:00:49 You have taken 1 in battle fatigue.<br> | ||
+ | [Combat] 18:00:49 You shoot at a choku hunter and hit for 134 points of damage.<br> | ||
+ | [Combat] 18:00:50 a choku hunter hits you for 70 points of damage!<br> | ||
== Disease == | == Disease == | ||
− | Diseases accrue wounds on primary and secondary ham bars as their tick intervals come up. | + | Diseases 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: |
− | Battle fatigue also affects the amount of wounds that each tick generates. Calculating wound damage from disease ticks uses the following formulas: | + | |
Line 166: | Line 190: | ||
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: |
Line 178: | Line 202: | ||
== Fire Dot == | == Fire Dot == | ||
+ | |||
+ | Fire dots can be targeted against any of the primary ham pools and will produce wounds on those pools. Each tick of the fire dot leaves behind an amount of wounds equivalent to: | ||
+ | |||
+ | |||
+ | Wound= Damage in spam * 0.02 * (100 + BF) / 100 | ||
+ | |||
+ | |||
+ | |||
+ | As demonstrated in the formula, battle fatigue amplifies the amount of wounds created by each tick. | ||
== Radioactive Sampling == | == Radioactive Sampling == | ||
+ | |||
+ | |||
+ | |||
+ | Radioactive sampling produces wounds on the player based on the player's current battle fatigue levels and the potential energy value of the radioactive being sampled. While no formula exists for calculating this, I propose the following: | ||
+ | |||
+ | |||
+ | If sampled resource = PE greater than or equal to 500 then do the following: | ||
+ | |||
+ | |||
+ | wound damage = | ||
+ | |||
+ | (base wound x ( 1 + (BF / 100 ) ) + ( 50 x (1 + (PE/1000) ) ) | ||
+ | |||
+ | base wound = 50 base bf = 100 | ||
+ | |||
+ | We could even go so far as to make BF a product of the PE as well. This could look like | ||
+ | |||
+ | bf incurred = 0.075 x PE to make the bf accumulation grow faster if the player is sampling higher PE materials. This bf incurred is on top of the base amount so, a player with 0 BF sampling 1000 PE material gets 175 BF on each attempt. A player sampling 500 PE only gets 13 | ||
+ | |||
+ | |||
+ | == Cloning == | ||
+ | |||
+ | |||
+ | Characters that do not store their cloning data in a facility will incur 100 wounds to all of their primary stats in addition to 100 battle fatigue if they clone without having designated a preferred cloning destination. | ||
+ | |||
+ | |||
+ | == Tend Wound == | ||
+ | |||
+ | This command Causes 5 stat wounds each to your focus and willpower, plus 2 battle fatigue, each time you use it. | ||
+ | |||
+ | == Tend Damage == | ||
+ | |||
+ | |||
+ | Causes 5 stat wounds each to your focus and willpower, plus 2 battle fatigue each time you use it. | ||
+ | |||
+ | == Heal Mind == | ||
+ | |||
+ | |||
+ | |||
+ | Heal mind has a base wound amount of 40 to mind, focus and willpower and a base battle fatigue amount of 9. Battle fatigue on the combat medic will increase the number of wounds incurred for each heal. | ||
+ | |||
+ | base wounds * ((100 + BF) / 100) | ||
+ | |||
+ | You will incur: | ||
+ | |||
+ | 000 BF: 40 mind wounds | ||
+ | 100 BF: 80 mind wounds | ||
+ | 200 BF: 120 mind wounds | ||
+ | 300 BF: 160 mind wounds | ||
+ | |||
+ | bf incurred = | ||
+ | |||
+ | base wounds x 0.225 | ||
+ | |||
+ | == Removing Wounds == | ||
+ | |||
+ | There are three principal ways of removing wounds, depending on the type that have been acquired. | ||
+ | |||
+ | 1. Having a medic treat the wounds<br> | ||
+ | 2. Waiting Inside Structures with medical ratings<br> | ||
+ | 3. Watching or listening to an entertainer<br> | ||
+ | |||
+ | 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 player buildings, hospitals, medical centers, and camps, player wounds will regenerate at a rate of 5 wounds on each ham bar (including secondaries) every 5 minutes. | ||
+ | |||
+ | c. ) Players may heal mind wounds by listening or watching an entertainer while inside a camp, or a valid structure. Valid structures to heal mind wounds include: | ||
+ | |||
+ | * any player structure (player theaters on the backstage area counts) | ||
+ | * NPC city Cantinas | ||
+ | * NPC city Hotels | ||
+ | * NPC city Guild Hall Theaters | ||
+ | * NPC city Taverns | ||
==Source References== | ==Source References== |
Latest revision as of 15:27, 14 July 2009
This article or section needs proper wiki formatting. |
Game Mechanics - Wounds
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:
BleedsWhen 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 chance settings. Another thing to note is that there are instances where large wounds are given to players by other players/creatures/npcs. This appears to be some what random and no data is available to support this behavior. My interpretation of chat logs of these circumstances are that they are possibly linked to a special critical woundind element where a player takes a large amount of wounds in a single hit where the wounds given are randomly selected from within a certain range (3-30 as an example). This critical wounding chance could potentially be given a roll check when an attack is made against the player. If the critical wound passes its roll then the player takes on additional wounds. The damage range is potentially linked to the Challenge level of the creature/npc as well where low CL attackers have a lower possible critical wound ability. Critical wounding events are accompanied by battle fatigue accumulation as well. Critical wounding events can occur simultaneously with normal wounding events or can come on their own as individual checks as demonstrated below: Critical Wounding event with wounding event example: [Combat] 18:10:09 You have been wounded for 4 points.
[Combat] 18:00:48 a choku hunter hits you for 139 points of damage! 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 DotFire dots can be targeted against any of the primary ham pools and will produce wounds on those pools. Each tick of the fire dot leaves behind an amount of wounds equivalent to:
As demonstrated in the formula, battle fatigue amplifies the amount of wounds created by each tick. Radioactive SamplingRadioactive sampling produces wounds on the player based on the player's current battle fatigue levels and the potential energy value of the radioactive being sampled. While no formula exists for calculating this, I propose the following:
(base wound x ( 1 + (BF / 100 ) ) + ( 50 x (1 + (PE/1000) ) ) base wound = 50 base bf = 100 We could even go so far as to make BF a product of the PE as well. This could look like bf incurred = 0.075 x PE to make the bf accumulation grow faster if the player is sampling higher PE materials. This bf incurred is on top of the base amount so, a player with 0 BF sampling 1000 PE material gets 175 BF on each attempt. A player sampling 500 PE only gets 13
CloningCharacters that do not store their cloning data in a facility will incur 100 wounds to all of their primary stats in addition to 100 battle fatigue if they clone without having designated a preferred cloning destination.
Tend WoundThis command Causes 5 stat wounds each to your focus and willpower, plus 2 battle fatigue, each time you use it. Tend DamageCauses 5 stat wounds each to your focus and willpower, plus 2 battle fatigue each time you use it. Heal MindHeal mind has a base wound amount of 40 to mind, focus and willpower and a base battle fatigue amount of 9. Battle fatigue on the combat medic will increase the number of wounds incurred for each heal. base wounds * ((100 + BF) / 100) You will incur: 000 BF: 40 mind wounds 100 BF: 80 mind wounds 200 BF: 120 mind wounds 300 BF: 160 mind wounds bf incurred = base wounds x 0.225 Removing 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 player buildings, hospitals, medical centers, and camps, player wounds will regenerate at a rate of 5 wounds on each ham bar (including secondaries) every 5 minutes. c. ) Players may heal mind wounds by listening or watching an entertainer while inside a camp, or a valid structure. Valid structures to heal mind wounds include:
Source References
|