Difference between revisions of "Wounds (Game Mechanics)"

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(Removing Wounds)
 
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{{PageHeader|Game Mechanics|Wounds}}
  
 
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{| border="0" width="100%" cellpadding=6
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* 2. Attacks - (wound primary stats)
 
* 2. Attacks - (wound primary stats)
 
* 3. disease - (wound primary stats & secondary stats)
 
* 3. disease - (wound primary stats & secondary stats)
* 5. fire dot - (wound primary stats)
+
* 4. fire dot - (wound primary stats)
* 6. radioactive sampling - (wound primary stats)
+
* 5. radioactive sampling - (wound primary stats)
* 7. Cloning - (wound primary stats)
+
* 6. Cloning - (wound primary stats)
* 8. Tend Wound
+
* 7. Tend Wound (wound mind pool secondary stats)
* 9. Tend Damage
+
* 8. Tend Damage (wound mind pool secondary stats)
* 10. Heal Mind
+
* 9. Heal Mind (wound primary & secondary mind stats)
  
 
== Bleeds ==
 
== Bleeds ==
  
  
There 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.
 
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.
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In this example, if the bleed were allowed to run its full duration without being stopped, then the player would take 40 wounds to the affected stat(s) with roughly 6 wounds occurring at every 20 second interval.
 
In this example, if the bleed were allowed to run its full duration without being stopped, then the player would take 40 wounds to the affected stat(s) with roughly 6 wounds occurring at every 20 second interval.
 
 
 
 
 
  
 
== Attacks ==
 
== Attacks ==
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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.
+
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 ==
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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 increasingly 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:
+
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:
  
  
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 +
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
 
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 ==
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 +
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:
  
  
== Removing Wounds ==
+
wound damage =
  
 +
(base wound x ( 1 + (BF / 100 ) ) + ( 50 x (1 + (PE/1000) ) )
  
There are three principal ways of removing wounds, depending on the type that have been acquired.
+
base wound = 50 base bf = 100
  
1. Having a medic treat the wounds<br>
+
We could even go so far as to make BF a product of the PE as well. This could look like
2. Waiting Inside Structures with medical ratings<br>
+
3. Watching or listening to an entertainer<br>
+
  
 +
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.
 
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.
 
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.  
+
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:
 
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:

Latest revision as of 15:27, 14 July 2009




Game Mechanics - Wounds

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Mechanics This document is about game mechanics.

Game Mechanics

Wounds 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:

  • 1. bleeds - (wound secondary stats)
  • 2. Attacks - (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

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.



Here is an example to illustrate the mechanics of this proposal.

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:


Step 1.

Total Wound Damage = ( 200 x .20 ) = 40


Step 2.

Wound Damage Per Tick = 40 / ( 120 / 20 ) = 6.67


In this example, if the bleed were allowed to run its full duration without being stopped, then the player would take 40 wounds to the affected stat(s) with roughly 6 wounds occurring at every 20 second interval.

Attacks

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

[Combat] 00:55:50 a male mawgax hits you for 232 points of damage!
[Combat] 00:55:50 You have been wounded for 1 points.
[Combat] 00:55:50 You have taken 1 in battle fatigue.
[Combat] 00:55:50 You have been wounded for 1 points.
[Combat] 00:55:50 You have taken 1 in battle fatigue.
[Combat] 00:55:50 You have been wounded for 1 points.
[Combat] 00:55:50 You have taken 1 in 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.
[Combat] 18:10:09 You have taken 1 in battle fatigue.
[Combat] 18:10:09 You have been wounded for 1 points.
[Combat] 18:10:09 You have taken 1 in battle fatigue.
[Combat] 18:10:09 You have been wounded for 1 points.
[Combat] 18:10:09 You have taken 1 in battle fatigue.
[Combat] 18:10:09 You have been wounded for 1 points.
[Combat] 18:10:09 You have taken 1 in battle fatigue.


Critical Wounding event:

[Combat] 18:00:48 a choku hunter hits you for 139 points of damage!
[Combat] 18:00:48 a choku hunter hits you, but you counterattack!
[Combat] 18:00:48 You have been wounded for 3 points.
[Combat] 18:00:49 You have taken 1 in battle fatigue.
[Combat] 18:00:49 You shoot at a choku hunter and hit for 134 points of damage.
[Combat] 18:00:50 a choku hunter hits you for 70 points of damage!

Disease

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:


This is the calculation for the initial disease tick from a combat medic's pack (or creature).

Base Damage per tick = ((disease effectiveness) * (1 + (CM effectiveness) / 100))


Battle fatigue incurred = base tick damage * .075


Real tick damage =

((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))



Example 1.


In the case of a combat medic with 100 CM effectiveness modifier, applying a 100 effectiveness disease on a target with 0 battle fatigue, the calculations would appear as follows:


Base Damage per tick = ((100) * (1 + (100) / 100)) = 200

Battle fatigue incurred = 200 * .075 = 15


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 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:


000 BF: 200 wounds
100 BF: 400 wounds
200 BF: 600 wounds
300 BF: 800 wounds
400 BF: 1000 wounds
500 BF: 1200 wounds

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 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
2. Waiting Inside Structures with medical ratings
3. Watching or listening to an entertainer

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 Source in Context