Difference between revisions of "Fire Dots (Game Mechanics)"

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(Disease Sources)
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Note: No known formula exists for calculating the chance of a Fire Dots to be applied to a target nor for the effects of fire resistance on these chances but there is probably a 5% base chance to apply a Fire Dot as well as a 5% chance to resist a Fire Dot attack, similar to the mechanics of other dots.
 
Note: No known formula exists for calculating the chance of a Fire Dots to be applied to a target nor for the effects of fire resistance on these chances but there is probably a 5% base chance to apply a Fire Dot as well as a 5% chance to resist a Fire Dot attack, similar to the mechanics of other dots.
  
== Disease Sources ==
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== Fire Dot Sources ==
  
  
  
Diseases have a number of sources including:
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Fire Dot have a number of sources including:
  
 
* Special Attacks
 
* Special Attacks
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* [[Apply Disease (Ability)|Apply Disease]] -
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* [[Torso Shot (Ability)|Torso Shot]]
 
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* [[Flame Single 1 (Ability)|Flame Single 1]]
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.
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* [[Flame Single 2 (Ability)|Flame Single 2]]
 
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* [[Flame Cone 1 (Ability)|Flame Cone 1]]
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* [[Flame Cone 2 (Ability)|Flame Cone 2]]
  
  

Revision as of 22:24, 14 July 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

A 'Fire Dot' is a Damage Over Time (DOT) attack. While a target is on fire, their affected HAM bar will take on damage and wounds at every 10 second tick cycle of the Fire Dot after the target has been set on fire. As an example, if a player is hit with a 100 damage Fire Dot, 10 seconds passes by and then the player takes 100 damage and then subsequently takes 100 in wounds. A Fire Dot will last until cured by the Extinguish Fire ability, Total Heal Self abilities, if the target swims into water, or its duration runs out. Each form of Fire Dot attack has a base chance (possibly a potency value) of applying the Fire Dot effect. This base chance is checked against the target's Fire Dot resistance to determine the ultimate percentage chance for the effect to land. Fire Resistance of the target also works to reduce the flame damage of the dot to the target by the listed value from skill modifiers and/or food bonuses.

Fire Dots 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. Fire Dots 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 on fire, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Fire Dots 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.

Battle fatigue along with combat medic effectiveness skill modifiers are factors that work to affect Fire Dot damage.



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

Fire Dot Sources

Fire Dot have a number of sources including:

  • Special Attacks
  • Creature Attacks
  • Inherent Weapon Features



Special Attacks



Creature Attacks


Creatures have access to five forms of diseases:


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. The sarlacc disease lasts for 1 hour and 30 minutes and probably uses 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). There is no data presently for the sarlaac disease strength but it is probably a strong disease variant.




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 Weapons
  • 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 if the diseased weapon has a radius attack or if an area of effect special is used with that given weapon. 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)




Disease Types

There are 4 types of disease attacks in SWG:

  • Area of Effect Disease
  • Single target Disease
  • Multi pool Disease
  • Targeted pool Disease



Area of Effect Disease

These attacks will hit all targets within a certain radius of the attacker, where the radius 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). Area of effect Diseases can consist of Multi Pool Diseases such as the creature attack Plague Strike. Presumably special attacks that utilize weapons with inherent Disease effects can be considered area of effect Diseases if the special utilizes an area of attack. The Disease effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.


AOE disease sources include:

  • Plague Strike
  • AOE specials inflicting disease with weapon on targets within radius
  • ApplyDisease


Single Target Disease

These attacks target a single target


  • ApplyDisease


Multi Pool Disease

These disease 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.

Multi pool disease sources include:

  • Plague Strike



Targeted Pool Disease


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

  • ApplyDisease

Formulas

Disease damage is based around three things:

  • The disease effectiveness (or strength)
  • The target's current battle fatigue
  • The combat medic's Combat Medicine Effectiveness modifier



To calculate disease damage, the following formula is used:

Real tick damage =

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


Disease effectiveness includes the disease strength stat on a creature's attack, the combat medic's disease packs or the strength value on dot weapons. Disease sources that dont use CM effectiveness modifier would use 0 for this part of the formula.


As diseases run their course on a target, they will accumulate battle fatigue. The rate at which diseases generate battle fatigue on the target uses the following formula:

Battle fatigue incurred = Real Tick Damage * .075

Source References

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