Difference between revisions of "Entertainer Healing Experience (Game Mechanics)"

From SWGANH Wiki
Jump to: navigation, search
(Group healing rate should be)
(Game Mechanics)
Line 41: Line 41:
  
  
Healing experience comes from entertainers, dancers and musicians curing players of their mind willpower and focus attribute wounds, in addition to healing their battle fatigue and buffing the mind pools. The amount of wounds and battle fatigue cured per tick varies depending on the ability used and the Battle fatigue and Wound healing modifiers for each respective profession. Players who watch entertainers heal at half the rate if the entertainer is not performing a flourish. For example, if an entertainer would normally heal a player for 100 points of wound damage per cycle while flourishing, they will only heal 50 points of wound damage per cycle if that same person watched them doing regular dancing without doing flourishes.
+
Healing experience comes from entertainers, dancers and musicians curing players of their mind willpower and focus attribute wounds, in addition to healing their battle fatigue and buffing the mind pools. Experience is awarded at every 10 second tick cycle if the player or their group heals any player that is currently watching them. Entertainers only obtain healing experience in groups *IF* they are performing, meaning if a player is grouped and not performing then they will not get experience even if another member of the group is generating experience through healing players.
 +
Healing experience is shared by the entire entertainer group. Experience is displayed in 3 rows of system messages. The first row displays the mind wound experience, the 2nd row displays battle fatigue experience, and the final row displays buffing experience.
  
  
 +
Entertainers do not get experience from healing their own wounds or battle fatigue, however if another entertainer in the group was listening or watching them, then the entertainer group does get the exp.  Since healing can only be performed in specific places, healing experience there for can only be acquired in those locations. 
  
Healing experience is shared by the entire entertainer group. If a patron is watching a grouped entertainer, the entire group's healing modifiers sum together to allow for faster healing as the healing tick size is increased. This effect then allows the entire group to share the same experience obtained from healing the player. Experience is displayed in 3 rows of system messages. The first row displays the mind wound experience, the 2nd row displays battle fatigue experience, and the final row displays buffing experience. 
 
  
Entertainers may also heal themselves simply by playing music or dancing. This works just like how it does for when another player watches an entertainer. If the entertainer does not perform a flourish, their healing rate is half of what the base rate is on the chart below.  If they are performing flourishes then they will heal themselves for the base rate per tick.
 
  
 
 
 
Does the entertainer get exp if they heal themselves while playing?
 
 
 
No, entertainers (nor the group) get exp from healing themselves while performing. However if another entertainer in the group was listening or watching them, then the entertainer group does get the exp. 
 
 
 
Since healing can only be performed in specific places, healing experience there for can only be acquired in those locations. 
 
 
Additionally, entertainers only obtain healing experience in groups *IF* they are performing.
 
 
 
 
 
'''Handling Wound healing Order'''
 
 
A logical way we could handle wound healing order is to make it so that the wounds targeted to be healed come from the most damaged ham pool. For example if a player had 1000 primary mind wounds, 500 willpower wounds and 250 focus wounds, the system would target the 1000 primary wounds first in order to heal that pool, followed by the willpower pool and finally the focus pool.
 
  
  
Line 77: Line 58:
 
=== Healing experience rates work out as follows ===
 
=== Healing experience rates work out as follows ===
  
<pre>
+
* battlefatigue exp = bf_amount healed x 2
battlefatigue exp = bf_amount healed x 2
+
  
primary wound healing experience = primary_amount healed x 0.5
+
* primary wound healing experience = primary_amount healed x 0.5
  
secondary wound experience = secondary_amount healed x 0.1
+
* secondary wound experience = secondary_amount healed x 0.1
  
buffing experience = every 1% of pool buffed grants 1 experience point.
+
* buffing experience = every 1% of pool buffed grants 1 experience point.
  
 
For information on buffing experience, see dancer and musician sections on the wiki.
 
For information on buffing experience, see dancer and musician sections on the wiki.
</pre>
+
 
  
 
{|align="center"
 
{|align="center"
Line 94: Line 74:
 
|-
 
|-
 
|}
 
|}
 
 
 
 
  
 
==Source References==
 
==Source References==

Revision as of 18:09, 6 September 2009




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.


Description

Template (Game Messages)

Related Tags

0% This document has not been started.

Mechanics This document is about game mechanics.

Completion Guide -

  • 0% - No substantive information available on game feature
  • 25% - page has been started but not completed
  • 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter
  • 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature
  • 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.


Game Mechanics

Healing experience comes from entertainers, dancers and musicians curing players of their mind willpower and focus attribute wounds, in addition to healing their battle fatigue and buffing the mind pools. Experience is awarded at every 10 second tick cycle if the player or their group heals any player that is currently watching them. Entertainers only obtain healing experience in groups *IF* they are performing, meaning if a player is grouped and not performing then they will not get experience even if another member of the group is generating experience through healing players. Healing experience is shared by the entire entertainer group. Experience is displayed in 3 rows of system messages. The first row displays the mind wound experience, the 2nd row displays battle fatigue experience, and the final row displays buffing experience.


Entertainers do not get experience from healing their own wounds or battle fatigue, however if another entertainer in the group was listening or watching them, then the entertainer group does get the exp. Since healing can only be performed in specific places, healing experience there for can only be acquired in those locations.






Healing experience rates work out as follows

  • battlefatigue exp = bf_amount healed x 2
  • primary wound healing experience = primary_amount healed x 0.5
  • secondary wound experience = secondary_amount healed x 0.1
  • buffing experience = every 1% of pool buffed grants 1 experience point.

For information on buffing experience, see dancer and musician sections on the wiki.


Entertainer Healing Experience

Source References

Source Source in Context