Difference between revisions of "Steady Aim (Ability)"
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Note: The exact multiplier for group size is unknown so i will assume its a +1 multiplier per person added;Therefore a 20 person group multiplies the ham cost by 20. | Note: The exact multiplier for group size is unknown so i will assume its a +1 multiplier per person added;Therefore a 20 person group multiplies the ham cost by 20. | ||
− | Note: Base Ham costs are unknown. | + | Note: Base Ham costs are unknown, will use 252 value observed by a player for action/mind. |
Note: Accuracy Bonus is unknown. | Note: Accuracy Bonus is unknown. |
Revision as of 05:55, 8 September 2009
Ability - Steady Aim
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Description/steadyaim: This Squad Leader command increases the chance for the party member's next shots to hit their target. This ability costs more or less pool points based on how many people are in the party at the time the ability is used. Use the /setsteadyaim <message> command to set what the Squad Leader shouts when they use this command.
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Related Tags
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Ability Breakdown & Details
When using the /steadyaim command, the members of the group will receive a To-Hit bonus on their next attack. Steady Aim lasts just one combat round. The effect is similar to the /aim command being activated for the entire group. Steady aim works for melee and ranged weapon uses (including heavy weapons). This bonus is suspected to be passed on to npc pets that utilize weapons but not to creature pets. When the squad leader initiates a steady aim ability, each member of the group displays a flytext "+Steady+" above their heads signifying that the ability is in effect.
Accuracy from steady aim stacks with rally and other accuracy enhancing abilities.
Ham costs of the ability are multiplied by the number of members in the group.
Note: The exact multiplier for group size is unknown so i will assume its a +1 multiplier per person added;Therefore a 20 person group multiplies the ham cost by 20.
Note: Base Ham costs are unknown, will use 252 value observed by a player for action/mind.
Note: Accuracy Bonus is unknown.
Steady Aim can have a vocalization message attached to it through using the /setsteadyaim command. When a player issues the /setsteadyaim command and privides a parameter, the squad leader will yell this message whenever they use the /steadyaim command. The default message for squad leaders is "Stay on target.."
In order to reduce spam with this effect, there is a 30 second period set before the player's message can be seen again by players. Note: Perhaps we should make it so that if a player issues the /set command without a paramater, it will default the ability to not sent any message at all. If the player wishes to add a message then they can use the /set command again and include their message.
The steady aim effect can be applied to the group so long as they are on the same planet as the squad leader.
Note: Several squad leader abilities apply their effects planet wide. This range seems a bit excessive or exploitative, and probably should be limited to something along the lines of normal group range of 200 meters. It seems unlikely that these abilities were intended to be used planetwide.
Ability Flow
System Messages
SUI PromptCombat Chat Spam
Fly Text
Formula(s)
I. Chance to Hit Stage
1. Variables
1. AccMod = Accuracy from skill modifiers. from Attachments.
2. DefMod = Defense Modifiers based on Ranged Defense or Melee Defense Attachments and Skills. This is primary defense. This is the total sum of the ranged or melee defenses coming from all factors.
3. AtkPosMod = Attackers Posture Modifiers based on Standing +0, Crouching +16, Prone +50, and Running -50. The attacker gains or loses accuracy depending on what posture they have assumed.
5. AtkStateMod = Attackers modifiers for being blind or intimidated. Example of Attacker modifier would be -50 signifying that the attacker suffers a penalty to accuracy. Intimidate and Blind state penalties are unknown factors but it is estimated to be -50 penalty to the hit chance.
6. DefStateMod = Defenders modifiers for being stunned, or intimidated . Example of Defender Modifier would be +50 signifying the defender being easier to hit. Stunned and intimidate factors are unknown but it is estimated that they lower primary (melee and ranged) defenses by -50
7. WeapAcc = Weapon Accuracy at a specified Range.
8. AimShot = Yhe sum of your General Ranged Aiming, and weapon-specific Aiming mods. Only applies if you use Aim prior to your attack.
9. CovMod = Defense Modifiier for the take cover ability
10. AbilMod = Ability modifier depending on attack special ability chosen to perform. This is the innate accuracy bonus in special abilities
How to Calculate WeapAcc
Weapon accuracies have three main components:
Each range value also has a modifier associated with it. This modifier gives the Accuracy mod we need in the above equation whenever your character is firing from exactly that range. Unfortunately, we are rarely so precise, and so we need a way to determine what our real accuracy value is. This requires two steps. First, imagine your current range from your target as a slider that moves back and forth on a line, where the line has markers for your point-blank, ideal, and maximum ranges. Here is such a slider for an imaginary weapon:
Now, determine where on this slider your current range lies. Let's imagine our target is 33m away; thus, we are between our minimum and ideal ranges. Were our target 58m away, we would be between ideal and maximum ranges. In both cases, we refer to the lower range value (minimum range in the first example) as the "small range", and the higher range value (ideal range in the first example) as "big range." To determine our final accuracy, we must interpolate between the small range and big range based on where our current range lies on the above slider. To do so, use the following equation, where "Current" is your current range from the target, and "BigRange," "SmallRange," "BigMod," and "SmallMod" all refer to the distance and modifier values at your small and big ranges.
Analysis As is evident from the accuracy equation, your chance to hit a target is a direct competition between your weapon accuracy and your opponent's defenses. With every point increase in your accuracy skill (or the accuracy of your weapon), you gain a 0.5% increase in your chance to hit any given target. However, every point your target has in Ranged or Melee Defense decreases your chance to hit by 0.5%. Thus, it is important to maximize your accuracy mods while taking on opponents with a defense lower than your accuracy. Attacking such an opponent will guarantee at least a 66% chance to hit with your attacks, provided you are both standing. How big an effect does your range have upon your final accuracy? It depends greatly on your weapon's ideal range modifier. A high ideal mod can be an enormous boost to your chance to hit; similarly, a negative (or low positive) mod can seriously hurt your chances. In general, you always want to be exactly at your ideal range from your target. Unfortunately, few combat situations allow us to always maintain our ideal range. Is it better to be closer or further than your ideal range from your target? That also depends on your specific ideal range. If your ideal range is lower than 32m, it's better to be further away; if your range is greater than 32m, it's best to be closer to your target. Why is that? Following is an image demonstrating our imaginary weapon's relative chance to hit at various ranges. Darker areas represent higher chances to hit; thus, the black area is the ideal range for the weapon:
II. To-Hit Chance
Source References
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Ability HAM Costs
Ability Multipliers
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