Difference between revisions of "Volley Fire (Ability)"
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When the command /volleyfire is given, all members of the squad leader's group will fire a single shot at the squad leader's current target. When VF is successfully issued and it processes through the squad leader's combat queue, all group members with the exception of pets, heavy weapon users, and melee weapon users within attack range (64 meters) will substitute their next combat round to take an *default* shot at the target the Squad Leader has selected. They group will then return to their previous targets. The ability does not re-target the squad leader's target. All players, including the squad leader must be in combat and currently fighting in order for volley fire to work. Targets that are not fighting will not begin shooting a target if a volleyfire order is given. | When the command /volleyfire is given, all members of the squad leader's group will fire a single shot at the squad leader's current target. When VF is successfully issued and it processes through the squad leader's combat queue, all group members with the exception of pets, heavy weapon users, and melee weapon users within attack range (64 meters) will substitute their next combat round to take an *default* shot at the target the Squad Leader has selected. They group will then return to their previous targets. The ability does not re-target the squad leader's target. All players, including the squad leader must be in combat and currently fighting in order for volley fire to work. Targets that are not fighting will not begin shooting a target if a volleyfire order is given. | ||
+ | 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. | ||
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+ | Note: Base Ham costs are unknown. | ||
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==Formula(s)== | ==Formula(s)== | ||
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− | + | No known formula exists for the volley fire success chance so I will propose the following: | |
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+ | volley fire Success Chance = | ||
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+ | ( 50 + (100 x ( volley fire mod / 100) ) + leadership ) - ( ( ( 100 x ( group size / 20 ) ) ) x .25 ) | ||
==Source References== | ==Source References== |
Latest revision as of 10:04, 8 September 2009
Ability - Volley Fire
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Description/volleyfire <target>: This Squad Leader command directs the fire of the entire group at the target the Squad Leader has chosen. This enables a Squad Leader's group to cut through a group of difficult creatures/NPCs far more efficiently than a group without a Squad Leader would perform.
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Related Tags
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Ability Breakdown & Details
When the command /volleyfire is given, all members of the squad leader's group will fire a single shot at the squad leader's current target. When VF is successfully issued and it processes through the squad leader's combat queue, all group members with the exception of pets, heavy weapon users, and melee weapon users within attack range (64 meters) will substitute their next combat round to take an *default* shot at the target the Squad Leader has selected. They group will then return to their previous targets. The ability does not re-target the squad leader's target. All players, including the squad leader must be in combat and currently fighting in order for volley fire to work. Targets that are not fighting will not begin shooting a target if a volleyfire order is given.
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.
Ability Flow
System Messages
SUI PromptCombat Chat Spam
Fly Text
Formula(s)No known formula exists for the volley fire success chance so I will propose the following: volley fire Success Chance =
Source References
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Ability HAM Costs
Ability Multipliers
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