Difference between revisions of "Injury Treatment (Game Mechanics)"

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== Formulas ==
 
== Formulas ==
  
 
                                      ''' Injury Treatment '''
 
  
  
Line 72: Line 70:
  
  
<pre>
+
900 Heal Stim<br>
900 Heal Stim
+
110 Med Module Droid<br>
110 Med Module Droid
+
100 Injury Treatment Skill<br>
100 Injury Treatment Skill
+
25 BE clothes<br>
25 BE clothes
+
0 no foods or buffs enhance injury treatment. (needs checking)<br>
0 no foods or buffs enhance injury treatment. (needs checking)
+
10% Medical City Specialization Bonus<br><br>
10% Medical City Specialization Bonus
+
  
900 x 1.1 x [(100+100+25+0)/100] x 1.1 = 2450 total heal
+
900 x 1.1 x [(100+100+25+0)/100] x 1.1 = 2450 total heal<br><br>
  
Now how Battle Fatigue affects this...
+
Now how Battle Fatigue affects this...<br><br>
  
If player Battle Fatigue is 0 - 250 = no change in heal value.
+
If player Battle Fatigue is 0 - 250 = no change in heal value.<br><br>
  
If player Battle Fatigue is greater than 250 then...
+
If player Battle Fatigue is greater than 250 then...<br><br>
  
Heal - [Heal x (Battle Fatigue-250) / 1000] = Heal after Battle Fatigue
+
Heal - [Heal x (Battle Fatigue-250) / 1000] = Heal after Battle Fatigue<br><br>
  
so with 696 Battle Fatigue (Randomly chosen number)
+
so with 696 Battle Fatigue (Randomly chosen number)<br><br>
  
2450 - [ 2450 x (696 - 250) / 1000] = 1358 heal after 696 Battle Fatigue
+
2450 - [ 2450 x (696 - 250) / 1000] = 1358 heal after 696 Battle Fatigue<br>
  
  
  
Bio-engineered clothes effectively cap at +25/+25 so a person  
+
Bio-engineered clothes effectively cap at +25/+25 so a person <br>
with +9999/ +9999 will do the SAME as one with only +25/+25  
+
with +9999/ +9999 will do the SAME as one with only +25/+25 <br>
injury/wound treatment clothes.
+
injury/wound treatment clothes.<br><br>
  
Battle Fatigue does NOT affect buff performance until 250  
+
Battle Fatigue does NOT affect buff performance until 250 <br>
Battle Fatigue. One could have 249 Battle Fatigue and it will  
+
Battle Fatigue. One could have 249 Battle Fatigue and it will <br>
be the same as one with 0 Battle Fatigue.
+
be the same as one with 0 Battle Fatigue.<br><br>
  
Battle Fatigue after 250 - affects the buff performance  
+
Battle Fatigue after 250 - affects the buff performance <br>
by 1% per 10 Battle Fatigue.
+
by 1% per 10 Battle Fatigue.<br><br>
  
At 1000 Battle Fatigue (when Battle Fatigue caps) buff  
+
At 1000 Battle Fatigue (when Battle Fatigue caps) buff <br>
performance is reduced by 75%.
+
performance is reduced by 75%.<br><br>
  
At 750 Battle Fatigue buff performance is reduced by 50%.
+
At 750 Battle Fatigue buff performance is reduced by 50%.<br><br>
  
At 500 Battle Fatigue buff performance is reduced by 25%.  
+
At 500 Battle Fatigue buff performance is reduced by 25%. <br><br>
  
Medical centers and scout camps override droid bonuses.
+
Medical centers and scout camps override droid bonuses.<br><br>
  
 
If not in a Medical Specialized Player City - the  
 
If not in a Medical Specialized Player City - the  
variable is calculated at 1.0.
+
variable is calculated at 1.0.<br><br>
  
 
If in a Medical Specialized Player City - the  
 
If in a Medical Specialized Player City - the  
 
varible is calculated at 1.1.
 
varible is calculated at 1.1.
 
 
</pre>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
                                      '''Injury Treatment Speed'''
 
 
 
 
 
1.  This needs a formula but I think the formula for wound treatment speed goes like this:
 
 
<pre>
 
 
speed = ( ( 100-foodbuff)/100 ) x  ( ( 100 -  InjuryTreatmentSpeed  ) /100 ) x base healing speed
 
 
 
</pre>
 
 
 
Where base healing speed = 10 seconds
 
 
 
 
Where foodbuff = value of the foods used
 
 
 
example:
 
Ruby Bliel = .25
 
or Havla =  .75 or even 100 if its 100+ as each point in these foods counts as a percentage reduction in the current healing speed timer (after modifier effects are calculated) and any food bonus over 100 is ignored and treated as just 100.
 
 
 
 
 
If the final value for Speed is less than 4 then speed is set to 4, as 4 seconds is the absolute minimum for injury healing actions.
 

Latest revision as of 08:55, 9 September 2009




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Formulas

This formula determines the size of the heal (per ham pool) that is given when using a healing stim.


Heal Power of Healing Stim x Environment x [(100 + Injury Treatment Skill + BE modded clothes +food/buff) / 100] x Med City Bonus

for example:


900 Heal Stim
110 Med Module Droid
100 Injury Treatment Skill
25 BE clothes
0 no foods or buffs enhance injury treatment. (needs checking)
10% Medical City Specialization Bonus

900 x 1.1 x [(100+100+25+0)/100] x 1.1 = 2450 total heal

Now how Battle Fatigue affects this...

If player Battle Fatigue is 0 - 250 = no change in heal value.

If player Battle Fatigue is greater than 250 then...

Heal - [Heal x (Battle Fatigue-250) / 1000] = Heal after Battle Fatigue

so with 696 Battle Fatigue (Randomly chosen number)

2450 - [ 2450 x (696 - 250) / 1000] = 1358 heal after 696 Battle Fatigue


Bio-engineered clothes effectively cap at +25/+25 so a person
with +9999/ +9999 will do the SAME as one with only +25/+25
injury/wound treatment clothes.

Battle Fatigue does NOT affect buff performance until 250
Battle Fatigue. One could have 249 Battle Fatigue and it will
be the same as one with 0 Battle Fatigue.

Battle Fatigue after 250 - affects the buff performance
by 1% per 10 Battle Fatigue.

At 1000 Battle Fatigue (when Battle Fatigue caps) buff
performance is reduced by 75%.

At 750 Battle Fatigue buff performance is reduced by 50%.

At 500 Battle Fatigue buff performance is reduced by 25%.

Medical centers and scout camps override droid bonuses.

If not in a Medical Specialized Player City - the variable is calculated at 1.0.

If in a Medical Specialized Player City - the

varible is calculated at 1.1.