Difference between revisions of "Heal Enhance (Ability)"

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= Ability Breakdown & Details =
+
 
 +
 
 +
== Ability Breakdown & Details ==
  
  
 
Doctors may enhance player's ham attributes in addition to offering disease/poison resistance buffs.
 
Doctors may enhance player's ham attributes in addition to offering disease/poison resistance buffs.
 +
Heal Enhancing is on the wound treatment speed timer and has a minimum speed of 1 second between uses of the skill to apply buffs to other players. Stat enhancement buffs are affected by the Wound Treatment modifiers.
  
 +
Doctors may choose from three types of buffs; stat enhancements, poison resist enhancements and disease resist enhancements. Doctor applied Buffs do not stack with other doctor buffs of the same type nor does the Doctor Applied Health enhancement buff stack with Health Buff Focused Crystals obtained from the force sensitive quest. The highest of either buff overwrites the current buff on the target, meaning if a player is currently buffed for 500 to a stat from one source (crystal or current doctor buff) and the player receives another buff of higher value, then the higher value will overwrite the current one.  Resistance buffs are buffs that increases a player's resistance against poison and disease attacks. These buffs use an effectiveness rating which makes a check against the poison/diseases potency rating to determine if the effect will stick. C level Poison/Disease buffs have an absorption value which reduces the amount of damage taken by poison/diseases by a percentage if they get through the application check.
  
 +
Some things to note about stat & resist buffing:
  
Resistance Buffs
+
* Buffs of greater value overwrite buffs of lower strength
 +
* Buffs of lower value cannot overwrite buffs of higher strength
 +
* Without issuing a specific parameter, buffs are applied to a target based on what buff is not currently present on the target. If a buff isnt on a target then the buff is applied, if the player has that buff pack available in inventory. Buffs only begin to overwrite if the player already has all buffs on them from what is available in the player's inventory.
 +
* Buffs are applied in a certain order but that information is currently unknown.
 +
* Buff packs can only be used while in the primary inventory
  
 +
== Using Heal Enhance ==
  
Resistance buffs are buffs that increases a player's resistance against poison and disease attacks. These buffs use an effectiveness rating which makes a check against the poison/diseases effectiveness rating to determine if the effect will stick. C level Poison/Disease buffs have an absorption value which reduces the amount of damage taken by poison/diseases by a % if they get through the effectiveness check.
+
There are several ways to use the heal enhance ability:
  
 +
'''Command line options'''
  
 +
* /healenhance (no paramater) - Using this command will buff the target using all available enhancement packs in the player's inventory one at a time.
  
Whats the difference between absorbtion and power?
+
* /healenhance action (Stat Buffs)
 +
* /healenhance health (Stat Buffs)
 +
* /healenhance stamina (Stat Buffs)
 +
* /healenhance quickness (Stat Buffs)
 +
* /healenhance constitution (Stat Buffs)
 +
* /healenhance strength (Stat Buffs)
  
  
this only applies to the "C" level resist buffs
+
'''Player Radial Menu Options''' (Stat Buffs)
  
C level resists also lower the actual amount of damage the poison does (the absoprtion part), as well as decreasing the chance of hitting (the regular power stat). B level resists only decrease the chance of getting hit, you still get 100% of the damage the poison is rated for.
+
* Doctor with healenhance will have an Enhance Attribute radial menu appear on the target
 +
* Select "Enhance Attribute" radial menu on the player will display options that depend no what enhancement packs are in the inventory
 +
* Choose from Enhance Action,Enhance Quickness,Enhance Stamina,Enhance Health,Enhance Constitution and Enhance Strength radial option
  
  
Absorption has a theoretical max of 25%. However, since it uses OQ and PE as determinants, and PE is capped at 700 for 1 of the necessary resources for each type of pack (tat herb for poison resists, wild corn for disease resists), the attainable max (even with perfect resources) is more likely to be 23 or 24%.
 
  
 +
'''Buffpack Radial Menu Options'''
  
Janta blood doesn't help directly -- it increases the base effectiveness of the pack, which might allow you to use all your points in absorption rather than dividing them between 2 experimental qualities, but a Janta resist C starts out with 5 absorption just like a pack made with a normal BEC... (and, janta blood doesn't add 1:1 to effectiveness on these...)
+
* Select the "Use" radial menu
 +
* Choose from the Use Item on Self and Use Item on Target options.  
  
  
Special note on using cures after absorption check:
+
'''Toolbar Options'''
  
The cure roll is made after the absorption, so you only need to cure the reduced tick value of the DOT.
+
* Place buffpack on toolbar and press corresponding button while having target in reticle
  
  
 +
'''From Inventory'''
  
 +
* Double click on buffpack in inventory while having target in reticle
  
 +
== Buff Application order ==
  
  
So 2 questions?
+
While no information is currently available for the order in which buffs are applied while using the /healenhance command without a parameter, i propose the following:
1. Whats the difference, Bs appear better but Im guessing they are not
+
2. Do Bs and Cs stack for use at the same time?
+
  
  
To your questions, they do not stack, and they're not exactly better or worse, just different...
+
* Health
 +
* Constitution
 +
* Strength
 +
* Action
 +
* Quickness
 +
* Stamina
 +
* Poison Resist Buff A
 +
* Poison Resist Buff B
 +
* Poison Resist Buff C
 +
* Disease Resist Buff A
 +
* Disease Resist Buff B
 +
* Disease Resist Buff C
  
Absorption is a percentage reduction in the tick -- so if you have 20 absorption packs, a 1000 point tick would be reduced to 800. This helps, obviously enough, by causing you to take less damage, but it also means that there's less poison to be cured -- which could be especially helpful if you're using area cures, which don't have the (roughly) 2x modifier on their power...
+
== Experience ==
  
question
 
Does Poison/Disease resists buff help against DOT weapons?
 
  
Yes. The potency of the DOT on the weapon checks against the effectiveness of the resist buff.
+
Buffing player stats yield experience at a rate of 1 point of experience for every 2 points increased on the player's attributes.
  
  
Bermag wrote:
+
It is currently unknown if resist buffs give experience.
How do you calculate the chance (risk on the recieving end lol) that a poison will stick? Is it something Potency/Poision resist gives you the chance that it sticks or something like that. How about weapons where potency is listed as %, how does that relate to poision resists.
+
  
Also do posion buff resist and def vs poison stack or is it two separate rolls?
 
  
  
The buffs add to the resistance modifiers, so it should stack with resistance mods in clothes. I don't think anyone has derived a formula, but we do know that there is always a 5% chance (at least) of resisting and, conversly, a 5% chance of a DoT sticking. It's been obvserved that when the potency and resistance are equal, the DoT will stick half the time. I'm pretty sure that the potency listed on weapons is on the same scale as those on CM packs. The weapons usually have much lower potency, but given that every hit is an attempted application, they will almost certainly get the DoT to stick at some point.
+
== System Messages ==
  
 +
* [[Heal Enhance System Messages (Game Messages)|Heal Enhance]]<br>
  
Bermag wrote:
 
I wonder if there is a hidden poison resist stat?
 
  
If you have no resists buff or +skills will the poison then have a 95% chance to stick?
+
== Radial Menus ==
  
 +
* [[Heal Enhance Radial Menu (Game Messages)|Heal Enhance]]
  
If the potency is over 100, then yes. Before the resistance buffs were added CMs knew our poisons would stick almost 100% of the time if we got the potency over 100. The minimum 5% chance to resist was added at the same time as the resistance buffs. Poisons with a potency below 100 have a higher resist rate, even without resistance buffs. I don't think there's a hidden resist stat per se. I think it's that the potency was originaly indended (and coded) to be the chance of sticking. When the advanced resiliance compound became craftable, (RCs are the CM components that add to potency and the advanced ones couldn't be crafted for the first few months of the game due to a bug) it became very easy for a CM with decent resources to hit 100+ potency without even experimenting the final packs for potency. That's what lead to the addition of the resistance buffs and AOE cures.
+
== Formulas ==
Personally, I think it would have been better to change the crafting calculations for potency so that 100 couldn't be hit, instead of creating the resistance buffs and AOE cures. But, that's another discussion.
+
  
  
'''
 
Will B level buffs overwrite C level buffs?'''
 
  
 +
'''Stat Enhancement Buffs'''
  
Bs will buff over Cs due to the higher power, but the absorption goes away.
+
* [[Wound Treatment (Game Mechanics)|Wound Treatment]]
 +
* [[Wound Treatment Speed (Game Mechanics)|Wound Treatment Speed]]
  
  
  
 +
'''Resistance Buffs'''
  
 +
* [[Dot Application Chance (Game Mechanics)|Dot Application Chance]]
 +
* [[Dot Damage Absorption (Game Mechanics)|Dot Damage Absorption]]
  
'''Observed Resist Rate'''
+
==Source References==
  
 +
{| align="center"
 +
|-
 +
||
 +
{| class="wikitable"
 +
|- align="center" style="background-color:#ffffcc;"
 +
|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 +
|- align="center"
 +
||[[Heal Enhance 1 (Source)|Source 1]]||[[Heal Enhance Context 1 (Source)|Source 1]]
  
 +
|- align="center"
  
  
'''Note:  The resist rates on these are extremly low considering the buffs are at near maximum effectiveness.  It is recommended that the effectiveness of CM poisons/diseases be severely hampered by these buffs, and that resist rates of up to 95% should be allowed given maximum quality buffs as the intent behind the buffs was to impede CM's role in dominating the PvP scene.''' 
+
||[[Heal Enhance 2 (Source)|Source 2]]||[[Heal Enhance Context 2 (Source)|Source 2]]
  
Using pre-patch poison B resist buffs 204 power:
+
|- align="center"
against 210 pot poison C - 26 resists, 20 successes, 46 total throws
+
against 131 pot poison C - 27 resists, 19 successes, 46 total throws
+
  
Using post-patch poison B resist buffs 196 power:
 
against 192 pot poison C - 28 resists, 18 successes, 46 total throws
 
against 131 pot poison C - 31 resists, 15 successes, 46 total throws
 
  
 +
||[[Heal Enhance 3 (Source)|Source 3]]||[[Heal Enhance Context 3 (Source)|Source 3]]
  
 +
|- align="center"
  
  
 +
||[[Heal Enhance 4 (Source)|Source 4]]||[[Heal Enhance Context 4 (Source)|Source 4]]
  
{| border="0" width="100%" cellpadding=6
+
|- align="center"
|-
+
|valign=top|
+
  
==Ability Flow==
 
{| align="center"
 
|-
 
||
 
<graphviz>
 
digraph G
 
{
 
        rankdir = LR;
 
        node [shape=record, width=.2, height=.2];
 
        node [width=1];
 
        node1 [color="#929292", label = "Step 01", style="bold", fontname="arial",
 
  
fontcolor="#929292", URL="Test101"];
+
||[[Heal Enhance 5 (Source)|Source 5]]||[[Heal Enhance Context 5 (Source)|Source 5]]
        node2 [color="orange", label = "Step 02", style="bold", fontname="arial",
+
  
fontcolor="#458CAF", URL="Test102"];
+
|- align="center"
        node3 [color="orange", label = "Step 03", style="bold", fontname="arial",
+
  
fontcolor="#458CAF", URL="Test101"];
 
        node1 -> node2:w [color="#929292"];
 
        node2:w -> node3:e [color="#515FCA", constraint=false];
 
}
 
</graphviz>
 
|}
 
==System Messages==
 
  
==SUI Prompt==
+
||[[Heal Enhance 6 (Source)|Source 6]]||[[Heal Enhance Context 6 (Source)|Source 6]]
  
==Combat Chat Spam==
+
|- align="center"
  
==Fly Text==
 
  
==Formula(s)==
+
||[[Heal Enhance 7 (Source)|Source 7]]||[[Heal Enhance Context 7 (Source)|Source 7]]
  
<pre>
+
|- align="center"
How do buffs work? how do I know how powerfull they are?
+
  
Total Buff Power
 
  
Heal Power of Pack x Environment x [(100 + Wound Treatment Skill + Bivoli + BE modded clothes) / 100] x Med City Bonus
+
||[[Heal Enhance 8 (Source)|Source 8]]||[[Heal Enhance Context 8 (Source)|Source 8]]
  
for example:
+
|- align="center"
900 Heal Power Buff pack
+
110 Med Module Droid
+
100 Master Doctor Skill
+
25 Bivoli
+
25 BE clothes
+
10% Medical City Specialization Bonus
+
  
900 x 1.1 x [(100+100+25+25)/100] x 1.1 = 2722 total buff
 
  
--------------------------------------------------------------------------------
+
||[[Heal Enhance 9 (Source)|Source 9]]||[[Heal Enhance Context 9 (Source)|Source 9]]
Now how Battle Fatigue affects this...
+
  
If player Battle Fatigue is 0 - 250 = no change in buff value.
+
|- align="center"
  
If player Battle Fatigue is greater than 250 then...
 
  
Buff - [Buff x (Battle Fatigue-250) / 1000] = Buff after Battle Fatigue
+
||[[Heal Enhance 10 (Source)|Source 10]]||[[Heal Enhance Context 10 (Source)|Source 10]]
  
so with 696 Battle Fatigue (Randomly chosen number)
+
|- align="center"
  
2722 - [ 2722 x (696 - 250) / 1000] = 1507 buffed after 696 Battle Fatigue
 
  
Helpful Notes:
+
||[[Heal Enhance 11 (Source)|Source 11]]||[[Heal Enhance Context 11 (Source)|Source 11]]
  
* Bio Engineered Clothes effectively cap at +25/ +25 so a person with +9999/ +9999 will do the SAME as one with only +25 / +25 damage / wound treatment clothe.
+
|- align="center"
  
* Bivoli DOES STACK with BE 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.
+
||[[Heal Enhance 12 (Source)|Source 12]]||[[Heal Enhance Context 12 (Source)|Source 12]]
  
* Battle Fatigue after 250 .. affects the buff performance by 1% per 10 Battle Fatigue.
+
|- align="center"
  
* At 1000 Battle Fatigue (when Battle Fatigue caps) buff performance is reduced by 75%.
 
  
* At 750 Battle Fatigue buff performance is reduced by 50%
+
||[[Heal Enhance 13 (Source)|Source 13]]||[[Heal Enhance Context 13 (Source)|Source 13]]
  
* At 500 Battle Fatigue buff performance is reduced by 25%
+
|- align="center"
  
* Med Centers and scout Cmps 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.
+
||[[Heal Enhance 14 (Source)|Source 14]]||[[Heal Enhance Context 14 (Source)|Source 14]]
  
* Wound Treatment Speed can be affected by consuming Ruby Bliel or Havla
+
|- align="center"
  
  
</pre>
+
||[[Heal Enhance 15 (Source)|Source 15]]||[[Heal Enhance Context 15 (Source)|Source 15]]
  
==Source References==
+
|- align="center"
 +
 
 +
 
 +
||[[Heal Enhance 16 (Source)|Source 16]]||[[Heal Enhance Context 16 (Source)|Source 16]]
  
{| align="center"
 
|-
 
||
 
{| class="wikitable"
 
|- align="center" style="background-color:#ffffcc;"
 
|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 
 
|- align="center"
 
|- align="center"
||[[OneHandLunge1_Source1|Prima Guide]]||[[somelink1 Source1]]
 
  
|-
+
 
 +
||[[Heal Enhance 17 (Source)|Source 17]]||[[Heal Enhance Context 17 (Source)|Source 17]]
 +
 
 +
|- align="center"
 +
 
 +
 
 +
||[[Heal Enhance 18 (Source)|Source 18]]||[[Heal Enhance Context 18 (Source)|Source 18]]
 +
 
 +
|- align="center"
 +
 
 +
 
 +
||[[Heal Enhance 19 (Source)|Source 19]]||[[Heal Enhance Context 19 (Source)|Source 19]]
 +
 
 +
|- align="center"
 +
 
 +
 
 +
||[[Heal Enhance 20 (Source)|Source 20]]||[[Heal Enhance Context 20 (Source)|Source 20]]
 +
 
 +
|- align="center"
 +
 
 +
 
 +
||[[Heal Enhance 21 (Source)|Source 21]]||[[Heal Enhance Context 21 (Source)|Source 21]]
 +
 
 +
|- align="center"
 
|}
 
|}
 
|}
 
|}

Latest revision as of 11:33, 11 September 2009

Ability - Heal Enhance

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.

Description

/healenhance <target>: This command enables you to enhance another player's attributes, if you have the appropriate enhancement medpacks handy.

Command: /healEnhance
CommandQueue Entry: healenhance (EEE029CF)

Related Tags

25% This document has been partially completed.

Ability This document relates to Player Abilities.

Doctor This document is related to the Doctor Profession.


Ability Breakdown & Details

Doctors may enhance player's ham attributes in addition to offering disease/poison resistance buffs. Heal Enhancing is on the wound treatment speed timer and has a minimum speed of 1 second between uses of the skill to apply buffs to other players. Stat enhancement buffs are affected by the Wound Treatment modifiers.

Doctors may choose from three types of buffs; stat enhancements, poison resist enhancements and disease resist enhancements. Doctor applied Buffs do not stack with other doctor buffs of the same type nor does the Doctor Applied Health enhancement buff stack with Health Buff Focused Crystals obtained from the force sensitive quest. The highest of either buff overwrites the current buff on the target, meaning if a player is currently buffed for 500 to a stat from one source (crystal or current doctor buff) and the player receives another buff of higher value, then the higher value will overwrite the current one. Resistance buffs are buffs that increases a player's resistance against poison and disease attacks. These buffs use an effectiveness rating which makes a check against the poison/diseases potency rating to determine if the effect will stick. C level Poison/Disease buffs have an absorption value which reduces the amount of damage taken by poison/diseases by a percentage if they get through the application check.

Some things to note about stat & resist buffing:

  • Buffs of greater value overwrite buffs of lower strength
  • Buffs of lower value cannot overwrite buffs of higher strength
  • Without issuing a specific parameter, buffs are applied to a target based on what buff is not currently present on the target. If a buff isnt on a target then the buff is applied, if the player has that buff pack available in inventory. Buffs only begin to overwrite if the player already has all buffs on them from what is available in the player's inventory.
  • Buffs are applied in a certain order but that information is currently unknown.
  • Buff packs can only be used while in the primary inventory

Using Heal Enhance

There are several ways to use the heal enhance ability:

Command line options

  • /healenhance (no paramater) - Using this command will buff the target using all available enhancement packs in the player's inventory one at a time.
  • /healenhance action (Stat Buffs)
  • /healenhance health (Stat Buffs)
  • /healenhance stamina (Stat Buffs)
  • /healenhance quickness (Stat Buffs)
  • /healenhance constitution (Stat Buffs)
  • /healenhance strength (Stat Buffs)


Player Radial Menu Options (Stat Buffs)

  • Doctor with healenhance will have an Enhance Attribute radial menu appear on the target
  • Select "Enhance Attribute" radial menu on the player will display options that depend no what enhancement packs are in the inventory
  • Choose from Enhance Action,Enhance Quickness,Enhance Stamina,Enhance Health,Enhance Constitution and Enhance Strength radial option


Buffpack Radial Menu Options

  • Select the "Use" radial menu
  • Choose from the Use Item on Self and Use Item on Target options.


Toolbar Options

  • Place buffpack on toolbar and press corresponding button while having target in reticle


From Inventory

  • Double click on buffpack in inventory while having target in reticle

Buff Application order

While no information is currently available for the order in which buffs are applied while using the /healenhance command without a parameter, i propose the following:


  • Health
  • Constitution
  • Strength
  • Action
  • Quickness
  • Stamina
  • Poison Resist Buff A
  • Poison Resist Buff B
  • Poison Resist Buff C
  • Disease Resist Buff A
  • Disease Resist Buff B
  • Disease Resist Buff C

Experience

Buffing player stats yield experience at a rate of 1 point of experience for every 2 points increased on the player's attributes.


It is currently unknown if resist buffs give experience.


System Messages


Radial Menus

Formulas

Stat Enhancement Buffs


Resistance Buffs

Source References

Source Source in Context
Source 1 Source 1
Source 2 Source 2
Source 3 Source 3
Source 4 Source 4
Source 5 Source 5
Source 6 Source 6
Source 7 Source 7
Source 8 Source 8
Source 9 Source 9
Source 10 Source 10
Source 11 Source 11
Source 12 Source 12
Source 13 Source 13
Source 14 Source 14
Source 15 Source 15
Source 16 Source 16
Source 17 Source 17
Source 18 Source 18
Source 19 Source 19
Source 20 Source 20
Source 21 Source 21

|valign="top"|

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 140
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0
|}