Difference between revisions of "Apply Disease (Ability)"

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= Ability Breakdown & Details =
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== Ability Breakdown & Details ==
  
*Area of effect abilities do not hit incapacitated/dead targets.
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Apply disease offers players the ability to inflict diseased states on targets while at range. The apply disease ability uses ranged injury treatment skill modifiers for determining throw speed. The player's combat medic effectiveness skill modifiers come into play with this skill to affect the damage of each dot tick. Healing Range modifiers come into play to affect the throw range of these medicine packs. Diseases are only allowed one disease per each HAM pool, regardless of the source. This means that a player can have up to a total of 9 diseases (one for each ham pool and secondary stat) on one target. See [[Diseases (Game Mechanics)|Diseases]] for more information.
  
*Droids and Vehicles/AT-STs are not affected by cm abilities
 
  
 +
Combat medic diseases come in two forms; A single target version and an Area of Effect version.
  
  
'''Q: How much damage will my disease do?'''
 
  
A: Real tick damage = ((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))
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Stats on these items are read as follows:
  
Each tick causes an amount of battle fatigue incurred equal to the rate of:
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* - Potency: Chances of poison/disease 'sticking', or effectively being applied
 +
* - Duration: Length of time the effect will last, measured in seconds
 +
* - Range: Base Throw Distance in meters
 +
* - Charges: Number of uses
 +
* - Area of effect: Radius of effect for the AoE (emanating from target)
 +
* - Combat Medicine Use: Required Combat Medicine Use to apply the med
 +
* - Effectiveness: Base Damage/Wound damage inflicted on target
  
Battle fatigue incurred = base tick damage * .075
+
Things to note:
  
 +
* Mobs nor players can be killed by disease or poisons alone. Their effects will only bring the Ham pool down to 1 point.
 +
* Area of effect abilities do not hit incapacitated/dead targets.
  
 +
* Droids and Vehicles/AT-STs are not affected by diseases or poisons abilities
  
 +
== Experience ==
  
  
'''Q: What is the natural Resist rating?'''
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Players will gain experience based on the rated effectiveness of the poison/disease pack plus their combat medic effectiveness modifier bonus included.  Therefore experience is equivilant to
  
A: Every player and Mob now has a 5% chance to always hit or always miss, regardless of the Potency of your meds.
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Disease Experience:
  
 +
((disease pack effectiveness) * (1 + (CM effectiveness) / 100))
  
'''Q: What should I get my potency to for PvE?'''
+
== Formulas ==
 
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A: It has been said that the base potency for a 50/50 chance at sticking in PvE is 120ish. Consensus is that the number is actually lower, as with a 120ish Potency poison you seem to stick at least 90% of the time.
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'''Q: How long does it take for a disease to 'tick'?'''
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A: After application, it takes 40 seconds before the first 'tick'. The disease will then tick every 40 seconds thereafter.
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+
 
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'''Q: Can I put poison and disease on the same creature?'''
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A: Yes.
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+
  
 +
* [[Medpack Range (Game Mechanics)|Medpack Range Calculation]]
 +
* [[Disease Damage Calculation (Game Mechanics)|Disease Damage Calculation]]
 +
* [[Dot Duration Affecting Agents (Game Mechanics)|Dot Duration Affecting Agents]]
 +
* [[Dot Application Chance (Game Mechanics)|Dot Application Chance]]
 +
* [[Dot Damage Absorption (Game Mechanics)|Dot Damage Absorption]]
 +
* [[Ranged Injury Treatment Speed (Game Mechanics)|Ranged Injury Treatment Speed]]
  
  
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|valign=top|
  
==Ability Flow==
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== System Messages ==
{| align="center"
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|-
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<graphviz>
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digraph G
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{
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        rankdir = LR;
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        node [shape=record, width=.2, height=.2];
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        node [width=1];
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        node1 [color="#929292", label = "Step 01", style="bold", fontname="arial",
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fontcolor="#929292", URL="Test101"];
 
        node2 [color="orange", label = "Step 02", style="bold", fontname="arial",
 
  
fontcolor="#458CAF", URL="Test102"];
 
        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==
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* [[Apply Disease System Messages (Game Messages)|Apply Disease]]<br>
  
==Combat Chat Spam==
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==Source References==
==Combat Chat Spam==
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==Fly Text==
 
  
==Formula(s)==
 
 
* '''1 + 1 = 3'''
 
 
* '''2 - 2 + 2 = 3'''
 
 
==Source References==
 
  
 
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||Damage||align="center" |0
 
||Damage||align="center" |0
 
|-
 
|-
||Delay Time||align="center" |0
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||Delay Time||align="center" |10
 
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Latest revision as of 18:13, 11 September 2009

Ability - Apply Disease

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Description

/applydisease <target>: This command will enable you to attack your target with disease, if you have the proper item.

Command: /applyDisease
CommandQueue Entry: applydisease (AF5E4D90)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Combat Medic This document is related to the Combat Medic Profession.

Ability Breakdown & Details

Apply disease offers players the ability to inflict diseased states on targets while at range. The apply disease ability uses ranged injury treatment skill modifiers for determining throw speed. The player's combat medic effectiveness skill modifiers come into play with this skill to affect the damage of each dot tick. Healing Range modifiers come into play to affect the throw range of these medicine packs. Diseases are only allowed one disease per each HAM pool, regardless of the source. This means that a player can have up to a total of 9 diseases (one for each ham pool and secondary stat) on one target. See Diseases for more information.


Combat medic diseases come in two forms; A single target version and an Area of Effect version.


Stats on these items are read as follows:

  • - Potency: Chances of poison/disease 'sticking', or effectively being applied
  • - Duration: Length of time the effect will last, measured in seconds
  • - Range: Base Throw Distance in meters
  • - Charges: Number of uses
  • - Area of effect: Radius of effect for the AoE (emanating from target)
  • - Combat Medicine Use: Required Combat Medicine Use to apply the med
  • - Effectiveness: Base Damage/Wound damage inflicted on target

Things to note:

  • Mobs nor players can be killed by disease or poisons alone. Their effects will only bring the Ham pool down to 1 point.
  • Area of effect abilities do not hit incapacitated/dead targets.
  • Droids and Vehicles/AT-STs are not affected by diseases or poisons abilities

Experience

Players will gain experience based on the rated effectiveness of the poison/disease pack plus their combat medic effectiveness modifier bonus included. Therefore experience is equivilant to

Disease Experience:

((disease pack effectiveness) * (1 + (CM effectiveness) / 100))

Formulas


System Messages

Source References

Source Source in Context
Prima Guide somelink1 Source1

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 10