Difference between revisions of "Poison (Game Mechanics)"
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− | A 'poison' is a Damage Over Time (DOT) attack. While a target is poisoned, their affected HAM bar will take on damage at every | + | A 'poison' is a Damage Over Time (DOT) attack. While a target is poisoned, their affected HAM bar will take on damage at every 10 second tick cycle of the poison after the target has been poisoned. As an example, if a player is hit with a 100 damage poison, 10 seconds passes by and then the player takes 100 damage. A poison will last until cured by the cure poison ability, teras kasi artist meditation, Force Cure poison, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of poison attack has a base chance (possibly a potency value) of applying the poison effect. This base chance is checked against the target's poison resistance to determine the ultimate percentage chance for the effect to land. |
Poisons cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Poisons will be removed from the target when they are killed. Poisons can be stacked on the same ham pool of a target provided that the poison sources are different. As an example, a player can attack a target with an Action Poison A and Action Poison B poison pack and have both effects go off. When applying poisons from the same source type, the highest strength poison overwrites lower strength poison if the target is already poisoned on that particular ham pool by a similar type of poison. For example if a player uses a 100 strength Action Poison A and then uses a 200 strength Action Poison A, the 200 strength poison will overwrite the 100 strength. | Poisons cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Poisons will be removed from the target when they are killed. Poisons can be stacked on the same ham pool of a target provided that the poison sources are different. As an example, a player can attack a target with an Action Poison A and Action Poison B poison pack and have both effects go off. When applying poisons from the same source type, the highest strength poison overwrites lower strength poison if the target is already poisoned on that particular ham pool by a similar type of poison. For example if a player uses a 100 strength Action Poison A and then uses a 200 strength Action Poison A, the 200 strength poison will overwrite the 100 strength. | ||
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==Source References== | ==Source References== |
Latest revision as of 19:07, 11 September 2009
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Game Mechanics - Mechanics Category
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Game MechanicsA 'poison' is a Damage Over Time (DOT) attack. While a target is poisoned, their affected HAM bar will take on damage at every 10 second tick cycle of the poison after the target has been poisoned. As an example, if a player is hit with a 100 damage poison, 10 seconds passes by and then the player takes 100 damage. A poison will last until cured by the cure poison ability, teras kasi artist meditation, Force Cure poison, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of poison attack has a base chance (possibly a potency value) of applying the poison effect. This base chance is checked against the target's poison resistance to determine the ultimate percentage chance for the effect to land. Poisons cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Poisons will be removed from the target when they are killed. Poisons can be stacked on the same ham pool of a target provided that the poison sources are different. As an example, a player can attack a target with an Action Poison A and Action Poison B poison pack and have both effects go off. When applying poisons from the same source type, the highest strength poison overwrites lower strength poison if the target is already poisoned on that particular ham pool by a similar type of poison. For example if a player uses a 100 strength Action Poison A and then uses a 200 strength Action Poison A, the 200 strength poison will overwrite the 100 strength. Combat medic effectiveness skill modifiers are factors that work to affect poison damage.
Poison SourcesPoisons have a number of sources including:
Combat Medics have the ability to launch Poison canisters at enemy targets. These Poison canisters come in area of effect and single target varieties. Combat Medics have access to Poisons that can damage primary stats.
Creature Attacks
All creature Poison with the exception of poison spray target the health ham pool only. Poison spray acts as a multi pool targeting effect. Note: During pre-cu it seems that the disease timer was affected by other things such as potentially CL or perhaps certain creatures were given custom timers for their disease duration. This information seems to be impossible to find so the timers for their disease durations can only be generalized within the range of data collected.
Weapons with inherent Poison will execute this effect on any target that is hit by the attacker. Weapons with inherent or potentially able to have Poison effects include:
Presumably special attacks that utilize weapons with inherent Poison effects can be considered area of effect Poisons if the special utilizes an area of attack. The Poison effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the Poisoned weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent Poison effects also have a potency value which makes a check against the defender's Poison resist modifiers to determine the percentage chance of successfully applying the Poison effect. Dots from weapons will only execute on the target if the player is certified to use the weapon. Each successful hit on a target consumes one dot usage from the weapon.
Poison TypesThere are 4 types of Poison attacks in SWG:
These attacks will hit all targets within a certain radius of the attacker, where the radius is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). Area of effect Poisons can consist of Multi Pool Poisons such as the creature attack Poison Spray. Presumably special attacks that utilize weapons with inherent Poison effects can be considered area of effect Poison if the special utilizes an area of attack. The Poison effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.
Single Target Poison These attacks target a single target
Multi Pool Poison These disease attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools. Multi pool disease sources include:
FormulasSource References
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