Difference between revisions of "Steady Aim (Ability)"

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(Ability Breakdown & Details)
 
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<br>'''CommandQueue Entry:''' '''[[steadyaim (A5BDBBA6)]]'''
 
<br>'''CommandQueue Entry:''' '''[[steadyaim (A5BDBBA6)]]'''
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[[image:SquadLeaderSysMessage.jpg|200px|thumb|System Message at Top]]
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[[image:Steadyaim.jpg|200px|thumb|Steady Aim flytext]]
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= Ability Breakdown & Details =
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== Ability Breakdown & Details ==
  
This ability gives group members a to-hit bonus on their next shot.
 
  
 +
When using the /steadyaim command, the members of the group will receive a To-Hit bonus on their next attack. Steady Aim lasts just one combat round. The effect is similar to the /aim command being activated for the entire group. Steady aim works for melee and ranged weapon uses (including heavy weapons). This bonus is suspected to be passed on to npc pets that utilize weapons but not to creature pets. When the squad leader initiates a steady aim ability, each member of the group displays a flytext "+Steady+" above their heads signifying that the ability is in effect.
  
'''Q. How does Steady Aim work? I've tested with 2 people shooting a flag with +7 to hit displayed, and use /steadyaim. I see all the messages, but the to-hit number stays +7'''
 
  
 +
Accuracy from steady aim stacks with rally and other accuracy enhancing abilities.
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Ham costs of the ability are multiplied by the number of members in the group.
  
A. The reason you don't see any change in the "to hit" number is because, unlike /aim, /steadyaim is not a round based move...it's something of a timing problem. If you hit /steadyaim during the downtime of a shot, they get the bonus added, if you do it while they are shooting, they get no real bonus...the only effective way to use this skill is to spam it.. Steady Aim lasts one combat round. if you can time it right, your group members can use specials with this. SteadyAim works just like using the aim command that Marksman have It works without a range. As long as your partymember is on the planet they receive this bonus. Steady Aim works with ALL weapons.  
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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.
  
'''Q. Does the Steadyaim command work as a combat command, and therefore show up in the combat queue?'''
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Note: Base Ham costs are unknown, will use 252 value observed by a player for action/mind.
  
A. Yes. It goes in your combat queue, can be cancelled through /clearCombatQueue, and does not interrupt your group mates in any way.  
+
Note: Accuracy Bonus is unknown.
  
Steady Aim is on a 5 second delay <br>
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Steady Aim can have a vocalization message attached to it through using the /setsteadyaim command. When a player issues the /setsteadyaim command and privides a parameter, the squad leader will yell this message whenever they use the /steadyaim command. The default message for squad leaders is "Stay on target.."
  
Steady Aim does not work with creature pets but does however work with npc faction pets.
+
In order to reduce spam with this effect, there is a 30 second period set before the player's message can be seen again by players. Note: Perhaps we should make it so that if a player issues the /set command without a paramater, it will default the ability to not sent any message at all. If the player wishes to add a message then they can use the /set command again and include their message.
  
Accuracy from steady aim stacks with rally.
 
 
 
No information was obtained about steadyaim accuracy bonus so the following is just a recommendation.
 
 
Steadyaim accuracy bonus :  50
 
  
 +
The steady aim effect can be applied to the group so long as they are on the same planet as the squad leader.
  
 +
Note: Several squad leader abilities apply their effects planet wide. This range seems a bit excessive or exploitative, and probably should be limited to something along the lines of normal group range of 200 meters. It seems unlikely that these abilities were intended to be used planetwide.
  
 
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{| border="0" width="100%" cellpadding=6
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{| class="wikitable"
 
{| class="wikitable"
 
|- align="center" style="background-color:#ffffcc;"
 
|- align="center" style="background-color:#ffffcc;"
|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''
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|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''||'''Notes'''||'''Examples'''
 
|-
 
|-
 
||steadyaim_buff
 
||steadyaim_buff
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||internal_command_string
 
||internal_command_string
 
||Your squad leader directs you to aim carefully.
 
||Your squad leader directs you to aim carefully.
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||[[Steady Aim Message 1 (Example)|Example]]
 
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{| class="wikitable"
 
{| class="wikitable"
 
|- align="center" style="background-color:#ffffcc;"
 
|- align="center" style="background-color:#ffffcc;"
|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''
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|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''||'''Notes'''||'''Examples'''
 
|-align="center"
 
|-align="center"
 
||go_steady
 
||go_steady
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||internal_command_string
 
||internal_command_string
 
||+Steady+
 
||+Steady+
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||[[Steady Aim Message 1 (Example)|Example]]
 
|- align="center"
 
|- align="center"
  
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||internal_command_string
 
||internal_command_string
 
||+Steady+
 
||+Steady+
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||
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||[[Steady Aim Message 1 (Example)|Example]]
 
|}
 
|}
 
|}
 
|}
  
==Formula(s)==
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== Formula(s) ==
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 +
 
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No known formula exists for the steady aim success chance so I will propose the following:
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steady aim Success Chance =
  
* '''1 + 1 = 3'''
 
  
* '''2 - 2 + 2 = 3'''
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( 50 + (100 x ( steadyaim mod / 100)  ) + leadership )  -  ( ( ( 100 x ( group size / 20 ) ) ) x .25 )
  
 
==Source References==
 
==Source References==
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|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 
|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 
|- align="center"
 
|- align="center"
||[[Berserk_Source1|Source1]]||[[somelink1 Source1]]
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||[[Steady Aim 1 (Source)|Source 1]]||[[Steady Aim Context 1 (Source)|Source 1]]
 
|- align="center"
 
|- align="center"
||[[Berserk_Source2|Source2]]||[[somelink2 Source2]]
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||[[Steady Aim 2 (Source)|Source 2]]||[[Steady Aim Context 2 (Source)|Source 2]]
 
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|width="100px"|'''Modifier'''||'''Value'''
 
|width="100px"|'''Modifier'''||'''Value'''
 
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||Health Cost||align="center" |25
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||Health Cost||align="center" |0
 
|-
 
|-
||Action Cost||align="center" |50
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||Action Cost||align="center" |252
 
|-
 
|-
||Mind Cost||align="center" |100
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||Mind Cost||align="center" |252
 
|-
 
|-
 
||Force Cost||align="center" |0
 
||Force Cost||align="center" |0

Latest revision as of 19:05, 3 May 2010

Ability - Steady Aim

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Description

/steadyaim: This Squad Leader command increases the chance for the party member's next shots to hit their target. This ability costs more or less pool points based on how many people are in the party at the time the ability is used. Use the /setsteadyaim <message> command to set what the Squad Leader shouts when they use this command.

Command: /steadyaim


CommandQueue Entry: steadyaim (A5BDBBA6)

System Message at Top
Steady Aim flytext



Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Squad Leader This document is related to the Squad Leader Profession.

Ability Breakdown & Details

When using the /steadyaim command, the members of the group will receive a To-Hit bonus on their next attack. Steady Aim lasts just one combat round. The effect is similar to the /aim command being activated for the entire group. Steady aim works for melee and ranged weapon uses (including heavy weapons). This bonus is suspected to be passed on to npc pets that utilize weapons but not to creature pets. When the squad leader initiates a steady aim ability, each member of the group displays a flytext "+Steady+" above their heads signifying that the ability is in effect.


Accuracy from steady aim stacks with rally and other accuracy enhancing abilities. 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, will use 252 value observed by a player for action/mind.

Note: Accuracy Bonus is unknown.

Steady Aim can have a vocalization message attached to it through using the /setsteadyaim command. When a player issues the /setsteadyaim command and privides a parameter, the squad leader will yell this message whenever they use the /steadyaim command. The default message for squad leaders is "Stay on target.."

In order to reduce spam with this effect, there is a 30 second period set before the player's message can be seen again by players. Note: Perhaps we should make it so that if a player issues the /set command without a paramater, it will default the ability to not sent any message at all. If the player wishes to add a message then they can use the /set command again and include their message.


The steady aim effect can be applied to the group so long as they are on the same planet as the squad leader.

Note: Several squad leader abilities apply their effects planet wide. This range seems a bit excessive or exploitative, and probably should be limited to something along the lines of normal group range of 200 meters. It seems unlikely that these abilities were intended to be used planetwide.

Ability Flow

<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"];
       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

ID Path Filename Trigger Message Notes Examples
steadyaim_buff /string/en/ cbt_spam.stf internal_command_string Your squad leader directs you to aim carefully. Example

SUI Prompt

Combat Chat Spam

ID Path Filename Trigger Player Message1 Player Message2 Other Player's Message

ID Value

/path/goes/here/

filename.stf

internal_command_string

System Message Text

test

test3

Fly Text

ID Path Filename Trigger Message Notes Examples
go_steady /string/en/ combat_effects.stf internal_command_string +Steady+ Example
go_steadied /string/en/ combat_effects.stf internal_command_string +Steady+ Example

Formula(s)

No known formula exists for the steady aim success chance so I will propose the following:

steady aim Success Chance =


( 50 + (100 x ( steadyaim mod / 100) ) + leadership ) - ( ( ( 100 x ( group size / 20 ) ) ) x .25 )

Source References

Source Source in Context
Source 1 Source 1
Source 2 Source 2

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 252
Mind Cost 252
Force Cost 0

Ability Multipliers

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