Difference between revisions of "Apply Poison (Ability)"

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(Ability Breakdown & Details)
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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  
 
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:
+
Poison Experience:
  
((disease pack effectiveness) * (1 + (CM effectiveness) / 100))
+
((poison pack effectiveness) * (1 + (CM effectiveness) / 100))
 +
 
 +
== Formulas ==
 +
 
 +
* [[Medpack Range (Game Mechanics)|Medpack Range Calculation]]
 +
* [[Poison Damage Calculation (Game Mechanics)|Poison 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]]
 +
* [[Apply Poison Formulas (Game Messages)|Apply Poison Formulas]]
 +
 
 +
 
 +
{| border="0" width="100%" cellpadding=6
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|-
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|valign=top|
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== System Messages ==
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 +
 
 +
 
 +
 
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* [[Apply Poison System Messages (Game Messages)|Apply Poison]]<br>
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==Source References==
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{| align="center"
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|-
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||
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{| class="wikitable"
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|- align="center" style="background-color:#ffffcc;"
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|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
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|- align="center"
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||[[OneHandLunge1_Source1|Prima Guide]]||[[somelink1 Source1]]
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|-
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|}
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|}
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|valign="top"|
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== Ability HAM Costs ==
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{| align="center"
 +
|-
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||
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{| class="wikitable"
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|- align="center" style="background-color:#ffffcc;"
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|width="100px"|'''Modifier'''||'''Value'''
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|-
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||Health Cost||align="center" |0
 +
|-
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||Action Cost||align="center" |0
 +
|-
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||Mind Cost||align="center" |140
 +
|-
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||Force Cost||align="center" |0
 +
|-
 +
|}
 +
|}
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== Ability Multipliers ==
 +
{| align="center"
 +
|-
 +
||
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{| class="wikitable"
 +
|- align="center" style="background-color:#ffffcc;"
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|width="100px"|'''Modifier'''||'''Value'''
 +
|-
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||Health cost||align="center" |0
 +
|-
 +
||Action cost||align="center" |0
 +
|-
 +
||Mind cost||align="center" |0
 +
|-
 +
||Force cost||align="center" |0
 +
|-
 +
||Damage||align="center" |0
 +
|-
 +
||Delay Time||align="center" |10
 +
|-
 +
|}
 +
|}
 +
|}

Latest revision as of 20:49, 5 May 2010

Ability - Apply Poison

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Description

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

Command: /applyPoison
CommandQueue Entry: applypoison (E08596DB)

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 poison offers players the ability to inflict poison states on targets while at range. The apply poison 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. Poisons are allowed to stack on the same ham pools provided that their sources are different See Poisons for more information.


Combat medic poisons 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

Poison Experience:

((poison 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