Difference between revisions of "Stats (Game Mechanics)"
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== Description == | == Description == | ||
− | + | Also see Image Designer | |
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− | = | + | == Character Statistics == |
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− | = Character Statistics = | + | |
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<P>From the time you create your character you are immediately given the opportunity to change your stats and secondary pools. If you're like many, myself included you were so interested in jumping in-game that you only really paid attention to the primary stats and got a general idea of what they were about and made a decision as to what you would like them to be at. As the game progressed you learned a little more and wanted to change them. This article will help you understand what the stats do and how to change them. </P> | <P>From the time you create your character you are immediately given the opportunity to change your stats and secondary pools. If you're like many, myself included you were so interested in jumping in-game that you only really paid attention to the primary stats and got a general idea of what they were about and made a decision as to what you would like them to be at. As the game progressed you learned a little more and wanted to change them. This article will help you understand what the stats do and how to change them. </P> | ||
<P><STRONG>Lets start with the basics</STRONG></P> | <P><STRONG>Lets start with the basics</STRONG></P> | ||
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</TABLE></P> | </TABLE></P> | ||
+ | |||
+ | == HAM Bars == | ||
+ | |||
+ | Players, Npcs and Creatures have three bars representing their Health, Action, and Mind pool. When you target something, its name and HAM bar will appear in your heads up display, as well as over the target's head. Red represents the Health pool, green represents the Action pool, and blue represents the Mind pool. When you deal damage to a target through combat, you will notice that its Health, Action, and Mind pools deplete, based upon the amount and type of damage dealt. This can be seen in the HAM bar by a shortening of the colored bar that represents the pool that was depleted. When any one of the three pools is completely depleted, the remainder of the colored bar will disappear and the target will die if it as npc or creature or become incapacitated if is a player. | ||
+ | |||
+ | Damage received by and done to targets is displayed in flytext over the character/npc's head. The damage hit location is also displayed. Both the hit location and damage amount done are color coded to display the ham bar(s) that were affected by the attacks. | ||
+ | |||
+ | |||
+ | |||
<P><STRONG>What do the stats do for me?</STRONG></P> | <P><STRONG>What do the stats do for me?</STRONG></P> | ||
<P>There are three primary stats, Health, Action, and Mind. Each of these are the "How much of it I have" number. Each primary stat has two sub categories. The first is how efficient this stat is for me, the second is how fast will I get it back. These are described in further detail below:</P> | <P>There are three primary stats, Health, Action, and Mind. Each of these are the "How much of it I have" number. Each primary stat has two sub categories. The first is how efficient this stat is for me, the second is how fast will I get it back. These are described in further detail below:</P> | ||
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<P>Next you want to consider what profession you will be playing. If you are going to be an entertainer of some sort, high action would benefit you the most since the flourishes use action. Likewise you would probably want high quickness and stamina so you can regenerate these faster. If you plan on playing a medical profession you will want high mind (and mind regeneration) since this is the primary stat used to perform your procedures (Image design uses mind as well for alterations). For combat the choices are more dependent on how you plan to play. If you do not plan on getting hit much but using a lot of special attacks you may wish to have a high mind or action pools. </P> | <P>Next you want to consider what profession you will be playing. If you are going to be an entertainer of some sort, high action would benefit you the most since the flourishes use action. Likewise you would probably want high quickness and stamina so you can regenerate these faster. If you plan on playing a medical profession you will want high mind (and mind regeneration) since this is the primary stat used to perform your procedures (Image design uses mind as well for alterations). For combat the choices are more dependent on how you plan to play. If you do not plan on getting hit much but using a lot of special attacks you may wish to have a high mind or action pools. </P> | ||
+ | |||
+ | <br><br> | ||
+ | Notice: | ||
+ | |||
+ | <br><br> | ||
+ | Wounds to stats caused either by hits or diseases cannot exceed the player's unmodified value minus one. For example, a player has a 1000 unmodified mind pool and also has a 1000 mind buff at the time he receives a disease that will take his stats down 3000 by the end of the duration. The player's total mind bar is 2000 points, however it will only be reduced to 1001 because the player can only suffer up to unmodified stat -1 in wounds which would equate in this situation to suffering 999 damage in wounds as his unmodified mind is 1000. | ||
</td> | </td> | ||
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</tr> | </tr> | ||
</table> | </table> | ||
+ | |||
+ | |||
+ | == Stat Migration == | ||
+ | |||
+ | {| align="center" | ||
+ | |- | ||
+ | || | ||
+ | |||
+ | [[image:Stats.jpg|200px|thumb|Stat Migration Prompt]] | ||
+ | |} | ||
+ | |||
+ | |||
+ | <p> | ||
+ | Players may set their stats while on the tutorial and they will take effect instantaneously. When a player leaves the tutorial they can still access their stat migration window and change their stat configuration however the new configuration will not take affect until they interact with an image designer.</p> | ||
+ | |||
+ | <P>Fortunately the system is built with a way to change these stats when you get more experience with the game and have a better idea of the specific distribution you want to have. </P> | ||
+ | <P>Based out of the need and desire of people to mold and change their bodies Image Designers are granted the ability to change stats for players. Image designers not only specialize in altering the body shape, color, markings, hair and alien special features, they excel at changing your physical condition (stats) as well. Generally it's a pretty easy process.</P> | ||
+ | <P>First you will want to find an Image designer. The first place to look if you are in Coronet, Theed or Bestine, is at the image designer tents located in these cities. The one in Coronet is on the outside of the Shuttle Port Park only a short walk from the star port. In Theed it is near the cantina, and likewise in Bestine. Alternatively you can find an image designer by using the community search function in-game and Choosing Image Designer from the search options to see if any are near you. </P> | ||
+ | <P>Once you are with an Image Designer you must group with them and the process takes at least 10 minutes. First you will negotiate with the Image Designer over the cost. Once you have agreed on the cost using the ID service window, you should open up your character sheet window (Ctrl-C) and click on the "Stat Migration Button". The stat migration window will open up and you will see all of your stats and they will have corresponding sliders. Move the slider back and forth to adjust your stats. The numbers will rise and fall based on the position of the slider. At the end of 10 minutes, the session will end and your stats will be adjusted to the levels you set them at. Be careful not to accidentally close the window. If you do, the Image Designer will have to start the session over from the beginning and it will require a full 10 minute session. </P> | ||
+ | |||
+ | <P>It should be noted that this is a general guide intended to help those that do not have experience with stats or are new to the game. Your experience and personal play style will have a great effect on your decisions as to what stats you want.</P> | ||
+ | |||
+ | <br><Br> | ||
+ | |||
+ | == HAM Regeneration == | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | '''Regen Stat Effects''' | ||
+ | |||
+ | The three regen stats (Constitution, Stamina, Willpower) determine how quickly their respective pools regenerate. All three pools appear to regenerate using exactly the same formula. All three regeneration rates are equally affected by the character stance (standing, kneeling, sitting, or prone).<br><br> | ||
+ | |||
+ | Health_Sitting_Regen( per second ) = CONSTITUTION * 13 / 1200<br> | ||
+ | Action_Sitting_Regen( per second ) = STAMINA * 13 / 1200<br> | ||
+ | Mind_Sitting_Regen( per second ) = WILLPOWER * 13 / 1200<br><br> | ||
+ | |||
+ | Kneeling_Regen( per second ) = Sitting_Regen * ( 5 / 7 )<br> | ||
+ | Standing_Regen( per second ) = Sitting_Regen * ( 4 / 7 )<br> | ||
+ | Prone_Regen( per second ) = Sitting_Regen * ( 4 / 7 )<br><br> | ||
+ | |||
+ | It may be easier to remember that sitting has 75% faster regen than standing, and kneeling has 25% faster regen than standing.<br><br> | ||
+ | |||
+ | Example: Rodan artisan (Constitution=300, Stamina=750, Willpower=550)<br><br> | ||
+ | Sitting:<br><br> | ||
+ | - Health_Regen = 300 * 13 / 1200 = 3.25 health pool per second.<br> | ||
+ | - Action_Regen = 750 * 13 / 1200 = 8.12 action pool per second.<br> | ||
+ | - Mind_Regen = 550 * 13 / 1200 = 5.96 mind pool per second.<br><br> | ||
+ | |||
+ | Kneeling:<br><br> | ||
+ | - Health_Regen = 300 * 13 / 1200 * (5/7) = 2.32 health pool per second.<br> | ||
+ | - Action_Regen = 750 * 13 / 1200 * (5/7) = 5.80 action pool per second.<br> | ||
+ | - Mind_Regen = 550 * 13 / 1200 * (5/7) = 4.26 mind pool per second.<br><br> | ||
+ | |||
+ | Standing or Prone:<br><br> | ||
+ | - Health_Regen = 300 * 13 / 1200 * (4/7) = 1.86 health pool per second.<br> | ||
+ | - Action_Regen = 750 * 13 / 1200 * (4/7) = 4.64 action pool per second.<br> | ||
+ | - Mind_Regen = 550 * 13 / 1200 * (4/7) = 3.40 mind pool per second.<br> | ||
+ | |||
+ | <br><br> | ||
+ | == Special Attack Costs == | ||
+ | |||
+ | Default or auto attacks require no HAM to use. Almost every special attack or ability in the game has a base value associated with it. This base value represents the HAM that will be deducted from the player whenever they use that ability. Weapons are also given base values which are found under the Special Attack Cost category on the item. When a special is used with a weapon, a multiplier for that particular special comes into play. The multiplier for that particular special is multiplied against the current Special Attack Cost values on the weapon, then the values are added to the base special HAM costs. The value that comes from this process is then passed on to be affected by the player's secondary stats for each HAM attribute. The final HAM cost to the player is the remainder from this process. If a player does not have sufficient HAM to cover the costs of using the special either by itself or with the equipped weapon, then the player is simply denied the ability to use the special. | ||
+ | |||
+ | |||
+ | |||
+ | Note: Base cost in the following example is the summation of the actual base ham cost of the special plus the calculated multiplier against the weapon special attack costs. For example if the base costs on a special were 50, the multiplier on the special was 1.5 and the special attack cost value on the weapon was 50 then the base cost of the special prior to going through secondary stats would be 125. | ||
+ | |||
+ | |||
+ | |||
+ | Final Ham Cost Formula: | ||
+ | |||
+ | |||
+ | '''Cost = Base * ( 1 - ( Stat / 1400 ) )''' | ||
+ | |||
+ | |||
+ | For example:<br> | ||
+ | |||
+ | 1. Unarmed Hit 2 has a base cost of 12 health,18 action, and 12 mind.<br> | ||
+ | |||
+ | 2. Given an Strength/Quickness/Focus of 400/350/450, the HAM cost is reduced by 28.6% / 25% / 32%.<br> | ||
+ | |||
+ | 3. HAM cost for these stats is 9/14/8. That's 8.75 / 13.5 / 8.14 rounded.<br> | ||
+ | |||
+ | |||
+ | I'll stress again that the formula isn't accounting for some fractional amounts, but will usually get within 1 point of actual ingame costs. | ||
+ | |||
+ | |||
+ | HAM cost formula where Base is the Health, Aaction or Mind base cost for the skill and Stat is the relevant Strength, Quickness and Focus value:<br> | ||
+ | |||
+ | KRONOS TEST: | ||
+ | Sample with buffs | ||
+ | 200 * (1-(450+2700/450+2700+1400)) | ||
+ | |||
+ | Base * (1-(current+modifiers/max+modifiers+1400)) | ||
+ | |||
+ | <br><br> | ||
+ | |||
+ | == Encumberance == | ||
+ | |||
+ | Encumberance are the values associated with wearing armor. Every piece of armor has an encumberance value. When equipped, the encumberance value is subtracted from the player's secondary stats. If a player's secondary stats are too low to meet the requirement of the armor then the player will not be able to equip that piece. Players may use buffs oro ther stat enhancing abilities to increase their secondary stats in order to be able to equip the armor. Players are also allowed to retain the equipped armor even after the buffs have dropped however if they remove it then attempt to re-equip, they will subsequently be unable to do so until they once again meet the stat requirements to wear it. In order for a player to equip a piece of armor, their total encumberance must not take their stat below 1 point. | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | {| align="center" | ||
+ | |- | ||
+ | || | ||
+ | |||
+ | [[image:GCW-FactionScreen.jpg|200px|thumb|Encumberance]] | ||
+ | || | ||
+ | |||
+ | [[image:Charsheetattributesjpg.jpg|200px|thumb|Char Sheet]] | ||
+ | |} | ||
+ | |||
+ | == Stat Debuffs & Spice Downers == | ||
+ | |||
+ | |||
+ | Debuffs are effects that reduce stat pools usually by varying amounts. Stat debuffs serve to hinder the player or otherwise harm their ability to function as effectively. Several types are found in SWG, these being:<br> | ||
+ | |||
+ | 1. [[Sample Resource (Ability)|Radioactive Sampling debuff]]<br> | ||
+ | 2. [[Force Weaken 1 (Ability)|Force Weaken 1 debuff]]<br> | ||
+ | 3. [[Force Weaken 2 (Ability)|Force Weaken 2 debuff]]<br> | ||
+ | 3. [[Using Spice (Game Mechanics)|Spice downer debuff]]<br><br> | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | == Stat Buffs == | ||
+ | |||
+ | Stat buffs are beneficial enhancement effects that increase the stat pools of a player by varying amounts. Stat buffs come in several forms: | ||
+ | |||
+ | 1. [[Food and skill buff Effects (Game Mechanics)|Foods]]<br> | ||
+ | 2. [[Food and skill buff Effects (Game Mechanics)|Spices]]<br> | ||
+ | 3. [[Food and skill buff Effects (Game Mechanics)|Special usable items (focused crystals)]]<br> | ||
+ | 4. [[Heal Enhance (Ability)|Doctor's Heal Enhance ability]]<br> | ||
+ | 5. [[SetPerformanceBuffTarget (Ability)|Musician Enhance Mind ability]]<br> | ||
+ | 6. [[SetPerformanceBuffTarget (Ability)|Dancer Enhance Mind ability]]<br> | ||
+ | |||
+ | |||
+ | |||
+ | <br><br> | ||
+ | |||
+ | == Formulas == | ||
+ | |||
+ | |||
+ | <br><br> | ||
+ | '''Ham regeneration formula:''' | ||
+ | |||
+ | (stat * 13 ) / 1200 = base regeneration points per second.<br><br> | ||
+ | |||
+ | Regen Multipliers | ||
+ | |||
+ | |||
+ | Standing Regeneration = base regen value<br> | ||
+ | Kneeling Regeneration = 1.25 x Base Regen<br> | ||
+ | Prone Regeneration = 1.75 x Base Regen<br><br> | ||
+ | |||
+ | '''Ability HAM Cost formula:''' | ||
+ | |||
+ | |||
+ | Cost = Base * ( 1 - ( Stat / 1400 ) )<br><br> | ||
+ | |||
+ | |||
+ | For Regression purposes here is the base calculation formula as well<br><br> | ||
+ | |||
+ | Base = Cost / ( 1 - ( Stat / 1400 ) ) | ||
+ | |||
+ | <br><br> | ||
+ | |||
+ | ==Source References== | ||
+ | |||
+ | {| align="center" | ||
+ | |- | ||
+ | || | ||
+ | {| class="anhsmalltable" | ||
+ | |- align="center" style="background-color:#ffffcc;" | ||
+ | |width="100px"|'''Source'''||width="750px"|'''Source in Context''' | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 1 (Source)|Source 1]]||[[Stats Mechanics Context 1 (Source)|Source1]] | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 2 (Source)|Source 2]]||http://web.archive.org/web/20041014013833/http://starwarsgalaxies.station.sony.com/content.jsp?page=Friday+Feature+Stat+Migration | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 3 (Source)|Source 3]]||[[Stats Mechanics Context 3 (Source)|Source 3]] | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 4 (Source)|Source 4]]||http://swgforums.swganh.org/viewtopic.php?search_id=1074085076&t=491564 | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 5 (Source)|Source 5]]||[[Stats Mechanics Context 5 (Source)|Source 5]] | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 6 (Source)|Source 6]]||http://Link6 | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 7 (Source)|Source 7]]||http://Link7 | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 8 (Source)|Source 8]]||http://Link8 | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 9 (Source)|Source 9]]||http://Link9 | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 10 (Source)|Source 10]]||http://Link10 | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 11 (Source)|Source 11]]||http://Link11 | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 12 (Source)|Source 12]]||http://Link12 | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 13 (Source)|Source 13]]||http://Link13 | ||
+ | |- align="center" | ||
+ | ||[[Stats Mechanics 14 (Source)|Source 14]]||http://Link14 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 15 (Source)|Source 15]]||http://Link15 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 16 (Source)|Source 16]]||http://Link16 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 17 (Source)|Source 17]]||http://Link17 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 18 (Source)|Source 18]]||http://Link18 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 19 (Source)|Source 19]]||http://Link19 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 20 (Source)|Source 20]]||http://Link20 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 21 (Source)|Source 21]]||http://Link21 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 22 (Source)|Source 22]]||http://Link22 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 23 (Source)|Source 23]]||http://Link23 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 24 (Source)|Source 24]]||http://Link24 | ||
+ | |- align="center" | ||
+ | ||[[Ability_Name 25 (Source)|Source 25]]||http://Link25 | ||
+ | |- align="center" | ||
+ | |} | ||
+ | |} | ||
+ | |||
+ | |valign="top"| |
Latest revision as of 16:24, 28 July 2010
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
|
Character Statistics
Stat Migration
Players may set their stats while on the tutorial and they will take effect instantaneously. When a player leaves the tutorial they can still access their stat migration window and change their stat configuration however the new configuration will not take affect until they interact with an image designer. Fortunately the system is built with a way to change these stats when you get more experience with the game and have a better idea of the specific distribution you want to have. Based out of the need and desire of people to mold and change their bodies Image Designers are granted the ability to change stats for players. Image designers not only specialize in altering the body shape, color, markings, hair and alien special features, they excel at changing your physical condition (stats) as well. Generally it's a pretty easy process. First you will want to find an Image designer. The first place to look if you are in Coronet, Theed or Bestine, is at the image designer tents located in these cities. The one in Coronet is on the outside of the Shuttle Port Park only a short walk from the star port. In Theed it is near the cantina, and likewise in Bestine. Alternatively you can find an image designer by using the community search function in-game and Choosing Image Designer from the search options to see if any are near you. Once you are with an Image Designer you must group with them and the process takes at least 10 minutes. First you will negotiate with the Image Designer over the cost. Once you have agreed on the cost using the ID service window, you should open up your character sheet window (Ctrl-C) and click on the "Stat Migration Button". The stat migration window will open up and you will see all of your stats and they will have corresponding sliders. Move the slider back and forth to adjust your stats. The numbers will rise and fall based on the position of the slider. At the end of 10 minutes, the session will end and your stats will be adjusted to the levels you set them at. Be careful not to accidentally close the window. If you do, the Image Designer will have to start the session over from the beginning and it will require a full 10 minute session. It should be noted that this is a general guide intended to help those that do not have experience with stats or are new to the game. Your experience and personal play style will have a great effect on your decisions as to what stats you want.
HAM RegenerationRegen Stat Effects The three regen stats (Constitution, Stamina, Willpower) determine how quickly their respective pools regenerate. All three pools appear to regenerate using exactly the same formula. All three regeneration rates are equally affected by the character stance (standing, kneeling, sitting, or prone). Health_Sitting_Regen( per second ) = CONSTITUTION * 13 / 1200 Kneeling_Regen( per second ) = Sitting_Regen * ( 5 / 7 ) It may be easier to remember that sitting has 75% faster regen than standing, and kneeling has 25% faster regen than standing. Example: Rodan artisan (Constitution=300, Stamina=750, Willpower=550) Kneeling: Standing or Prone:
Special Attack CostsDefault or auto attacks require no HAM to use. Almost every special attack or ability in the game has a base value associated with it. This base value represents the HAM that will be deducted from the player whenever they use that ability. Weapons are also given base values which are found under the Special Attack Cost category on the item. When a special is used with a weapon, a multiplier for that particular special comes into play. The multiplier for that particular special is multiplied against the current Special Attack Cost values on the weapon, then the values are added to the base special HAM costs. The value that comes from this process is then passed on to be affected by the player's secondary stats for each HAM attribute. The final HAM cost to the player is the remainder from this process. If a player does not have sufficient HAM to cover the costs of using the special either by itself or with the equipped weapon, then the player is simply denied the ability to use the special.
Note: Base cost in the following example is the summation of the actual base ham cost of the special plus the calculated multiplier against the weapon special attack costs. For example if the base costs on a special were 50, the multiplier on the special was 1.5 and the special attack cost value on the weapon was 50 then the base cost of the special prior to going through secondary stats would be 125.
Final Ham Cost Formula:
1. Unarmed Hit 2 has a base cost of 12 health,18 action, and 12 mind. 2. Given an Strength/Quickness/Focus of 400/350/450, the HAM cost is reduced by 28.6% / 25% / 32%. 3. HAM cost for these stats is 9/14/8. That's 8.75 / 13.5 / 8.14 rounded.
KRONOS TEST: Sample with buffs 200 * (1-(450+2700/450+2700+1400)) Base * (1-(current+modifiers/max+modifiers+1400))
EncumberanceEncumberance are the values associated with wearing armor. Every piece of armor has an encumberance value. When equipped, the encumberance value is subtracted from the player's secondary stats. If a player's secondary stats are too low to meet the requirement of the armor then the player will not be able to equip that piece. Players may use buffs oro ther stat enhancing abilities to increase their secondary stats in order to be able to equip the armor. Players are also allowed to retain the equipped armor even after the buffs have dropped however if they remove it then attempt to re-equip, they will subsequently be unable to do so until they once again meet the stat requirements to wear it. In order for a player to equip a piece of armor, their total encumberance must not take their stat below 1 point.
Stat Debuffs & Spice DownersDebuffs are effects that reduce stat pools usually by varying amounts. Stat debuffs serve to hinder the player or otherwise harm their ability to function as effectively. Several types are found in SWG, these being: 1. Radioactive Sampling debuff
Stat BuffsStat buffs are beneficial enhancement effects that increase the stat pools of a player by varying amounts. Stat buffs come in several forms: 1. Foods
Formulas
(stat * 13 ) / 1200 = base regeneration points per second. Regen Multipliers
Ability HAM Cost formula:
Base = Cost / ( 1 - ( Stat / 1400 ) )
Source References |