Difference between revisions of "Fire Dots (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 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.  
+
A 'Fire Dot' is a Damage Over Time (DOT) attack. Targets that receive a fire dot are flagged as being On Fire. While a target is on fire, their affected HAM bar will take on damage and wounds at every 10 second tick cycle of the Fire Dot after the target has been set on fire. As an example, if a player is hit with a 100 damage Fire Dot, 10 seconds passes by and then the player takes 100 damage and then subsequently takes 100 in wounds. A Fire Dot will last until cured by the Extinguish Fire ability, Total Heal Self abilities, if the target swims into water, or its duration runs out. Each form of Fire Dot attack has a base chance (possibly a potency value) of applying the Fire Dot effect. This base chance is checked against the target's Fire Dot resistance to determine the ultimate percentage chance for the effect to land. Fire Resistance of the target also works to reduce the flame damage of the dot to the target by the listed value from skill modifiers and/or food bonuses.
  
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.
+
Fire Dots 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. Fire Dots can only take the target's ham bar down to its base value. For instance if a player's original mind bar stat is 1000 and has a 500 stat mind buff while on fire, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Fire Dots will be removed from the player when they are killed. Fire dots can be applied to a target provided that they are from different sources. For example flame single 1 can be applied along with flame single 2, flame cone 1 and flame cone 2. Furthermore, the highest strength Fire Dot of the same effect overwrites lower strength Fire Dot if the target is already set on fire on that particular ham pool by a similar type of attack. If the fire dot damages are the same or higher then the fire dot tick cycle is reset. The higher damage dot will begin a new tick cycle using the higher damage.
  
Combat medic effectiveness skill modifiers are factors that work to affect poison damage.  
+
Battle fatigue along with combat medic effectiveness skill modifiers are factors that work to affect Fire Dot damage.  
  
 +
  
Note: NPC and creature poisons may be stacked on a player or pet's same HAM pool even while using the same special. This was presumably done to make PvM more challenging to players. Player pets however do not have this functionality and are limited to the normal rules affecting players. When the same specials are used, the added damage gets included with the ticks therefore if a 150 damage dot was originally applied and a 2nd 150 dot from the same special is applied also, the next tick will be 300 damage. The creature/npc poison timers and ticks are probably refreshed as well.
 
  
 +
Note: No known formula exists for calculating the chance of a Fire Dots to be applied to a target nor for the effects of fire resistance on these chances but there is probably a 5% base chance to apply a Fire Dot as well as a 5% chance to resist a Fire Dot attack, similar to the mechanics of other dots.
  
Note: No known formula exists for calculating the chance of a poison to be applied to a target nor for the effects of poison resistance on these chances but there is probably a 5% base chance to apply a poison as well as a 5% chance to resist a poison attack, similar to the mechanics of other dots.
+
== Fire Dot Sources ==
  
== Poison Sources ==
 
  
  
Poisons have a number of sources including:
+
Fire Dot have a number of sources including:
  
 
* Special Attacks
 
* Special Attacks
* Creature Attacks
 
 
* Inherent Weapon Features
 
* Inherent Weapon Features
  
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* [[Apply Poison (Ability)|Apply Poison]] -
+
* [[Torso Shot (Ability)|Torso Shot]]
 +
* [[Flame Single 1 (Ability)|Flame Single 1]]
 +
* [[Flame Single 2 (Ability)|Flame Single 2]]
 +
* [[Flame Cone 1 (Ability)|Flame Cone 1]]
 +
* [[Flame Cone 2 (Ability)|Flame Cone 2]]
  
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 '''
+
''' Inherent Weapon Features '''
  
 +
Weapons with inherent Fire Dots will execute this effect on any target that is hit by the attacker. Weapons with inherent  or potentially able to have Fire Dot effects include:
  
Creatures have access to five forms of diseases:
+
* Exceptional Weapons
 +
* Legendary Weapons
  
* [[Mild Poison (Attack)|Mild Poison]]
+
Presumably special attacks that utilize weapons with inherent Fire Dot effects can be considered area of effect Fire Dots if the special utilizes an area of attack. The Fire Dot effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the Fire Dot weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent Fire Dot effects also have a potency value which makes a check against the defender's fire resist modifiers to determine the percentage chance of successfully applying the Fire Dot 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.
* [[Medium Poison (Attack)|Medium Poison]]
+
* [[Strong Poison (Attack)|Strong Poison]]
+
* [[Poison Spray (Attack)|Poison Spray]]
+
  
  
 +
Some things to note:
  
All creature Poison with the exception of poison spray target the health ham pool only. Poison spray acts as a multi pool targeting effect.
+
* Fire Dots from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target)
  
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.
 
  
 +
<br>
 +
<br>
  
Note: The sarlacc disease is specific to the sarlacc creatures on dathomir and tatooine. If a player gets within a certain range of the sarlacc pit, they will be diseased (disease resistance apparently affects the chance for the sarlacc to apply the disease to the player). There is no data presently for the sarlaac disease strength but it is probably a strong disease variant.
+
== Fire Dot Types ==
  
  
 +
There are 2 types of Fire Dot attacks in SWG:
  
 +
* Area of Effect Fire Dot
 +
* Single target Fire Dot
  
  
  
''' Inherent Weapon Features '''
 
  
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:
 
  
* Donkuwah Knife
+
'''Area of Effect Fire Dot'''
* Janta Knife
+
* Nyax Sword
+
* Exceptional Weapons
+
* Legendary Weapons
+
  
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.
+
Cone Area fire dots are dots that are applied in an arching cone area emininating in front of the attacker and will hit all targets within a certain radius of the attacker. Presumably special attacks that utilize weapons with inherent Fire Dot effects can be considered area of effect Fire Dots if the special utilizes an area of attack. The Fire Dot effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.  
  
  
Some things to note:
 
  
* Poisons from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target)
+
Cone Area Fire dot sources include:
  
 +
* Flame Cone 1
 +
* Flame Cone 2
  
<br>
 
<br>
 
  
== Poison Types ==
 
  
 +
'''Single Target Fire Dot'''
  
There are 4 types of Poison attacks in SWG:
+
These attacks target a single target
  
* Area of Effect Poison
 
* Single target Poison
 
* Multi pool Poison
 
* Targeted pool Poison
 
  
 +
* Torso Shot
 +
* Flame Single 1
 +
* Flame Single 2
  
 +
<br><br>
 +
== Formulas ==
  
  
'''Area of Effect Poison'''
+
'''Weapon based fire dot damage'''
  
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.
+
Weapon based Fire Dot damage is based solely off of the effectiveness value on the item (strength). Whatever the strength value that is listed on the item will be what the dot will inflict at each tick cycle.
  
  
AOE Poison sources include:
+
Weapon based fire dots also cause wounds to the target which are scaled based on the battle fatigue on the target.
  
* Poison Spray
+
To calculate the amount of wounds generated at each tick of the dot, the following formula is used:
* AOE specials inflicting disease with weapon on targets within radius
+
* ApplyPoison
+
  
 +
Fire Dot Strength * 0.02*(100+BF)/100
  
  
'''Single Target Poison'''
 
  
These attacks target a single target
 
  
  
* ApplyPoison
 
  
 +
'''Torso Shot'''
  
 +
Torso Shot special fire dot damage is based off of the initial damage dealt by the special attack and weapon. The fire dot produced from torso shot will begin a tick that is 60% of the initial damage.
  
'''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.
+
Torso shot also causes wounds to the target which are scaled based on battle fatigue on the target. To calculate the amount of wounds generated at each tick of the dot, the following formula is used:
  
Multi pool disease sources include:
+
Damage * 0.02*(100+BF)/100
  
* Poison Spray
+
where damage is the initial damage value from the attack.
  
  
  
  
'''Targeted Pool Poison'''
 
  
  
These Poison attacks will target a specific HAM pool to apply the effect on.
+
'''Commando Specials'''
  
* ApplyPoison
 
  
== Formulas ==
+
The commando specials flame single 1, 2 and flame cone 1,2 generate a fire dot tick that produces damage that is 10% of the initial damage from the attack. Commando specials also cause wounds to the target which are scaled based on the battle fatigue on the target.
 +
 
 +
To calculate the amount of wounds generated at each tick of the dot, the following formula is used:
 +
 
 +
Damage * 0.02*(100+BF)/100
  
 +
where damage is the initial damage value from the attack.
  
Poison  damage is based around two things:
 
  
* The Poison  effectiveness (or strength)
 
* The attacker's combat medic's Combat Medicine Effectiveness modifier
 
  
  
  
  
 +
'''Battle Fatigue Generation'''
  
To calculate Poison  damage, the following formula is used:
 
  
Real tick damage =
+
Fire dots also produce battle fatigue. No known formula exists for battle fatigue generation from fire dots but the bf generation from diseases is known which works under similar mechanics to fire dots so that will be used here:
  
'''Real Tick Damage = (poison effectiveness) * (1 + (CM effectiveness) / 100)'''
+
base tick damage * .075
  
 +
where base tick damage is the damage from the initial tick of the fire dot.
  
Poison effectiveness includes the Poison  strength stat on a creature's attack, the combat medic's Poison  packs or the strength value on dot weapons. Poison  sources that dont use CM effectiveness modifier would use 0 for this part of the formula.
+
For an explanation of how a fire dot works with regard to high resists, see reference 1.
  
 
==Source References==
 
==Source References==
  
 
{{SourceReferences
 
{{SourceReferences
| SourcePage01 =  
+
| SourcePage01 = 1
| OriginalPageLink01 =  
+
| OriginalPageLink01 = http://swgforums.swganh.org/viewtopic.php?search_id=1529911783&t=142979
 
| SourcePage02 =  
 
| SourcePage02 =  
 
| OriginalPageLink02 =  
 
| OriginalPageLink02 =  

Latest revision as of 09:41, 9 September 2010




Game Mechanics - Mechanics Category

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Game Mechanics

A 'Fire Dot' is a Damage Over Time (DOT) attack. Targets that receive a fire dot are flagged as being On Fire. While a target is on fire, their affected HAM bar will take on damage and wounds at every 10 second tick cycle of the Fire Dot after the target has been set on fire. As an example, if a player is hit with a 100 damage Fire Dot, 10 seconds passes by and then the player takes 100 damage and then subsequently takes 100 in wounds. A Fire Dot will last until cured by the Extinguish Fire ability, Total Heal Self abilities, if the target swims into water, or its duration runs out. Each form of Fire Dot attack has a base chance (possibly a potency value) of applying the Fire Dot effect. This base chance is checked against the target's Fire Dot resistance to determine the ultimate percentage chance for the effect to land. Fire Resistance of the target also works to reduce the flame damage of the dot to the target by the listed value from skill modifiers and/or food bonuses.

Fire Dots 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. Fire Dots can only take the target's ham bar down to its base value. For instance if a player's original mind bar stat is 1000 and has a 500 stat mind buff while on fire, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Fire Dots will be removed from the player when they are killed. Fire dots can be applied to a target provided that they are from different sources. For example flame single 1 can be applied along with flame single 2, flame cone 1 and flame cone 2. Furthermore, the highest strength Fire Dot of the same effect overwrites lower strength Fire Dot if the target is already set on fire on that particular ham pool by a similar type of attack. If the fire dot damages are the same or higher then the fire dot tick cycle is reset. The higher damage dot will begin a new tick cycle using the higher damage.

Battle fatigue along with combat medic effectiveness skill modifiers are factors that work to affect Fire Dot damage.



Note: No known formula exists for calculating the chance of a Fire Dots to be applied to a target nor for the effects of fire resistance on these chances but there is probably a 5% base chance to apply a Fire Dot as well as a 5% chance to resist a Fire Dot attack, similar to the mechanics of other dots.

Fire Dot Sources

Fire Dot have a number of sources including:

  • Special Attacks
  • Inherent Weapon Features



Special Attacks




Inherent Weapon Features

Weapons with inherent Fire Dots will execute this effect on any target that is hit by the attacker. Weapons with inherent or potentially able to have Fire Dot effects include:

  • Exceptional Weapons
  • Legendary Weapons

Presumably special attacks that utilize weapons with inherent Fire Dot effects can be considered area of effect Fire Dots if the special utilizes an area of attack. The Fire Dot effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the Fire Dot weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent Fire Dot effects also have a potency value which makes a check against the defender's fire resist modifiers to determine the percentage chance of successfully applying the Fire Dot 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.


Some things to note:

  • Fire Dots from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target)




Fire Dot Types

There are 2 types of Fire Dot attacks in SWG:

  • Area of Effect Fire Dot
  • Single target Fire Dot



Area of Effect Fire Dot

Cone Area fire dots are dots that are applied in an arching cone area emininating in front of the attacker and will hit all targets within a certain radius of the attacker. Presumably special attacks that utilize weapons with inherent Fire Dot effects can be considered area of effect Fire Dots if the special utilizes an area of attack. The Fire Dot effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.


Cone Area Fire dot sources include:

  • Flame Cone 1
  • Flame Cone 2


Single Target Fire Dot

These attacks target a single target


  • Torso Shot
  • Flame Single 1
  • Flame Single 2



Formulas

Weapon based fire dot damage

Weapon based Fire Dot damage is based solely off of the effectiveness value on the item (strength). Whatever the strength value that is listed on the item will be what the dot will inflict at each tick cycle.


Weapon based fire dots also cause wounds to the target which are scaled based on the battle fatigue on the target.

To calculate the amount of wounds generated at each tick of the dot, the following formula is used:

Fire Dot Strength * 0.02*(100+BF)/100




Torso Shot

Torso Shot special fire dot damage is based off of the initial damage dealt by the special attack and weapon. The fire dot produced from torso shot will begin a tick that is 60% of the initial damage.


Torso shot also causes wounds to the target which are scaled based on battle fatigue on the target. To calculate the amount of wounds generated at each tick of the dot, the following formula is used:

Damage * 0.02*(100+BF)/100

where damage is the initial damage value from the attack.




Commando Specials


The commando specials flame single 1, 2 and flame cone 1,2 generate a fire dot tick that produces damage that is 10% of the initial damage from the attack. Commando specials also cause wounds to the target which are scaled based on the battle fatigue on the target.

To calculate the amount of wounds generated at each tick of the dot, the following formula is used:

Damage * 0.02*(100+BF)/100

where damage is the initial damage value from the attack.




Battle Fatigue Generation


Fire dots also produce battle fatigue. No known formula exists for battle fatigue generation from fire dots but the bf generation from diseases is known which works under similar mechanics to fire dots so that will be used here:

base tick damage * .075

where base tick damage is the damage from the initial tick of the fire dot.

For an explanation of how a fire dot works with regard to high resists, see reference 1.

Source References

Source Source in Context
1 http://swgforums.swganh.org/viewtopic.php?search_id=1529911783&t=142979