Difference between revisions of "Force Intimidate 1 (Ability)"
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+ | Force Intimidate reduces the opponent's damage down to 33%. This ability has a 32m cone AOE radius and lasts 60secs. | ||
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+ | Force Intimidate and Force Knockdown are considered Force Power attacks and not as state-inducing attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied | ||
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+ | No formula has been devised for this but I propose the following: | ||
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+ | ChancetoHit = ( 0.75 x ( forceIntimidateAccuracy / 100 ) ) - | ||
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+ | ( 0.5 x (defendersForceDefenseMod / 100 ) ) ) ) | ||
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+ | This makes it so a master defender has a chance to greatly reduce the accuracy of this attack%. We could perhaps tweak it to set the defender multiplier to 0.25 if this is too much, although I suppose it would defeat the purpose of having defender if it did not significantly affect the accuracy/damage of force attacks by master level, although there is also the issue with dabblers taking up the defense line and being almost as powerful as a master. | ||
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||cbt_spam.stf | ||cbt_spam.stf | ||
||internal_command_string | ||internal_command_string | ||
− | ||You use | + | ||You use the Force to invade %TT's mind and cause intense intimidation! |
− | ||%TU uses | + | ||%TU uses the Force to invade your mind and causes intense intimidation! |
− | ||%TU uses | + | ||%TU uses the Force to invade %TT's mind and cause intense intimidation! |
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||cbt_spam.stf | ||cbt_spam.stf | ||
||internal_command_string | ||internal_command_string | ||
− | ||You use the Force to invade %TT's mind | + | ||You attempt to use the Force to invade %TT's mind, but lose concentration! |
− | ||%TU | + | ||%TU attempts to use the Force to invade %TT's mind, but loses concentration! |
− | ||%TU | + | ||%TU attempts to use the Force to invade your mind, but loses concentration! |
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||Damage||align="center" |0 | ||Damage||align="center" |0 | ||
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− | ||Delay Time||align="center" | | + | ||Delay Time||align="center" |4 |
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Latest revision as of 07:41, 23 September 2007
Ability - Force Intimidate 1
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Description/forceIntimidate1 <target>: Causes all enemies within a cone emanating from the Jedi to become intimidated.
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Related Tags
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Ability Breakdown & Details
Force Intimidate reduces the opponent's damage down to 33%. This ability has a 32m cone AOE radius and lasts 60secs.
Force Intimidate and Force Knockdown are considered Force Power attacks and not as state-inducing attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied
No formula has been devised for this but I propose the following:
ChancetoHit = ( 0.75 x ( forceIntimidateAccuracy / 100 ) ) -
( 0.5 x (defendersForceDefenseMod / 100 ) ) ) )
This makes it so a master defender has a chance to greatly reduce the accuracy of this attack%. We could perhaps tweak it to set the defender multiplier to 0.25 if this is too much, although I suppose it would defeat the purpose of having defender if it did not significantly affect the accuracy/damage of force attacks by master level, although there is also the issue with dabblers taking up the defense line and being almost as powerful as a master.
Ability Flow
System MessagesSUI PromptCombat Chat Spam
Fly TextFormula(s)
Source References
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Ability HAM Costs
Ability Multipliers
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