Difference between revisions of "Force Weaken 2 (Ability)"
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= Ability Breakdown & Details = | = Ability Breakdown & Details = | ||
+ | Weaken 2 works for 2 minutes and hits all 9 stats, and it reduces the total size of ham attributes on a target by up to 600. The ticks are unhealable as it shrinks your ham. The first 30 seconds of the attack are spent shrinking down the targt's ham over a series of random sized ticks. The last 30 seconds of the attack are spent raising the target's ham pool size back up to its normal level. | ||
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+ | This does not stack with weaken 1. This ability will do 1.5 x damage to a target that is proned or knockedown. | ||
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+ | Force Weaken 1 and 2 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 ( forceWeakenAccuracy / 100 ) ) - | ||
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+ | ( 0.5 x (defendersForceDefenseMod / 100 ) ) ) ) | ||
+ | This makes it so a master defender has a chance to reduce the accuracy of this attack down to 25%. 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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Latest revision as of 08:08, 23 September 2007
Ability - Force Weaken 2
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Description/forceWeaken2 <target>: This ability allows a Jedi to severely debilitate his or her opponent, making the target more vulnerable to attack. This ability is more powerful than Force Weaken 1.
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Related Tags
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Ability Breakdown & Details
Weaken 2 works for 2 minutes and hits all 9 stats, and it reduces the total size of ham attributes on a target by up to 600. The ticks are unhealable as it shrinks your ham. The first 30 seconds of the attack are spent shrinking down the targt's ham over a series of random sized ticks. The last 30 seconds of the attack are spent raising the target's ham pool size back up to its normal level.
This does not stack with weaken 1. This ability will do 1.5 x damage to a target that is proned or knockedown.
Force Weaken 1 and 2 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 ( forceWeakenAccuracy / 100 ) ) -
( 0.5 x (defendersForceDefenseMod / 100 ) ) ) )
This makes it so a master defender has a chance to reduce the accuracy of this attack down to 25%. 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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