Difference between revisions of "Steady Aim (Ability)"
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<br>'''CommandQueue Entry:''' '''[[steadyaim (A5BDBBA6)]]''' | <br>'''CommandQueue Entry:''' '''[[steadyaim (A5BDBBA6)]]''' | ||
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+ | {| align="center" | ||
+ | |- | ||
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+ | [[image:SquadLeaderSysMessage.jpg|200px|thumb|System Message at Top]] | ||
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+ | [[image:Steadyaim.jpg|200px|thumb|Steady Aim flytext]] | ||
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+ | |} | ||
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|valign=top| | |valign=top| | ||
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{| align="center" | {| align="center" | ||
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− | ||{{ | + | ||{{D50%}} |
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||{{Ability}} | ||{{Ability}} | ||
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− | = Ability Breakdown & Details = | + | == Ability Breakdown & Details == |
− | |||
+ | When using the /steadyaim command, the members of the group will receive a To-Hit bonus on their next attack. Steady Aim lasts just one combat round. The effect is similar to the /aim command being activated for the entire group. Steady aim works for melee and ranged weapon uses (including heavy weapons). This bonus is suspected to be passed on to npc pets that utilize weapons but not to creature pets. When the squad leader initiates a steady aim ability, each member of the group displays a flytext "+Steady+" above their heads signifying that the ability is in effect. | ||
− | |||
+ | Accuracy from steady aim stacks with rally and other accuracy enhancing abilities. | ||
+ | Ham costs of the ability are multiplied by the number of members in the group. | ||
− | + | Note: The exact multiplier for group size is unknown so i will assume its a +1 multiplier per person added;Therefore a 20 person group multiplies the ham cost by 20. | |
− | + | Note: Base Ham costs are unknown, will use 252 value observed by a player for action/mind. | |
− | + | Note: Accuracy Bonus is unknown. | |
+ | Steady Aim can have a vocalization message attached to it through using the /setsteadyaim command. When a player issues the /setsteadyaim command and privides a parameter, the squad leader will yell this message whenever they use the /steadyaim command. The default message for squad leaders is "Stay on target.." | ||
+ | |||
+ | In order to reduce spam with this effect, there is a 30 second period set before the player's message can be seen again by players. Note: Perhaps we should make it so that if a player issues the /set command without a paramater, it will default the ability to not sent any message at all. If the player wishes to add a message then they can use the /set command again and include their message. | ||
+ | |||
+ | |||
+ | The steady aim effect can be applied to the group so long as they are on the same planet as the squad leader. | ||
+ | |||
+ | Note: Several squad leader abilities apply their effects planet wide. This range seems a bit excessive or exploitative, and probably should be limited to something along the lines of normal group range of 200 meters. It seems unlikely that these abilities were intended to be used planetwide. | ||
{| border="0" width="100%" cellpadding=6 | {| border="0" width="100%" cellpadding=6 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- align="center" style="background-color:#ffffcc;" | |- align="center" style="background-color:#ffffcc;" | ||
− | |width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message''' | + | |width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''||'''Notes'''||'''Examples''' |
|- | |- | ||
||steadyaim_buff | ||steadyaim_buff | ||
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||internal_command_string | ||internal_command_string | ||
||Your squad leader directs you to aim carefully. | ||Your squad leader directs you to aim carefully. | ||
+ | || | ||
+ | ||[[Steady Aim Message 1 (Example)|Example]] | ||
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|} | |} | ||
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{| align="center" | {| align="center" | ||
− | |- | + | |- align="center" |
|| | || | ||
{| class="wikitable" | {| class="wikitable" | ||
|- align="center" style="background-color:#ffffcc;" | |- align="center" style="background-color:#ffffcc;" | ||
− | |width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message''' | + | |width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''||'''Notes'''||'''Examples''' |
|-align="center" | |-align="center" | ||
− | || | + | ||go_steady |
− | ||/ | + | ||/string/en/ |
− | || | + | ||combat_effects.stf |
||internal_command_string | ||internal_command_string | ||
− | || | + | ||+Steady+ |
− | |- | + | || |
+ | ||[[Steady Aim Message 1 (Example)|Example]] | ||
+ | |- align="center" | ||
+ | |||
+ | |||
+ | ||go_steadied | ||
+ | ||/string/en/ | ||
+ | ||combat_effects.stf | ||
+ | ||internal_command_string | ||
+ | ||+Steady+ | ||
+ | || | ||
+ | ||[[Steady Aim Message 1 (Example)|Example]] | ||
|} | |} | ||
|} | |} | ||
− | ==Formula(s)== | + | == Formula(s) == |
+ | |||
+ | |||
+ | No known formula exists for the steady aim success chance so I will propose the following: | ||
+ | |||
+ | steady aim Success Chance = | ||
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− | + | ( 50 + (100 x ( steadyaim mod / 100) ) + leadership ) - ( ( ( 100 x ( group size / 20 ) ) ) x .25 ) | |
==Source References== | ==Source References== | ||
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|width="150px"|'''Source'''||width="450px"|'''Source in Context''' | |width="150px"|'''Source'''||width="450px"|'''Source in Context''' | ||
|- align="center" | |- align="center" | ||
− | ||[[ | + | ||[[Steady Aim 1 (Source)|Source 1]]||[[Steady Aim Context 1 (Source)|Source 1]] |
|- align="center" | |- align="center" | ||
− | ||[[ | + | ||[[Steady Aim 2 (Source)|Source 2]]||[[Steady Aim Context 2 (Source)|Source 2]] |
|- | |- | ||
|} | |} | ||
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|width="100px"|'''Modifier'''||'''Value''' | |width="100px"|'''Modifier'''||'''Value''' | ||
|- | |- | ||
− | ||Health Cost||align="center" | | + | ||Health Cost||align="center" |0 |
|- | |- | ||
− | ||Action Cost||align="center" | | + | ||Action Cost||align="center" |252 |
|- | |- | ||
− | ||Mind Cost||align="center" | | + | ||Mind Cost||align="center" |252 |
|- | |- | ||
||Force Cost||align="center" |0 | ||Force Cost||align="center" |0 |
Latest revision as of 19:05, 3 May 2010
Ability - Steady Aim
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Description/steadyaim: This Squad Leader command increases the chance for the party member's next shots to hit their target. This ability costs more or less pool points based on how many people are in the party at the time the ability is used. Use the /setsteadyaim <message> command to set what the Squad Leader shouts when they use this command.
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Related Tags
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Ability Breakdown & Details
When using the /steadyaim command, the members of the group will receive a To-Hit bonus on their next attack. Steady Aim lasts just one combat round. The effect is similar to the /aim command being activated for the entire group. Steady aim works for melee and ranged weapon uses (including heavy weapons). This bonus is suspected to be passed on to npc pets that utilize weapons but not to creature pets. When the squad leader initiates a steady aim ability, each member of the group displays a flytext "+Steady+" above their heads signifying that the ability is in effect.
Accuracy from steady aim stacks with rally and other accuracy enhancing abilities.
Ham costs of the ability are multiplied by the number of members in the group.
Note: The exact multiplier for group size is unknown so i will assume its a +1 multiplier per person added;Therefore a 20 person group multiplies the ham cost by 20.
Note: Base Ham costs are unknown, will use 252 value observed by a player for action/mind.
Note: Accuracy Bonus is unknown.
Steady Aim can have a vocalization message attached to it through using the /setsteadyaim command. When a player issues the /setsteadyaim command and privides a parameter, the squad leader will yell this message whenever they use the /steadyaim command. The default message for squad leaders is "Stay on target.."
In order to reduce spam with this effect, there is a 30 second period set before the player's message can be seen again by players. Note: Perhaps we should make it so that if a player issues the /set command without a paramater, it will default the ability to not sent any message at all. If the player wishes to add a message then they can use the /set command again and include their message.
The steady aim effect can be applied to the group so long as they are on the same planet as the squad leader.
Note: Several squad leader abilities apply their effects planet wide. This range seems a bit excessive or exploitative, and probably should be limited to something along the lines of normal group range of 200 meters. It seems unlikely that these abilities were intended to be used planetwide.
Ability Flow
System Messages
SUI PromptCombat Chat Spam
Fly Text
Formula(s)No known formula exists for the steady aim success chance so I will propose the following: steady aim Success Chance =
Source References
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Ability HAM Costs
Ability Multipliers
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