Difference between revisions of "Apply Poison (Ability)"

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= Ability Breakdown & Details =
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== Ability Breakdown & Details ==
  
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Apply poison offers players the ability to inflict poison states on targets while at range. The apply poison ability uses ranged injury treatment skill modifiers for determining throw speed. The player's combat medic effectiveness skill modifiers come into play with this skill to affect the damage of each dot tick. Healing Range modifiers come into play to affect the throw range of these medicine packs. Poisons are allowed to stack on the same ham pools provided that their sources are different See [[Poison (Game Mechanics)|Poisons]] for more information.
  
*Mobs nor players can be killed by disease or poisons alone. Their effects will only bring the Ham pool down to 1 point.
 
  
*Area of effect abilities do not hit incapacitated/dead targets.
+
Combat medic poisons come in two forms; A single target version and an Area of Effect version.
  
*Droids and Vehicles/AT-STs are not affected by cm abilities
 
  
  
'''Q: How much damage will my poison do?'''
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Stats on these items are read as follows:
  
A: Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)
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* - Potency: Chances of poison/disease 'sticking', or effectively being applied
 +
* - Duration: Length of time the effect will last, measured in seconds
 +
* - Range: Base Throw Distance in meters
 +
* - Charges: Number of uses
 +
* - Area of effect: Radius of effect for the AoE (emanating from target)  
 +
* - Combat Medicine Use: Required Combat Medicine Use to apply the med
 +
* - Effectiveness: Base Damage/Wound damage inflicted on target
  
 +
Things to note:
  
 +
* Mobs nor players can be killed by disease or poisons alone. Their effects will only bring the Ham pool down to 1 point.
 +
* Area of effect abilities do not hit incapacitated/dead targets.
  
 +
* Droids and Vehicles/AT-STs are not affected by diseases or poisons abilities
  
'''Q: What is the natural Resist rating?'''
 
  
A: Every player and Mob now has a 5% chance to always hit or always miss, regardless of the Potency of your meds.
 
  
 +
== Experience ==
  
'''Q: What should I get my potency to for PvE?'''
 
  
A: It has been said that the base potency for a 50/50 chance at sticking in PvE is 120ish. Consensus is that the number is actually lower, as with a 120ish Potency poison you seem to stick at least 90% of the time.
+
Players will gain experience based on the rated effectiveness of the poison/disease pack plus their combat medic effectiveness modifier bonus included.   Therefore experience is equivilant to  
  
 +
Poison Experience:
  
 +
((poison pack effectiveness) * (1 + (CM effectiveness) / 100))
  
'''Q: How long does it take for a poison to 'tick'?'''
+
== Formulas ==
  
A: After application, it takes 10 seconds before the first 'tick'. The poison will then tick every 10 seconds thereafter.
+
* [[Medpack Range (Game Mechanics)|Medpack Range Calculation]]
 +
* [[Poison Damage Calculation (Game Mechanics)|Poison Damage Calculation]]
 +
* [[Dot Duration Affecting Agents (Game Mechanics)|Dot Duration Affecting Agents]]
 +
* [[Dot Application Chance (Game Mechanics)|Dot Application Chance]]
 +
* [[Dot Damage Absorption (Game Mechanics)|Dot Damage Absorption]]
 +
* [[Ranged Injury Treatment Speed (Game Mechanics)|Ranged Injury Treatment Speed]]
 +
* [[Apply Poison Formulas (Game Messages)|Apply Poison Formulas]]
  
 
 
 
'''Q: Can I put poison and disease on the same creature?'''
 
 
A: Yes.
 
 
 
'''Q: Can I stack poisons'''
 
 
A: You can not stack two of the same level of the same type (area/single). You can, however, stack an area with a single as well as each of the different levels on each HAM bar. This would allow a total of 18 poisons on any single target
 
  
 
{| border="0" width="100%" cellpadding=6
 
{| border="0" width="100%" cellpadding=6
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|valign=top|
 
|valign=top|
  
==Ability Flow==
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== System Messages ==
{| align="center"
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|-
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||
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<graphviz>
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digraph G
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{
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        rankdir = LR;
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        node [shape=record, width=.2, height=.2];
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        node [width=1];
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        node1 [color="#929292", label = "Step 01", style="bold", fontname="arial",
+
  
fontcolor="#929292", URL="Test101"];
 
        node2 [color="orange", label = "Step 02", style="bold", fontname="arial",
 
  
fontcolor="#458CAF", URL="Test102"];
 
        node3 [color="orange", label = "Step 03", style="bold", fontname="arial",
 
  
fontcolor="#458CAF", URL="Test101"];
 
        node1 -> node2:w [color="#929292"];
 
        node2:w -> node3:e [color="#515FCA", constraint=false];
 
}
 
</graphviz>
 
|}
 
==System Messages==
 
  
==SUI Prompt==
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* [[Apply Poison System Messages (Game Messages)|Apply Poison]]<br>
  
==Combat Chat Spam==
+
==Source References==
  
==Fly Text==
 
  
==Formula(s)==
 
 
 
<br>
 
<br>
 
 
'''Poison Damage'''
 
 
 
1. NEEDS formula for determining success rate of potency.
 
 
Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)
 
 
 
 
 
 
 
 
 
 
                                      '''Injury Treatment Speed'''
 
 
 
 
 
1.  This needs a formula but I think the formula for ranged injury treatment speed goes like this:
 
 
<pre>
 
 
speed = ( ( 100-foodbuff)/100 ) x  ( ( 100 -  RangedInjuryTreatmentSpeed  ) /100 ) x base healing speed
 
 
 
</pre>
 
 
 
Where base healing speed = 10 seconds
 
 
 
 
Where foodbuff = value of the foods used
 
 
 
example:
 
Ruby Bliel = .25
 
or Havla =  .75 or even 100 if its 100+ as each point in these foods counts as a percentage reduction in the current healing speed timer (after modifier effects are calculated) and any food bonus over 100 is ignored and treated as just 100.
 
 
 
 
 
If the final value for Speed is less than 4 then speed is set to 4, as 4 seconds is the absolute minimum for injury healing actions.
 
 
==Source References==
 
  
 
{| align="center"
 
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||Damage||align="center" |0
 
||Damage||align="center" |0
 
|-
 
|-
||Delay Time||align="center" |0
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||Delay Time||align="center" |10
 
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|-
 
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Latest revision as of 20:49, 5 May 2010

Ability - Apply Poison

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Description

/applypoison <target>: This command will enable you to attack your target with poison, if you have the proper item.

Command: /applyPoison
CommandQueue Entry: applypoison (E08596DB)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Combat Medic This document is related to the Combat Medic Profession.

Ability Breakdown & Details

Apply poison offers players the ability to inflict poison states on targets while at range. The apply poison ability uses ranged injury treatment skill modifiers for determining throw speed. The player's combat medic effectiveness skill modifiers come into play with this skill to affect the damage of each dot tick. Healing Range modifiers come into play to affect the throw range of these medicine packs. Poisons are allowed to stack on the same ham pools provided that their sources are different See Poisons for more information.


Combat medic poisons come in two forms; A single target version and an Area of Effect version.


Stats on these items are read as follows:

  • - Potency: Chances of poison/disease 'sticking', or effectively being applied
  • - Duration: Length of time the effect will last, measured in seconds
  • - Range: Base Throw Distance in meters
  • - Charges: Number of uses
  • - Area of effect: Radius of effect for the AoE (emanating from target)
  • - Combat Medicine Use: Required Combat Medicine Use to apply the med
  • - Effectiveness: Base Damage/Wound damage inflicted on target

Things to note:

  • Mobs nor players can be killed by disease or poisons alone. Their effects will only bring the Ham pool down to 1 point.
  • Area of effect abilities do not hit incapacitated/dead targets.
  • Droids and Vehicles/AT-STs are not affected by diseases or poisons abilities


Experience

Players will gain experience based on the rated effectiveness of the poison/disease pack plus their combat medic effectiveness modifier bonus included. Therefore experience is equivilant to

Poison Experience:

((poison pack effectiveness) * (1 + (CM effectiveness) / 100))

Formulas


System Messages

Source References

Source Source in Context
Prima Guide somelink1 Source1

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 140
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 10