Difference between revisions of "Posture Down (Game Mechanics)"
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+ | Posture Down is a special class of posture change. It changes the target's posture to the next lower posture. If the target is standing then it kneels; if the target is kneeling then it is forced to prone. Targets that are hit with posture down attacks can start standing/changing posture immediately, as with any posture change. Posture Down has a 30 second timer, much like (but independent of) knockdown during which the target cannot be issued another posture change again. The effects of Posture Down can be mitigated through either having Defense vs Posture Down skill modifiers. Posture Down defensive skill mods will reduce the chance that the effect can be applied to the target. All posture down attacks have a base chance of succeeding against a target which is further modified by the target's defenses against posture down. Posture down success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the posture attack. | ||
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+ | Note: There is no known formula for calculating any aspect of knock down defense. | ||
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+ | One possible idea is the following: | ||
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+ | The defense vs. {state} skill mods are probably percentage based. So a 100% defense vs. stun would be the real limit: you never get stunned. However, it's also possible (but I've never seen it confirmed one way or the other) that different stun or KD attacks have different chances of sticking. You see this already with the potency stat on CM poisons/diseases: higher potency has a better chance of sticking. If that's the case, it might be along the lines of this: | ||
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+ | ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100;<br> | ||
+ | StateRoll = random(0,1);<br> | ||
+ | if [ StateRoll < ChanceOfState ] { ApplyState(); }<br> | ||
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+ | == Formulas == | ||
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+ | '''Note: Supposedly all states have a 5% chance to be applied/resisted regardless of defenses on the target.''' | ||
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+ | * 1. Needs a base Posture Down application success chance for creatures. | ||
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+ | * 2. Needs a base Posture Down application success chance for player Posture Down abilities. | ||
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+ | * 3. Needs a formula for comparing Posture Down application success chance versus Posture Down defense modifiers of the target. | ||
==Source References== | ==Source References== |
Latest revision as of 17:49, 11 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsPosture Down is a special class of posture change. It changes the target's posture to the next lower posture. If the target is standing then it kneels; if the target is kneeling then it is forced to prone. Targets that are hit with posture down attacks can start standing/changing posture immediately, as with any posture change. Posture Down has a 30 second timer, much like (but independent of) knockdown during which the target cannot be issued another posture change again. The effects of Posture Down can be mitigated through either having Defense vs Posture Down skill modifiers. Posture Down defensive skill mods will reduce the chance that the effect can be applied to the target. All posture down attacks have a base chance of succeeding against a target which is further modified by the target's defenses against posture down. Posture down success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the posture attack.
One possible idea is the following:
ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100; FormulasNote: Supposedly all states have a 5% chance to be applied/resisted regardless of defenses on the target.
Source References
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