Difference between revisions of "Stun (Game Mechanics)"
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Stuns slightly lowers damage potential by reducing damage done by 10%; it reduces the chance to hit a target, and supposedly slightly lowers primary defense modifiers such as ranged and melee defenses. | Stuns slightly lowers damage potential by reducing damage done by 10%; it reduces the chance to hit a target, and supposedly slightly lowers primary defense modifiers such as ranged and melee defenses. | ||
− | Stun lengths vary depending on the source of the stun. The effects of Stun can be mitigated through either being outright cured by doctor stims, Jedi heal state ability or through players having Defense vs Stun skill modifiers. Stun defensive skill mods will reduce the chance that the state can be applied to the target. | + | Stun lengths vary depending on the source of the stun. When stun is applied to a target, the newer application's timer will overwrite the former thus the effect can continuously be applied. The effects of Stun can be mitigated through either being outright cured by doctor stims, Jedi heal state ability or through players having Defense vs Stun skill modifiers. Stun defensive skill mods will reduce the chance that the state can be applied to the target. All state inducing attacks have a base chance of succeeding against a target which is further modified by the target's defenses against that state. The state application success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the state attack. |
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+ | Note: Stun does not work on droids. | ||
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+ | Certain creatures use unique abilities to inflict stuns such as [[Stunning_Strike_(Attack)|Stunning Strike]] and [[Area_Combo_(Attack)|Area Combo]]. | ||
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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 stun application success chance for creatures. | ||
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+ | * 2. Needs a formula for comparing stun application success chance versus stun defense modifiers of the target. | ||
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+ | * 3. Needs a value set for its reduction to accuracy. | ||
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+ | * 4. Needs a value set for its reduction to primary defenses (ranged and melee defense) | ||
==Source References== | ==Source References== | ||
{{SourceReferences | {{SourceReferences | ||
− | | SourcePage01 = | + | | SourcePage01 = Stun 1 |
− | | OriginalPageLink01 = | + | | OriginalPageLink01 = http://swgforums.swganh.org/viewtopic.php?search_id=652977624&t=276141 |
| SourcePage02 = | | SourcePage02 = | ||
| OriginalPageLink02 = | | OriginalPageLink02 = |
Latest revision as of 10:13, 11 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsStuns slightly lowers damage potential by reducing damage done by 10%; it reduces the chance to hit a target, and supposedly slightly lowers primary defense modifiers such as ranged and melee defenses. Stun lengths vary depending on the source of the stun. When stun is applied to a target, the newer application's timer will overwrite the former thus the effect can continuously be applied. The effects of Stun can be mitigated through either being outright cured by doctor stims, Jedi heal state ability or through players having Defense vs Stun skill modifiers. Stun defensive skill mods will reduce the chance that the state can be applied to the target. All state inducing attacks have a base chance of succeeding against a target which is further modified by the target's defenses against that state. The state application success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the state attack. Note: Stun does not work on droids. Certain creatures use unique abilities to inflict stuns such as Stunning Strike and Area Combo. FormulasNote: Supposedly all states have a 5% chance to be applied/resisted regardless of defenses on the target.
Source References
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