Difference between revisions of "Dizzy (Game Mechanics)"
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− | Whenever a dizzy character attempts to change posture (i.e. stand up, go prone, or kneel) the character has a chance of being knocked down. Forced posture changes (posture down/knockdown/posture up) do not cause this chance, but recovering from those posture changes will (e.g. if you are forced to kneel by a posture-down attack, and you try to stand up to move). Once a player has been knocked down and dizzied, they will remain knocked down for each successive failure check made on an attempt to change posture (i.e stand up or kneel) or until the dizzy effect wears off. | + | Whenever a dizzy character attempts to change posture (i.e. stand up, go prone, or kneel) the character has a chance of being knocked down. Forced posture changes (posture down/knockdown/posture up) do not cause this chance, but recovering from those posture changes will (e.g. if you are forced to kneel by a posture-down attack, and you try to stand up to move). Once a player has been knocked down and dizzied, they will remain knocked down for each successive failure check made on an attempt to change posture (i.e stand up or kneel) or until the dizzy effect wears off. Dizzy lengths vary depending on the source of the dizzy effect. The effects of dizzy can be mitigated through either being outright cured by doctor stims, Jedi heal state ability or through players having Defense vs Dizzy skill modifiers. Dizzy defensive skill mods will reduce the chance that the state can be applied to the target. When dizzy is applied to a target, the newer application's timer will overwrite the former thus the effect can continuously be applied. 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. |
+ | Dizzy only affects players and NPC targets. It will not work on creatures or droids. | ||
+ | '''Q&A with Thunderheart:''' | ||
+ | |||
+ | Brawler | ||
+ | |||
+ | Dizzy currently only works on NPCs and PCs. Using dizzy on any creature results in nothing more than than the icon appearing beside the creature's name. Is it intended that dizzy not work on creatures and is working as designed? If it is working correctly, what can we expect to make this ability useful against creatures? | ||
+ | |||
+ | Dizzy is meant for PCs and NPCs and not creatures. There is a slight effect, but it is minimal. This is definitely a topic we can discuss further in our upcoming Combat Balance focus threads. [1] | ||
== Formulas == | == Formulas == | ||
− | '''Note: Supposedly all states have a | + | '''Note: Supposedly all states have a 5% chance to be applied/resisted regardless of defenses on the target.''' |
* 1. Needs a base dizzy application success chance for creatures. | * 1. Needs a base dizzy application success chance for creatures. | ||
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{{SourceReferences | {{SourceReferences | ||
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− | | OriginalPageLink01 = | + | | OriginalPageLink01 = http://forums.swganh.org/viewtopic.php?f=23&t=291&hilit=combat+and+equation&sid=4903385a830bbd0f7ac89a7b0536dbbf |
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Latest revision as of 18:44, 13 July 2011
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Game Mechanics - Mechanics Category
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Game MechanicsWhenever a dizzy character attempts to change posture (i.e. stand up, go prone, or kneel) the character has a chance of being knocked down. Forced posture changes (posture down/knockdown/posture up) do not cause this chance, but recovering from those posture changes will (e.g. if you are forced to kneel by a posture-down attack, and you try to stand up to move). Once a player has been knocked down and dizzied, they will remain knocked down for each successive failure check made on an attempt to change posture (i.e stand up or kneel) or until the dizzy effect wears off. Dizzy lengths vary depending on the source of the dizzy effect. The effects of dizzy can be mitigated through either being outright cured by doctor stims, Jedi heal state ability or through players having Defense vs Dizzy skill modifiers. Dizzy defensive skill mods will reduce the chance that the state can be applied to the target. When dizzy is applied to a target, the newer application's timer will overwrite the former thus the effect can continuously be applied. 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. Dizzy only affects players and NPC targets. It will not work on creatures or droids. Q&A with Thunderheart: Brawler Dizzy currently only works on NPCs and PCs. Using dizzy on any creature results in nothing more than than the icon appearing beside the creature's name. Is it intended that dizzy not work on creatures and is working as designed? If it is working correctly, what can we expect to make this ability useful against creatures? Dizzy is meant for PCs and NPCs and not creatures. There is a slight effect, but it is minimal. This is definitely a topic we can discuss further in our upcoming Combat Balance focus threads. [1] FormulasNote: Supposedly all states have a 5% chance to be applied/resisted regardless of defenses on the target.
Source References
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