Difference between revisions of "Knockdown (Game Mechanics)"
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− | Knockdown is a special class of posture change. It changes the target's posture to 'knocked down', which is graphically flat on the character's back. A | + | Knockdown is a special class of posture change. It changes the target's posture to 'knocked down', which is graphically flat on the character's back. A target in this posture takes 1.5 times more damage while being attacked by melee opponents as well as incurring a defensive penalty against melee attack to hit chances. (Note: Defensive penalties probably should be on par with those while prone.) A knocked down character cannot use any combat queue actions for the duration of the knockdown (seems to be approximately 5 seconds), although they can start standing/changing posture immediately, as with any posture change. Knockdown has a 30 second timer, much like (but independent of) posture change during which the target cannot be knocked down again. Knockdown defensive skill mods will reduce the chance that the effect can be applied to the target. All knock down attacks have a base chance of succeeding against a target which is further modified by the target's defenses against knockdown. Knock down success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the attack. Players are able to obtain knockdown from Pistoleer and Teras Kasi abilities. |
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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 knockdown application success chance for creatures. | ||
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+ | * 2. Needs a base knockdown application success chance for player knockdown abilities. | ||
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+ | * 3. Needs a formula for comparing knockdown application success chance versus knockdown 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 MechanicsKnockdown is a special class of posture change. It changes the target's posture to 'knocked down', which is graphically flat on the character's back. A target in this posture takes 1.5 times more damage while being attacked by melee opponents as well as incurring a defensive penalty against melee attack to hit chances. (Note: Defensive penalties probably should be on par with those while prone.) A knocked down character cannot use any combat queue actions for the duration of the knockdown (seems to be approximately 5 seconds), although they can start standing/changing posture immediately, as with any posture change. Knockdown has a 30 second timer, much like (but independent of) posture change during which the target cannot be knocked down again. Knockdown defensive skill mods will reduce the chance that the effect can be applied to the target. All knock down attacks have a base chance of succeeding against a target which is further modified by the target's defenses against knockdown. Knock down success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the attack. Players are able to obtain knockdown from Pistoleer and Teras Kasi abilities.
Note: There is no known formula for calculating any aspect of knock down defense. 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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