Difference between revisions of "Bleeds (Game Mechanics)"
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− | A 'bleed' is a Damage Over Time (DOT) attack. While it applies an initial damage value to a HAM pool, it will also wound a random secondary to that pool while it ticks. A bleed will last until cured by the first-aid ability, teras kasi artist meditation, or its duration runs out. Each form of bleed attack has a base chance (possibly a potency value) of applying the bleed effect. This base chance is checked against the target's bleed resistance to determine the ultimate percentage chance for the effect to land. Bleeds come in two durations, 120 second varieties and 180 second which tick at 20 second intervals. Bleeds cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. | + | A 'bleed' is a Damage Over Time (DOT) attack. While it applies an initial damage value to a HAM pool, it will also wound a random secondary to that pool while it ticks. A bleed will last until cured by the first-aid ability, teras kasi artist meditation, Stop Bleeding, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of bleed attack has a base chance (possibly a potency value) of applying the bleed effect. This base chance is checked against the target's bleed resistance to determine the ultimate percentage chance for the effect to land. Bleeds come in two durations, 120 second varieties and 180 second which tick at 20 second intervals. Bleeds cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Bleed timers and damage can be reset or overwritten if the next attack is of exact strength as the previous attack or higher damage. Bleeds from different sources may stack, i.e health shot 1 and health shot 2 can both be applied to one target's health pool as individual ticks. As bleeds tick, they also cause wounding damage to the secondary stats on that particular ham pool of the target. |
+ | Note: NPC and creature bleeds may be stacked on a player or pet's same HAM pool even while using the same special. This was presumably done to make PvM more challenging to players. Player pets however do not have this functionality and are limited to the normal rules affecting players. When the same specials are used, the added damage gets included with the ticks therefore if a 150 damage dot was originally applied and a 2nd 150 dot from the same special is applied also, the next tick will be 300 damage. The creature/npc bleed timers and ticks are probably refreshed as well. | ||
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+ | Note: No known formula exists for calculating the chance of a bleed to be applied to a target nor for the effects of bleed resistance on these chances but there is probably a 5% base chance to apply a bleed as well as a 5% chance to resist a bleed attack, similar to the mechanics of other dots. | ||
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+ | == Bleed Sources == | ||
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+ | Bleeds have a number of sources including: | ||
+ | |||
+ | * Special Attacks | ||
+ | * Creature Attacks | ||
+ | * Inherent Weapon Features | ||
+ | * Random Bleed Chance | ||
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+ | ''' Special Attacks ''' | ||
+ | |||
+ | Bleeds induced from special attacks are based off of the damage done to the target. For players, Bleeds from DIFFERENT special attacks or sources stack. For example health shot 1 will stack with health shot 2. When a bleed effect from one special is attempted again, a check is made to see if the damage dealt by that special attack will result in a higher tick bleed. If the damage result is higher or matches the current bleed then the new bleed effect will overwrite the current one, resetting the tick timer as well. Npcs are not bound by bleed stacking rules and thus can stack bleeds from the same specials as many times as they wish. | ||
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+ | Bleed Special Attacks Include: | ||
+ | |||
+ | * One-Hand Health Hit 1 | ||
+ | * One-Hand Health Hit 2 | ||
+ | * Polearm Action Hit 1 | ||
+ | * Polearm Action Hit 2 | ||
+ | * Two-Hand Mind Hit 1 | ||
+ | * Two-Hand Mind Hit 2 | ||
+ | * Mind Shot 1 | ||
+ | * Mind Shot 2 | ||
+ | * Health Shot 1 | ||
+ | * Health Shot 2 | ||
+ | * Bleeding Shot | ||
+ | * Action Shot 1 | ||
+ | * Action Shot 2 | ||
+ | * Saber Slash 1 | ||
+ | * Saber Slash 2 | ||
+ | |||
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+ | ''' Creature Attacks ''' | ||
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+ | |||
+ | Creatures have access to a unique bleeding effect called Open Wounds. This attack is an area of effect multi pool targeting ability. No radius is known for this but we could perhaps use 10 meters as a starting point for smaller creatures and have the radius scaled upward as the creature size increases. | ||
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+ | ''' Inherent Weapon Features ''' | ||
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+ | Weapons with inherent bleed effects will execute this effect on any target that is hit by the attacker. Weapons with inherent bleed effects include: | ||
+ | |||
+ | * Enhanced E-11 carbine | ||
+ | * Grooved two handed sword | ||
+ | * Jagged vibroblade | ||
+ | * Lithitanium Carbine | ||
+ | * Modified republic blaster | ||
+ | |||
+ | Presumably special attacks that utilize weapons with inherent bleed effects can be considered area of effect bleeds if the special utilizes an area of attack. The bleed effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack. Weapons with inherent bleed effects also have a potency value which makes a check against the defender's bleed resist modifiers to determine the percentage chance of successfully applying the bleed effect. | ||
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+ | Some things to note: | ||
+ | |||
+ | * Bleeds from different weapons will stack with one another. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot pistol then a health dot rifle to stack two health dots on a target) | ||
+ | |||
+ | * Bleeds from weapons stack with bleeds from special attacks. | ||
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+ | ''' Random Bleed Chance ''' | ||
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+ | Every attack made by a player has a small chance to inflict a 1 damage per tick bleed. This bleed duration probably lasts 120 seconds. This base chance is thought to be around 5%. The Wound Chance attribute on weapons modifies this base chance. For example a wound chance mod of 100% would make the base chance at 10% to start a bleed. It's unknown whether this is a targeted pool attack or if it is multi hit pool. | ||
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+ | <br> | ||
+ | <br> | ||
== Bleed Types == | == Bleed Types == | ||
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''' Area of Effect Bleed ''' | ''' Area of Effect Bleed ''' | ||
− | + | There are two types of area of effect bleeds; Spherical bleeds and Cone Area Bleeds. These attacks will hit all targets within a certain radius of the attacker, where the radius is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it).Area of effect bleeds can consist of Multi Pool Bleeds such as the creature attack Open Wounds. Presumably special attacks that utilize weapons with inherent bleed effects can be considered area of effect bleeds if the special utilizes an area of attack. The bleed effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack. | |
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+ | AOE bleed sources include: | ||
+ | |||
+ | * Open Wounds | ||
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+ | Cone Area Bleed Sources include: | ||
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+ | * Saber Throw 1 | ||
+ | * Saber Throw 3 | ||
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+ | Single target bleed sources include: | ||
+ | |||
+ | * One-Hand Health Hit 1 | ||
+ | * One-Hand Health Hit 2 | ||
+ | * Polearm Action Hit 1 | ||
+ | * Polearm Action Hit 2 | ||
+ | * Two-Hand Mind Hit 1 | ||
+ | * Two-Hand Mind Hit 2 | ||
+ | * Mind Shot 1 | ||
+ | * Mind Shot 2 | ||
+ | * Bleeding Shot | ||
+ | * Health Shot 1 | ||
+ | * Health Shot 2 | ||
+ | * Action Shot 1 | ||
+ | * Action Shot 2 | ||
+ | * Saber Slash 1 | ||
+ | * Saber Slash 2 | ||
+ | * Single attack inflicting random bleed with weapon | ||
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''' Multi pool bleed ''' | ''' Multi pool bleed ''' | ||
− | These bleed attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools | + | These bleed attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools. |
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− | + | Multi pool bleed sources include: | |
+ | * Bleeding Shot | ||
+ | * Open Wounds | ||
+ | ''' Targeted Pool Bleed ''' | ||
+ | These bleed attacks will target a specific HAM pool to apply the effect on. | ||
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− | + | Targeted Pool bleed sources include: | |
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− | + | * One-Hand Health Hit 1 | |
+ | * One-Hand Health Hit 2 | ||
+ | * Polearm Action Hit 1 | ||
+ | * Polearm Action Hit 2 | ||
+ | * Two-Hand Mind Hit 1 | ||
+ | * Two-Hand Mind Hit 2 | ||
+ | * Mind Shot 1 | ||
+ | * Mind Shot 2 | ||
+ | * Health Shot 1 | ||
+ | * Health Shot 2 | ||
+ | * Action Shot 1 | ||
+ | * Action Shot 2 | ||
+ | * Saber Slash 1 | ||
+ | * Saber Slash 2 | ||
− | + | <br><br><br> | |
+ | == Formulas == | ||
− | + | '''Player & NPC Bleed Damage Calculation:''' | |
+ | For players, Each tick on the dot is equivilant to 20% of the initial damage done, so if a 1000 point damage hit was incurred, 200 of this would be allocated to the strength (size of each tick) of the bleed effect. The exception to this behavior is the Bleeding Shot ability from bounty hunter pistol line. | ||
− | + | Bleeding Shot Effect: Has a scatter type effect for bleed application as it Causes a bleed on up to 3 ham pool equivalent to 20% of the original damage. Bleeding Shot can bleed random pools or a combination thereof in asimilar to the way Scatter Hit(Fencer) and Scatter Shot(Carbineer) does damage. It has 3 hits to the single shot. It can bleed one pool for the full effectiveness, bleed one pool for 1/3 and another for 2/3, or bleed each pool for 1/3 to each pool. If you fire BleedShot three times, get a Health Bleed first, then an Action Bleed second, and a Mind Bleed third, the Mind won't override the other two, the target will suffer three bleeds. The only way a shot may be overridden is if the damage applied for that particular pool's bleed is higher than the current bleed on it. | |
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− | + | '''Bleed Wound Damage Calculation''' | |
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+ | See: [[Wounds (Game Mechanics)|Bleeds]] | ||
==Source References== | ==Source References== |
Latest revision as of 22:54, 14 July 2009
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Game Mechanics - Mechanics Category
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Game MechanicsA 'bleed' is a Damage Over Time (DOT) attack. While it applies an initial damage value to a HAM pool, it will also wound a random secondary to that pool while it ticks. A bleed will last until cured by the first-aid ability, teras kasi artist meditation, Stop Bleeding, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of bleed attack has a base chance (possibly a potency value) of applying the bleed effect. This base chance is checked against the target's bleed resistance to determine the ultimate percentage chance for the effect to land. Bleeds come in two durations, 120 second varieties and 180 second which tick at 20 second intervals. Bleeds cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Bleed timers and damage can be reset or overwritten if the next attack is of exact strength as the previous attack or higher damage. Bleeds from different sources may stack, i.e health shot 1 and health shot 2 can both be applied to one target's health pool as individual ticks. As bleeds tick, they also cause wounding damage to the secondary stats on that particular ham pool of the target.
Bleed SourcesBleeds have a number of sources including:
Bleeds induced from special attacks are based off of the damage done to the target. For players, Bleeds from DIFFERENT special attacks or sources stack. For example health shot 1 will stack with health shot 2. When a bleed effect from one special is attempted again, a check is made to see if the damage dealt by that special attack will result in a higher tick bleed. If the damage result is higher or matches the current bleed then the new bleed effect will overwrite the current one, resetting the tick timer as well. Npcs are not bound by bleed stacking rules and thus can stack bleeds from the same specials as many times as they wish.
Creature Attacks
Weapons with inherent bleed effects will execute this effect on any target that is hit by the attacker. Weapons with inherent bleed effects include:
Presumably special attacks that utilize weapons with inherent bleed effects can be considered area of effect bleeds if the special utilizes an area of attack. The bleed effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack. Weapons with inherent bleed effects also have a potency value which makes a check against the defender's bleed resist modifiers to determine the percentage chance of successfully applying the bleed effect.
Random Bleed Chance
Bleed TypesThere are 4 types of bleeds attacks in SWG:
There are two types of area of effect bleeds; Spherical bleeds and Cone Area Bleeds. These attacks will hit all targets within a certain radius of the attacker, where the radius is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it).Area of effect bleeds can consist of Multi Pool Bleeds such as the creature attack Open Wounds. Presumably special attacks that utilize weapons with inherent bleed effects can be considered area of effect bleeds if the special utilizes an area of attack. The bleed effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack. AOE bleed sources include:
Cone Area Bleed Sources include:
Single target bleed sources include:
Multi pool bleed These bleed attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools.
Multi pool bleed sources include:
Targeted Pool Bleed
FormulasPlayer & NPC Bleed Damage Calculation:
Bleeding Shot Effect: Has a scatter type effect for bleed application as it Causes a bleed on up to 3 ham pool equivalent to 20% of the original damage. Bleeding Shot can bleed random pools or a combination thereof in asimilar to the way Scatter Hit(Fencer) and Scatter Shot(Carbineer) does damage. It has 3 hits to the single shot. It can bleed one pool for the full effectiveness, bleed one pool for 1/3 and another for 2/3, or bleed each pool for 1/3 to each pool. If you fire BleedShot three times, get a Health Bleed first, then an Action Bleed second, and a Mind Bleed third, the Mind won't override the other two, the target will suffer three bleeds. The only way a shot may be overridden is if the damage applied for that particular pool's bleed is higher than the current bleed on it.
See: Bleeds Source References
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