Difference between revisions of "Hit Locations (Game Mechanics)"

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== Game Mechanics ==
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== Overview ==
  
When an attack is made against a target, the system selects an area (referred to as a hit location) in which to inflict the damage on the target. The damage suffered by the target's ham pools are affected by the hit location which is selected. There are 9 PRIMARY hit locations:
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The game goes through a number of processes to determine how much damage a target receives and where that damage is taken once it is determined that the target will be hit. The first process is to check which HAM pools get targeted for a particular hit. There are three forms of attacks that can be made against a target. These are:
  
* '''Health Pool:''' Hands, Left Bicep, Right Bicep, Left Bracer, Right Bracer, Chest
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* Default Attacks
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* Scatter Attacks
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* Targeted Pool Attacks
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== Default Hit Attacks ==
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When a default attack is made against a target, the system selects an area (referred to as a hit location) in which to inflict the damage on the target. The damage suffered by the target's ham pools are affected by the hit location which is selected. There are 9 PRIMARY hit locations:
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* '''Health Pool:''' Hands, (left arm) Left Bicep, (right arm) Right Bicep, (left arm) Left Bracer, (right arm) Right Bracer, Chest
 
* '''Action Pool:''' Feet, Legs
 
* '''Action Pool:''' Feet, Legs
 
* '''Mind Pool:''' Head
 
* '''Mind Pool:''' Head
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The to-hit chance per each part of a target is as follows:
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* '''Head:''' 12.6%<br>
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* '''Feet:''' 16.1%<br>
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* '''Legs:''' 16.0%<br>
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* '''Hands:''' 10.6%<br>
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* '''Left Bicep:''' 3.8%<br>
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* '''Left Bracer:''' 8.5%<br>
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* '''Right Bicep:''' 4.7%<br>
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* '''Right Bracer:''' 8.7%<br>
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* '''Chest:''' 19.0%<br>
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What this breaks down to is that:
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* 55.3% of shots hit Health (Hand, Left Arm, Right Arm, Chest)
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* 32.1% of shots hit Action (Feet, Legs)
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* 12.6% of shots hit Mind (Head)
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Once a primary hit location is determined, then the majority of the damage (80%) is dispersed to that location and the remaining 20% of the damage is divided evenly; 10% for each remaining pool.
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== Targeted Pool Attacks ==
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Targeted pool attacks are attacks that always hit specific ham pools (health action or mind). In contrast to default hit locations, any time a targeted pool attack is made, 80% of the damage dealt is immediately sent to a particular pool and the remaining 20% of the damage is split evenly to the remaining pools. As an example, an action targeted pool attack that does 100 damage diverts 80 damage to the action pool of the target and 10 damage each to the health and mind pool.
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== Scatter Attacks ==
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These are attacks that split up the damage dealt to a target into thirds and then randomly applies each amount of damage to a particular pool. For example, you shoot and hit with Scatter Shot 2 for 3000 points of damage. That 3000 is broken up into three bits of 1000 damage each. Each one of those bits hits one pool. The hit-location selection process for these hits uses the default attack process.
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When the target pool is decided upon by a role of the dice, that bit of 1000 points of damage hits for 800 (80%) to the decided upon pool, and 100 damage to each of the other 2 pools. This is repeated for all 3 bits of damage.
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Some examples -
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'''Example 1:'''
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Let's say, after rolling the dice, bit 1 hits health, bit 2 hits mind, and bit 3 hits health again. This would result in 1700 damage to health (.8 * 1000 + .8 * 1000 + .1 * 1000), 300 damage to action (.1 * 1000 + .1 * 1000 + .1 * 1000), and 1000 damage to mind (.1 * 1000 + .8 * 1000 + .1 * 1000).
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'''Example 2:'''
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Let's say bit 1 hits health, bit 2 hits action, and bit 3 hits mind. Resulting damage would be 1000/1000/1000.
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'''Example 3:'''
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Let's say all 3 bits hit health. Resulting damage would be 2400/300/300
  
 
==Source References==
 
==Source References==

Latest revision as of 00:31, 26 April 2009




Game Mechanics - Mechanics Category

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Overview

The game goes through a number of processes to determine how much damage a target receives and where that damage is taken once it is determined that the target will be hit. The first process is to check which HAM pools get targeted for a particular hit. There are three forms of attacks that can be made against a target. These are:

  • Default Attacks
  • Scatter Attacks
  • Targeted Pool Attacks

Default Hit Attacks

When a default attack is made against a target, the system selects an area (referred to as a hit location) in which to inflict the damage on the target. The damage suffered by the target's ham pools are affected by the hit location which is selected. There are 9 PRIMARY hit locations:

  • Health Pool: Hands, (left arm) Left Bicep, (right arm) Right Bicep, (left arm) Left Bracer, (right arm) Right Bracer, Chest
  • Action Pool: Feet, Legs
  • Mind Pool: Head


The to-hit chance per each part of a target is as follows:

  • Head: 12.6%
  • Feet: 16.1%
  • Legs: 16.0%
  • Hands: 10.6%
  • Left Bicep: 3.8%
  • Left Bracer: 8.5%
  • Right Bicep: 4.7%
  • Right Bracer: 8.7%
  • Chest: 19.0%


What this breaks down to is that:

  • 55.3% of shots hit Health (Hand, Left Arm, Right Arm, Chest)
  • 32.1% of shots hit Action (Feet, Legs)
  • 12.6% of shots hit Mind (Head)



Once a primary hit location is determined, then the majority of the damage (80%) is dispersed to that location and the remaining 20% of the damage is divided evenly; 10% for each remaining pool.

Targeted Pool Attacks

Targeted pool attacks are attacks that always hit specific ham pools (health action or mind). In contrast to default hit locations, any time a targeted pool attack is made, 80% of the damage dealt is immediately sent to a particular pool and the remaining 20% of the damage is split evenly to the remaining pools. As an example, an action targeted pool attack that does 100 damage diverts 80 damage to the action pool of the target and 10 damage each to the health and mind pool.



Scatter Attacks

These are attacks that split up the damage dealt to a target into thirds and then randomly applies each amount of damage to a particular pool. For example, you shoot and hit with Scatter Shot 2 for 3000 points of damage. That 3000 is broken up into three bits of 1000 damage each. Each one of those bits hits one pool. The hit-location selection process for these hits uses the default attack process.


When the target pool is decided upon by a role of the dice, that bit of 1000 points of damage hits for 800 (80%) to the decided upon pool, and 100 damage to each of the other 2 pools. This is repeated for all 3 bits of damage.

Some examples -

Example 1:

Let's say, after rolling the dice, bit 1 hits health, bit 2 hits mind, and bit 3 hits health again. This would result in 1700 damage to health (.8 * 1000 + .8 * 1000 + .1 * 1000), 300 damage to action (.1 * 1000 + .1 * 1000 + .1 * 1000), and 1000 damage to mind (.1 * 1000 + .8 * 1000 + .1 * 1000).

Example 2:

Let's say bit 1 hits health, bit 2 hits action, and bit 3 hits mind. Resulting damage would be 1000/1000/1000.

Example 3:

Let's say all 3 bits hit health. Resulting damage would be 2400/300/300

Source References

Source Source in Context