Difference between revisions of "Taming Restrictions (Game Mechanics)"
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+ | == Taming Skill Modifiers == | ||
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− | + | There are three features that play a factor in determining what a player can tame: | |
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+ | * Max Level of Pets skill modifiers | ||
+ | * Taming Vicious Creatures skill modifiers | ||
+ | * Taming Wild Creatures skill modifiers | ||
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+ | The Max level Of pets skill modifier controls the absolute maximum challenge level creature that a player can summon from their datapad as well as the maximum challenge level creature that they can tame. It works in conjunction with taming vicious and taming wild creature modifiers, and essentially trumps either of those skill modifiers since the player cannot control or tame any creature higher level than what this mod value is regardless of how high they have the other values. For example a player with +12 mod cannot call a creature that is CL 20. At novice creature handler the player has a total Max Level of Pets modifier of +12 meaning that they can tame and summon up to CL 12 creatures. Max level of pet modifier only checks against the creature's current level, not its adult form level, therefore a baby creature that is at or less than cl 12 could be used by the player but once it grows past this level, it will not be able to be called. | ||
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+ | To actually begin to tame a creature, the player must also have taming wild creatures or taming vicious creatures skill modifiers. The taming wild creatures skill modifier adds to the base value of the player's success chance when the player attempts to tame, call or train a non aggressive creature. The player's taming wild creatures mod is compared with the adult form cl of the creature, not the baby's. Players must have sufficient taming skill mod to create at least a 15% chance of taming the creature in order for them to be able to call it or get the option to tame it. Players cannot call any creature that they cannot tame. Some examples: | ||
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+ | If a player with Max Level Of Pets Skill modifier +70 and taming wild creatures +10 tries to summon or tame a CL 70 creature, then they would fail even though they meet the max level requirement to use the pet. This is because the player's taming wild creatures mod is not enough so that the player's chance to tame the creature is 15% or greater. | ||
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+ | Like non aggressive creatures, players must have sufficient taming vicious creatures skill modifiers to successfully tame, train and call a creature. Players without taming vicious creatures modifiers cannot attempt to tame any aggressive creature. | ||
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+ | Note: Taming Bio engineered creatures from deed also follow this process. Players cannot use a BE pet deed unless they have the sufficient taming mod to tame the creature. | ||
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+ | Note: Wookiees gain a "creature taming" bonus that adds +10 to both taming wild and vicious creature bonus. | ||
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+ | == Additional Pets Skill Modifiers == | ||
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+ | Before the taming process can begin, the player must first have sufficient active pet skill to be able to control the targeted creature for taming if the creature handler has pets already summoned. The control of the amount of total active pets allowed at one time comes in the form of the Additional Pets skill modifier. The tamed creature will in essence count as an active pet during the taming process and therefore the creature handler must have sufficient skill to be able to maintain the current number of pets under their control. For example if a ch's limit is 2 active pets and they have 2 active pets already out before they begin taming attempts then they must store one of the pets before attempting a tame. | ||
==Source References== | ==Source References== |
Latest revision as of 04:24, 3 September 2009
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Game Mechanics - Mechanics Category
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Taming Skill ModifiersThere are three features that play a factor in determining what a player can tame:
To actually begin to tame a creature, the player must also have taming wild creatures or taming vicious creatures skill modifiers. The taming wild creatures skill modifier adds to the base value of the player's success chance when the player attempts to tame, call or train a non aggressive creature. The player's taming wild creatures mod is compared with the adult form cl of the creature, not the baby's. Players must have sufficient taming skill mod to create at least a 15% chance of taming the creature in order for them to be able to call it or get the option to tame it. Players cannot call any creature that they cannot tame. Some examples: If a player with Max Level Of Pets Skill modifier +70 and taming wild creatures +10 tries to summon or tame a CL 70 creature, then they would fail even though they meet the max level requirement to use the pet. This is because the player's taming wild creatures mod is not enough so that the player's chance to tame the creature is 15% or greater.
Like non aggressive creatures, players must have sufficient taming vicious creatures skill modifiers to successfully tame, train and call a creature. Players without taming vicious creatures modifiers cannot attempt to tame any aggressive creature.
Note: Wookiees gain a "creature taming" bonus that adds +10 to both taming wild and vicious creature bonus. Additional Pets Skill ModifiersBefore the taming process can begin, the player must first have sufficient active pet skill to be able to control the targeted creature for taming if the creature handler has pets already summoned. The control of the amount of total active pets allowed at one time comes in the form of the Additional Pets skill modifier. The tamed creature will in essence count as an active pet during the taming process and therefore the creature handler must have sufficient skill to be able to maintain the current number of pets under their control. For example if a ch's limit is 2 active pets and they have 2 active pets already out before they begin taming attempts then they must store one of the pets before attempting a tame. Source References
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