Difference between revisions of "Dot Application Chance (Game Mechanics)"

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(Game Mechanics)
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== Game Mechanics ==
 
== Game Mechanics ==
  
Dot application chance is based on a comparison of resistance values of the defending target versus the potency value of the attacker. Resistance values of the target do not stack. Each source of resistance that a defending target has makes its own separate roll against the potency value of the attacker, meaning that if a player has resistance skill attachments and a resistance buff, these would be two seperate rolls made against the potency value to determine if the dot would stick.  
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Dot application chance is based on a comparison of resistance values of the defending target versus the potency value of the attacker. Resistance values of the target do not stack. Each source of resistance that a defending target has makes its own separate roll against the potency value of the attacker, meaning that if a player has resistance skill attachments and a resistance buff, these would be two seperate rolls made against the potency value to determine if the dot would stick. Dot application success and resist rate is always at least 5%. If the dot application success is ever calculated to be higher than 95% or lower than 5% then the application chance is defaulted to 5%. Players have at least a 5% chance to resist any dot no matter what.
  
  
chance of application failure = ( ( resistance / dot potency ) / 1.75 ) x 100
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chance of dot application success = 100 x ( 1 - ( ( resistance / dot potency ) / 1.75 ) )
  
  
  
  
Resistance: Sum total of all stackable resistance sources<br>
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Resistance: Resistance sources<br>
 
Dot Potency: Potency value on a weapon, creature ability, skill, disease pack, and poison pack
 
Dot Potency: Potency value on a weapon, creature ability, skill, disease pack, and poison pack
  
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* Force Resist Disease
 
* Force Resist Disease
 
* Force Resist Bleeding
 
* Force Resist Bleeding
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* Force Defense Skill Modifier (works vs force choke only)
  
 
== Dot Potency Sources Include ==
 
== Dot Potency Sources Include ==

Latest revision as of 06:27, 11 September 2009




Game Mechanics - Mechanics Category

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50% This document has been partially completed.

Mechanics This document is about game mechanics.

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Game Mechanics

Dot application chance is based on a comparison of resistance values of the defending target versus the potency value of the attacker. Resistance values of the target do not stack. Each source of resistance that a defending target has makes its own separate roll against the potency value of the attacker, meaning that if a player has resistance skill attachments and a resistance buff, these would be two seperate rolls made against the potency value to determine if the dot would stick. Dot application success and resist rate is always at least 5%. If the dot application success is ever calculated to be higher than 95% or lower than 5% then the application chance is defaulted to 5%. Players have at least a 5% chance to resist any dot no matter what.


chance of dot application success = 100 x ( 1 - ( ( resistance / dot potency ) / 1.75 ) )



Resistance: Resistance sources
Dot Potency: Potency value on a weapon, creature ability, skill, disease pack, and poison pack

Resistance Sources include:

  • Skill Attachments
  • Food & Drink
  • Resistance Buffs
  • Force Resist Poison
  • Force Resist Disease
  • Force Resist Bleeding
  • Force Defense Skill Modifier (works vs force choke only)

Dot Potency Sources Include

  • Weapons
  • Disease & Poison Packs
  • Creature Abilities
  • Skills

Source References

Source Source in Context