Difference between revisions of "Dot Application Chance (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. | + | 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 = 1 - ( ( resistance / dot potency ) / 1.75 ) | + | chance of dot application success = 100 x ( 1 - ( ( resistance / dot potency ) / 1.75 ) ) |
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* Force Resist Disease | * Force Resist Disease | ||
* Force Resist Bleeding | * Force Resist Bleeding | ||
− | * Force Defense (works vs force choke only) | + | * 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
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Game Mechanics - Mechanics Category
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Game MechanicsDot 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.
Resistance Sources include:
Dot Potency Sources Include
Source References
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