Difference between revisions of "Ranged Stimpack Usage (Game Mechanics)"
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− | + | Ranged Stimpacks are items that can be used to heal action and health pool damage through usage of the Heal Damage command, to targets beyond the normal 6 meter cut off range of non ranged damage stimpacks. Heal Damage works as long as you have Stimpacks in your inventory. This command uses the first stimpack in your inventory to heal your target. The command will select between ranged and small stimpacks depending on your distance to the patient. If the player is beyond 6 meters from the target when issuing a healing command, then the default action will be to use a stimpack with range ability. If a player has taken damage to one of their HAM pools then they will have a Heal Damage option appear on their radial menu list to medics. Medics can then bring up the radial menu on a damaged person and selecting "heal damage" radial option or by targeting someone and pressing the /healdamage command. You can also target someone and double-click the stim in your inventory, use the stim's radial menu, or drag the stim into a hotkey panel. Alternatively players may enter command parameters to assign specific targets for healing. For example you can do "/healdamage self" to heal yourself only even if you have another entity targeted, or "/healdamage <name>" to heal a particular friendly pet, or player. | |
+ | |||
+ | Ranged Stimpacks work off of the Combat Medic Effectiveness and Ranged Injury Treatment speed modifiers. Combat Medic Effectiveness affects the amount of healing done. The base healing speed at novice combat medic is 10 seconds in between heals which is further reduced to a minimum of 4 seconds by the Ranged Injury Treatment Speed modifier and effects from food buffs. Ranged Stimpacks also use the Healing Range skill modifiers to help determine the maximum range in which they can be used from. | ||
+ | |||
+ | == Experience == | ||
+ | |||
+ | Experience earned is equal to | ||
+ | |||
+ | exp = Total Damage Healed / 4 | ||
+ | |||
+ | example: 600 action damage and 600 health damage healed sum to 1200 damage healed. Therefore: | ||
+ | 1200 / 4 = 300 medical experience earned. | ||
+ | |||
+ | == Using Heal Damage == | ||
+ | |||
+ | There are several ways to use the heal damage ability: | ||
+ | |||
+ | '''Command line options''' | ||
+ | |||
+ | * /healdamage self - Using this command will heal the player using any available stimpack in the player's inventory, one at a time. | ||
+ | |||
+ | * /healdamage (no paramater) - Using this command will heal the target using all available stim packs in the player's inventory one at a time. | ||
+ | |||
+ | |||
+ | |||
+ | '''Player Radial Menu Options''' | ||
+ | |||
+ | * Medic with heal damage will have an Heal Damage radial menu appear on the target | ||
+ | * Select "Heal Damage" radial menu on the player will heal the target | ||
+ | |||
+ | |||
+ | |||
+ | '''Stimpack Radial Menu Options''' | ||
+ | |||
+ | * Select the "Use" radial menu | ||
+ | * Choose from the Use Item on Self and Use Item on Target options. | ||
+ | |||
+ | |||
+ | '''Toolbar Options''' | ||
+ | |||
+ | * Place stimpack on toolbar and press corresponding button while having target in reticle | ||
+ | |||
+ | |||
+ | '''From Inventory''' | ||
+ | |||
+ | * Double click on stimpack in inventory while having target in reticle | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | {| border="0" width="100%" cellpadding=6 | ||
+ | |- | ||
+ | |valign=top| | ||
+ | |||
+ | == System Messages == | ||
+ | |||
+ | |||
+ | * [[Heal Damage System Messages (Game Messages)|Heal Damage]]<br> | ||
+ | |||
+ | |||
+ | |||
+ | == Radial Menus == | ||
+ | |||
+ | * [[Heal Damage Radial Menu 1 (Game Messages)|Heal Damage]] | ||
+ | |||
+ | == Formulas == | ||
+ | |||
+ | |||
+ | * [[Medpack Range (Game Mechanics)|Medpack Range Calculation]] | ||
+ | * [[Healing - Combat Medic Effectiveness (Game Mechanics)|Healing - Combat Medic Effectiveness]] | ||
+ | * [[Ranged Injury Treatment Speed (Game Mechanics)|Ranged Injury Treatment Speed]] | ||
==Source References== | ==Source References== | ||
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+ | |valign="top"| | ||
+ | |||
+ | == Ability HAM Costs == | ||
+ | {| align="center" | ||
+ | |- | ||
+ | || | ||
+ | {| class="wikitable" | ||
+ | |- align="center" style="background-color:#ffffcc;" | ||
+ | |width="100px"|'''Modifier'''||'''Value''' | ||
+ | |- | ||
+ | ||Health Cost||align="center" |0 | ||
+ | |- | ||
+ | ||Action Cost||align="center" |0 | ||
+ | |- | ||
+ | ||Mind Cost||align="center" |140 | ||
+ | |- | ||
+ | ||Force Cost||align="center" |0 | ||
+ | |- | ||
+ | |} | ||
+ | |} | ||
+ | |||
+ | == Ability Multipliers == | ||
+ | {| align="center" | ||
+ | |- | ||
+ | || | ||
+ | {| class="wikitable" | ||
+ | |- align="center" style="background-color:#ffffcc;" | ||
+ | |width="100px"|'''Modifier'''||'''Value''' | ||
+ | |- | ||
+ | ||Health cost||align="center" |0 | ||
+ | |- | ||
+ | ||Action cost||align="center" |0 | ||
+ | |- | ||
+ | ||Mind cost||align="center" |0 | ||
+ | |- | ||
+ | ||Force cost||align="center" |0 | ||
+ | |- | ||
+ | ||Damage||align="center" |0 | ||
+ | |- | ||
+ | ||Delay Time||align="center" |10 | ||
+ | |- | ||
+ | |} | ||
+ | |} | ||
+ | |} |
Latest revision as of 19:31, 11 September 2009
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
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Game MechanicsRanged Stimpacks are items that can be used to heal action and health pool damage through usage of the Heal Damage command, to targets beyond the normal 6 meter cut off range of non ranged damage stimpacks. Heal Damage works as long as you have Stimpacks in your inventory. This command uses the first stimpack in your inventory to heal your target. The command will select between ranged and small stimpacks depending on your distance to the patient. If the player is beyond 6 meters from the target when issuing a healing command, then the default action will be to use a stimpack with range ability. If a player has taken damage to one of their HAM pools then they will have a Heal Damage option appear on their radial menu list to medics. Medics can then bring up the radial menu on a damaged person and selecting "heal damage" radial option or by targeting someone and pressing the /healdamage command. You can also target someone and double-click the stim in your inventory, use the stim's radial menu, or drag the stim into a hotkey panel. Alternatively players may enter command parameters to assign specific targets for healing. For example you can do "/healdamage self" to heal yourself only even if you have another entity targeted, or "/healdamage <name>" to heal a particular friendly pet, or player. Ranged Stimpacks work off of the Combat Medic Effectiveness and Ranged Injury Treatment speed modifiers. Combat Medic Effectiveness affects the amount of healing done. The base healing speed at novice combat medic is 10 seconds in between heals which is further reduced to a minimum of 4 seconds by the Ranged Injury Treatment Speed modifier and effects from food buffs. Ranged Stimpacks also use the Healing Range skill modifiers to help determine the maximum range in which they can be used from. ExperienceExperience earned is equal to exp = Total Damage Healed / 4 example: 600 action damage and 600 health damage healed sum to 1200 damage healed. Therefore: 1200 / 4 = 300 medical experience earned. Using Heal DamageThere are several ways to use the heal damage ability: Command line options
Player Radial Menu Options
Stimpack Radial Menu Options
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