Difference between revisions of "Mind Heal Damage Calculation (Game Mechanics)"
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+ | This formula is derived from examining two reports of heal rates: This is just an estimate as an actual formula has not been discovered. I estimate the base amount to be 400 points. This brings the formula to be able to heal up to 1200 mind. Heals of 1000 or more were reported so this is probably close to the rate. The remaining issue is that there seemed to be a random factor involved where the amount healed was a random amount set between the floor (base) amount the ceiling. We probably can introduce it like that in which the amount healed is a random amount between 400-1200 and that the mind heal formula below only increases the total potential for the amount healed. Alternatively we could just leave it as a set amount healed to increase the usefulness of the skill as it already has a significant drawback to using it (the mind wounds incurred) so therefore there doesnt appear to be any danger of overuse due to spam (unless many jedi with mind wound healing ability and squad leaders using boost morale are present I suppose) | ||
− | + | mind pool amount healed = base heal amount x ( 1 + ( (100 + CM_Effectiveness_Mod ) / 100 ) ) | |
==Source References== | ==Source References== |
Latest revision as of 19:45, 11 September 2009
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Game Mechanics - Mechanics Category
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Game MechanicsThis formula is derived from examining two reports of heal rates: This is just an estimate as an actual formula has not been discovered. I estimate the base amount to be 400 points. This brings the formula to be able to heal up to 1200 mind. Heals of 1000 or more were reported so this is probably close to the rate. The remaining issue is that there seemed to be a random factor involved where the amount healed was a random amount set between the floor (base) amount the ceiling. We probably can introduce it like that in which the amount healed is a random amount between 400-1200 and that the mind heal formula below only increases the total potential for the amount healed. Alternatively we could just leave it as a set amount healed to increase the usefulness of the skill as it already has a significant drawback to using it (the mind wounds incurred) so therefore there doesnt appear to be any danger of overuse due to spam (unless many jedi with mind wound healing ability and squad leaders using boost morale are present I suppose) mind pool amount healed = base heal amount x ( 1 + ( (100 + CM_Effectiveness_Mod ) / 100 ) ) Source References
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