Difference between revisions of "Injury Treatment (Skill Modifier)"

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== Formulas ==
 
== Formulas ==
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Effects of Battle Fatigue on Healing
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Heal Power of Healing Stim x Environment x [(100 + Injury Treatment Skill + BE modded clothes +food/buff) / 100] x Med City Bonus
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for example:
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<pre>
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900 Heal Stim
 +
110 Med Module Droid
 +
100 Injury Treatment Skill
 +
25 BE clothes
 +
0 no foods or buffs enhance injury treatment. (needs checking)
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10% Medical City Specialization Bonus
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 +
900 x 1.1 x [(100+100+25+0)/100] x 1.1 = 2450 total heal
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--------------------------------------------------------------------------------
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Now how Battle Fatigue affects this...
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If player Battle Fatigue is 0 - 250 = no change in heal value.
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If player Battle Fatigue is greater than 250 then...
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Heal - [Heal x (Battle Fatigue-250) / 1000] = Heal after Battle Fatigue
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so with 696 Battle Fatigue (Randomly chosen number)
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2450 - [ 2450 x (696 - 250) / 1000] = 1358 heal after 696 Battle Fatigue
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Bio-engineered clothes effectively cap at +25/+25 so a person with +9999/ +9999 will do the SAME as one with only +25/+25 injury/wound treatment clothes.
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Battle Fatigue does NOT affect buff performance until 250 Battle Fatigue. One could have 249 Battle Fatigue and it will be the same as one with 0 Battle Fatigue.
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Battle Fatigue after 250 - affects the buff performance by 1% per 10 Battle Fatigue.
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At 1000 Battle Fatigue (when Battle Fatigue caps) buff performance is reduced by 75%.
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At 750 Battle Fatigue buff performance is reduced by 50%.
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At 500 Battle Fatigue buff performance is reduced by 25%.
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Medical centers and scout camps override droid bonuses.
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If not in a Medical Specialized Player City - the variable is calculated at 1.0.
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If in a Medical Specialized Player City - the varible is calculated at 1.1.
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</pre>
  
 
== Sources ==
 
== Sources ==

Revision as of 08:00, 10 September 2007

Skill Modifier - Injury Treatment

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Description

This skill mod provides a direct bonus to the number of injuries you can heal at once. A bonus of 50 would equal 50% more injury points healed per treatment. This also changes the effects of enhancement medication.

Related Tags

0% This document has not been started.

Skill Modifier This document is relates to a Skill Modifier.

Heightened Senses This document is related to the Heightened Senses Profession.

Medic This document is related to the Medic Profession.

Skill Mod Details

Formulas

Effects of Battle Fatigue on Healing


Heal Power of Healing Stim x Environment x [(100 + Injury Treatment Skill + BE modded clothes +food/buff) / 100] x Med City Bonus

for example:


900 Heal Stim
110 Med Module Droid
100 Injury Treatment Skill
25 BE clothes
0 no foods or buffs enhance injury treatment. (needs checking)
10% Medical City Specialization Bonus

900 x 1.1 x [(100+100+25+0)/100] x 1.1 = 2450 total heal

--------------------------------------------------------------------------------
Now how Battle Fatigue affects this...

If player Battle Fatigue is 0 - 250 = no change in heal value.

If player Battle Fatigue is greater than 250 then...

Heal - [Heal x (Battle Fatigue-250) / 1000] = Heal after Battle Fatigue

so with 696 Battle Fatigue (Randomly chosen number)

2450 - [ 2450 x (696 - 250) / 1000] = 1358 heal after 696 Battle Fatigue



Bio-engineered clothes effectively cap at +25/+25 so a person with +9999/ +9999 will do the SAME as one with only +25/+25 injury/wound treatment clothes.

Battle Fatigue does NOT affect buff performance until 250 Battle Fatigue. One could have 249 Battle Fatigue and it will be the same as one with 0 Battle Fatigue.

Battle Fatigue after 250 - affects the buff performance by 1% per 10 Battle Fatigue.

At 1000 Battle Fatigue (when Battle Fatigue caps) buff performance is reduced by 75%.

At 750 Battle Fatigue buff performance is reduced by 50%.

At 500 Battle Fatigue buff performance is reduced by 25%. 

Medical centers and scout camps override droid bonuses.

If not in a Medical Specialized Player City - the variable is calculated at 1.0.

If in a Medical Specialized Player City - the varible is calculated at 1.1.


== Sources ==