Difference between revisions of "Quick Heal (Ability)"
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==Formula(s)== | ==Formula(s)== | ||
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+ | '''Healing Sizes''' | ||
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+ | This formula is derived from examining 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 health and action. 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 heal formula below only increases the total potential for the amount healed. | ||
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+ | heal amount = base heal amount x ( 1 + ( (100 + Injury_Treatment_Mod ) / 100 ) ) | ||
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+ | </pre> | ||
Revision as of 08:05, 15 September 2007
Ability - Quick Heal
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Description/quickheal <target>: This ability allows for an instant, medicine-free pool damage heal on a target, at a very heavy Mind cost to the Medic. This ability also causes 10 Wounds to the Medic's Willpower and Focus pools, so it must not be used lightly.
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Related Tags
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Ability Breakdown & Details
You can instantly heal severe damages without medicines. Quick Heal will cause wounds to your willpower and focus and takes a heavy toll on your mind pool, hence it is not recommended unless in emergency situations. Quickheal causes mind damage along with 10 wounds each to focus and willpower, plus 2 battle fatigue. Quick heal heals randomly between 400-1000 damage. You gain no experience for using this. Quick heal is on the injury treatment speed timer.
Ability Flow
System MessagesSUI PromptCombat Chat SpamFly TextFormula(s)
Healing Sizes This formula is derived from examining 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 health and action. 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 heal formula below only increases the total potential for the amount healed. heal amount = base heal amount x ( 1 + ( (100 + Injury_Treatment_Mod ) / 100 ) )
Injury Treatment Speed
speed = ( ( 100-foodbuff)/100 ) x ( ( 100 - InjuryTreatmentSpeed ) /100 ) x base healing speed
Where foodbuff = value of the foods used
Source References
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Ability HAM Costs
Ability Multipliers
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