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− | '''Q: How do I read the stats on a poison/disease/stim pack? What does it all mean?'''
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− | *- Potency: Chances of poison/disease 'sticking', or effectively being applied
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− | *- Duration: Length of time the effect will last, measured in seconds
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− | *- Range: Base Distance in meters
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− | *- Charges: Number of uses
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− | *- Area of effect: Radius of effect for the AoE(from target)
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− | *- Combat Medicine Use: Required Combat Medicine Use to apply the med
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− | *- Effectiveness: Base Damage/Wound
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− | '''Q: How far can I throw my meds?'''
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− | The calculation for CM abilities is:
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− | range Stat from pack X (1 + ( healingrangemod /100 ) ) = adjusted stat
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− | *The maximum experimental range on healing/dot medicines is 48 m. The total cap on range (including range modifier) is 64m.
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− | '''Q: How much damage will my disease do?'''
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− | A: Real tick damage = ((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))
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− | Each tick causes an amount of battle fatigue incurred equal to the rate of:
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− | Battle fatigue incurred = base tick damage * .075
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− | '''Q: What is the natural Resist rating?'''
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− | A: Every player and Mob now has a 5% chance to always hit or always miss, regardless of the Potency of your meds.
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− | '''Q: What should I get my potency to for PvE?'''
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− | A: It has been said that the base potency for a 50/50 chance at sticking in PvE is 120ish. Consensus is that the number is actually lower, as with a 120ish Potency poison you seem to stick at least 90% of the time.
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− | '''Q: How long does it take for a disease to 'tick'?'''
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− | A: After application, it takes 40 seconds before the first 'tick'. The disease will then tick every 40 seconds thereafter.
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− | '''Q: Can I put poison and disease on the same creature?'''
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− | A: Yes.
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− | '''Q: Can I stack diseases'''
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− | A: You can have one disease per bar. Including secondaries, this would allow a total of 9 diseases on any single target
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− | Currently undergoing testing, this may have changed, update will soon follow.
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| |valign=top| | | |valign=top| |
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− | ==Ability Flow==
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− | {| align="center"
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− | |-
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− | <graphviz>
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− | digraph G
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− | {
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− | rankdir = LR;
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− | node [shape=record, width=.2, height=.2];
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− | node [width=1];
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− | node1 [color="#929292", label = "Step 01", style="bold", fontname="arial",
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− | fontcolor="#929292", URL="Test101"];
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− | node2 [color="orange", label = "Step 02", style="bold", fontname="arial",
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− | fontcolor="#458CAF", URL="Test102"];
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− | node3 [color="orange", label = "Step 03", style="bold", fontname="arial",
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− | fontcolor="#458CAF", URL="Test101"];
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− | node1 -> node2:w [color="#929292"];
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− | node2:w -> node3:e [color="#515FCA", constraint=false];
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− | }
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− | </graphviz>
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− | |}
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− | ==System Messages==
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− | ==SUI Prompt==
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− | ==Combat Chat Spam==
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− | ==Combat Chat Spam==
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− | ==Fly Text==
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− | ==Formula(s)==
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− | '''Disease Damage'''
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− | 1. NEEDS formula for determining success rate of potency.
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− | Real tick damage = ((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))
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− | Each tick causes an amount of battle fatigue incurred equal to the rate of:
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− | Battle fatigue incurred = base tick damage * .075
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− | '''Injury Treatment Speed'''
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− | 1. This needs a formula but I think the formula for ranged injury treatment speed goes like this:
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− | <pre>
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− | speed = ( ( 100-foodbuff)/100 ) x ( ( 100 - RangedInjuryTreatmentSpeed ) /100 ) x base healing speed
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− | </pre>
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− | Where base healing speed = 10 seconds
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− | Where foodbuff = value of the foods used
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− | example:
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− | Ruby Bliel = .25
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− | or Havla = .75 or even 100 if its 100+ as each point in these foods counts as a percentage reduction in the current healing speed timer (after modifier effects are calculated) and any food bonus over 100 is ignored and treated as just 100.
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− | If the final value for Speed is less than 4 then speed is set to 4, as 4 seconds is the absolute minimum for injury healing actions.
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| ==Source References== | | ==Source References== |