Difference between revisions of "Dot Defenses (Game Mechanics)"
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− | + | '''Item that Add Bonuses to Dot Defense Modifiers''' | |
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+ | * Bio-Engineered Tissues - | ||
+ | ** Coagulant Agents - Combat Bleed Resistance | ||
+ | ** Constrictor Cloth - Combat Bleed Resistance | ||
+ | * Food | ||
+ | ** Blood Chowder - Adds to Bleed Resistance | ||
+ | ** Cho-Nor-Hoola - Adds to Poison & Disease Resistance | ||
+ | ** Trimpian - Adds to Fire Resistance (also adds fire absorption) | ||
Revision as of 09:11, 11 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsApplication Chance Reduction One function of Dot defenses is to make a roll against the potency attribute of a dot attack to see if a dot is applied. Each dot ability or item then has an inherent chance to succeed upon a successful roll. Currently all these defenses have a 95% cap. In other words, no matter how high your dot defenses there is always a 5% chance that a succesful dot attempt will be applied. When a successful dot attempt is made, there is then a percent chance based on the skill for it to work. For example Combat Medic Disease Pack with 200 potency has percentage chance to Disease should the attack pass the target's disease resistance modifier check.
A second function of Dot Defenses are to reduce the amount of damage done and the duration of certain types of Dot effects through an absorption process. This appears to work by reducing the initial dot tick damage and duration value by the percentage of resistance on the player. Skill attachments (with the exception of fire resistance) do not have innate absorption associated with their defense checks.
To complicate matters a bit, dot resists also go through a tier process in which certain sources of dot defenses will not stack with other forms. Each source of resist makes a separate check .
Dot Defense Modifiers:
Abilities that Add to Dot defense Modifiers
Item that Add Bonuses to Dot Defense Modifiers
Source References
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