Difference between revisions of "Dot Defenses (Game Mechanics)"
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The defense vs. {state} skill mods are probably percentage based. So a 100% defense vs. stun would be the real limit: you never get stunned. However, it's also possible (but I've never seen it confirmed one way or the other) that different stun or KD attacks have different chances of sticking. You see this already with the potency stat on CM poisons/diseases: higher potency has a better chance of sticking. If that's the case, it might be along the lines of this: | The defense vs. {state} skill mods are probably percentage based. So a 100% defense vs. stun would be the real limit: you never get stunned. However, it's also possible (but I've never seen it confirmed one way or the other) that different stun or KD attacks have different chances of sticking. You see this already with the potency stat on CM poisons/diseases: higher potency has a better chance of sticking. If that's the case, it might be along the lines of this: | ||
− | ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100; | + | ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100;<br> |
− | StateRoll = random(0,1); | + | StateRoll = random(0,1);<br> |
− | if [ StateRoll < ChanceOfState ] { ApplyState(); } | + | if [ StateRoll < ChanceOfState ] { ApplyState(); }<br> |
Revision as of 12:16, 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 dot application attempt is made, there is then a percent chance for it to work based on the skill or item. 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.
ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100;
Abilities that Add to Dot defense Modifiers
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