Difference between revisions of "Dot Defenses (Game Mechanics)"
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− | 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 damage of the attack by the percentage of resistance on the player. For certain abilities like the force resists, there is an added benefit in that these abilities also reduce the duration of the dot by a given percentage. Most abilities and skill modifiers (with the exception of fire resistance) do not have innate absorption associated with their defense checks. | + | 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 damage of the attack by the percentage of resistance on the player. In the case of fire resistance versus commando attacks, the resists check against the initial damage done to the target, reduce that, and as a result, each subsequent dot tick is lowered since fire dots are based off of the initial tick done by the attack. Against other forms of fire dots (weapon based or bounty hunter skill) the dot tick itself is reduced by the given percentage of player fire resistance. For certain abilities like the force resists, there is an added benefit in that these abilities also reduce the duration of the dot by a given percentage. Most abilities and skill modifiers (with the exception of fire resistance) do not have innate absorption associated with their defense checks. |
Latest revision as of 06:40, 12 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 damage of the attack by the percentage of resistance on the player. In the case of fire resistance versus commando attacks, the resists check against the initial damage done to the target, reduce that, and as a result, each subsequent dot tick is lowered since fire dots are based off of the initial tick done by the attack. Against other forms of fire dots (weapon based or bounty hunter skill) the dot tick itself is reduced by the given percentage of player fire resistance. For certain abilities like the force resists, there is an added benefit in that these abilities also reduce the duration of the dot by a given percentage. Most abilities and skill modifiers (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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