Difference between revisions of "Poison (Game Mechanics)"
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− | A ' | + | A 'poison' is a Damage Over Time (DOT) attack. While a target is poisoned, their affected HAM bar will take on damage at every 20 second tick cycle of the poison after the target has been poisoned. As an example, if a player is hit with a 100 damage poison, 20 seconds passes by and then the player takes 100 damage. A poison will last until cured by the cure poison ability, teras kasi artist meditation, Force Cure poison, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of poison attack has a base chance (possibly a potency value) of applying the poison effect. This base chance is checked against the target's poison resistance to determine the ultimate percentage chance for the effect to land. |
− | + | Poisons cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Poisons will be removed from the target when they are killed. Poisons can be stacked on the same ham pool of a target provided that the poison sources are different. As an example, a player can attack a target with an Action Poison A and Action Poison B poison pack and have both effects go off. When applying poisons from the same source type, the highest strength poison overwrites lower strength poison if the target is already poisoned on that particular ham pool by a similar type of poison. For example if a player uses a 100 strength Action Poison A and then uses a 200 strength Action Poison A, the 200 strength poison will overwrite the 100 strength. | |
− | + | Combat medic effectiveness skill modifiers are factors that work to affect poison damage. | |
− | Note: NPC and creature | + | Note: NPC and creature poisons may be stacked on a player or pet's same HAM pool even while using the same special. This was presumably done to make PvM more challenging to players. Player pets however do not have this functionality and are limited to the normal rules affecting players. When the same specials are used, the added damage gets included with the ticks therefore if a 150 damage dot was originally applied and a 2nd 150 dot from the same special is applied also, the next tick will be 300 damage. The creature/npc poison timers and ticks are probably refreshed as well. |
− | Note: No known formula exists for calculating the chance of a | + | Note: No known formula exists for calculating the chance of a poison to be applied to a target nor for the effects of poison resistance on these chances but there is probably a 5% base chance to apply a poison as well as a 5% chance to resist a poison attack, similar to the mechanics of other dots. |
== Disease Sources == | == Disease Sources == |
Revision as of 19:14, 14 July 2009
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Game Mechanics - Mechanics Category
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Game MechanicsA 'poison' is a Damage Over Time (DOT) attack. While a target is poisoned, their affected HAM bar will take on damage at every 20 second tick cycle of the poison after the target has been poisoned. As an example, if a player is hit with a 100 damage poison, 20 seconds passes by and then the player takes 100 damage. A poison will last until cured by the cure poison ability, teras kasi artist meditation, Force Cure poison, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of poison attack has a base chance (possibly a potency value) of applying the poison effect. This base chance is checked against the target's poison resistance to determine the ultimate percentage chance for the effect to land. Poisons cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Poisons will be removed from the target when they are killed. Poisons can be stacked on the same ham pool of a target provided that the poison sources are different. As an example, a player can attack a target with an Action Poison A and Action Poison B poison pack and have both effects go off. When applying poisons from the same source type, the highest strength poison overwrites lower strength poison if the target is already poisoned on that particular ham pool by a similar type of poison. For example if a player uses a 100 strength Action Poison A and then uses a 200 strength Action Poison A, the 200 strength poison will overwrite the 100 strength. Combat medic effectiveness skill modifiers are factors that work to affect poison damage.
Disease SourcesDiseases have a number of sources including:
Combat Medics have the ability to launch disease canisters at enemy targets. These disease canisters come in area of effect and single target varieties. Combat Medics have access to diseases that can damage primary and secondary stats.
Creature Attacks
Note: During pre-cu it seems that the disease timer was affected by other things such as potentially CL or perhaps certain creatures were given custom timers for their disease duration. This information seems to be impossible to find so the timers for their disease durations can only be generalized within the range of data collected.
Weapons with inherent diseases will execute this effect on any target that is hit by the attacker. Weapons with inherent or potentially able to have disease effects include:
Presumably special attacks that utilize weapons with inherent disease effects can be considered area of effect dieases if the special utilizes an area of attack. The disease effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the diseased weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent disease effects also have a potency value which makes a check against the defender's disease resist modifiers to determine the percentage chance of successfully applying the disease effect. Dots from weapons will only execute on the target if the player is certified to use the weapon. Each successful hit on a target consumes one dot usage from the weapon.
Disease TypesThere are 4 types of disease attacks in SWG:
These attacks will hit all targets within a certain radius of the attacker, where the radius is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). Area of effect Diseases can consist of Multi Pool Diseases such as the creature attack Plague Strike. Presumably special attacks that utilize weapons with inherent Disease effects can be considered area of effect Diseases if the special utilizes an area of attack. The Disease effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.
Single Target Disease These attacks target a single target
Multi Pool Disease These disease attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools. Multi pool disease sources include:
FormulasDisease damage is based around three things:
To calculate disease damage, the following formula is used: Real tick damage = ((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))
As diseases run their course on a target, they will accumulate battle fatigue. The rate at which diseases generate battle fatigue on the target uses the following formula: Battle fatigue incurred = Real Tick Damage * .075 Source References
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