Difference between revisions of "Fire Dots (Game Mechanics)"
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''' Inherent Weapon Features ''' | ''' Inherent Weapon Features ''' | ||
− | Weapons with inherent | + | Weapons with inherent Fire Dots will execute this effect on any target that is hit by the attacker. Weapons with inherent or potentially able to have Fire Dot effects include: |
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* Exceptional Weapons | * Exceptional Weapons | ||
* Legendary Weapons | * Legendary Weapons | ||
− | Presumably special attacks that utilize weapons with inherent | + | Presumably special attacks that utilize weapons with inherent Fire Dot effects can be considered area of effect Fire Dots if the special utilizes an area of attack. The Fire Dot effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the Fire Dot weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent Fire Dot effects also have a potency value which makes a check against the defender's fire resist modifiers to determine the percentage chance of successfully applying the Fire Dot 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. |
Some things to note: | Some things to note: | ||
− | * | + | * Fire Dots from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target) |
Revision as of 22:26, 14 July 2009
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Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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Game MechanicsA 'Fire Dot' is a Damage Over Time (DOT) attack. While a target is on fire, their affected HAM bar will take on damage and wounds at every 10 second tick cycle of the Fire Dot after the target has been set on fire. As an example, if a player is hit with a 100 damage Fire Dot, 10 seconds passes by and then the player takes 100 damage and then subsequently takes 100 in wounds. A Fire Dot will last until cured by the Extinguish Fire ability, Total Heal Self abilities, if the target swims into water, or its duration runs out. Each form of Fire Dot attack has a base chance (possibly a potency value) of applying the Fire Dot effect. This base chance is checked against the target's Fire Dot resistance to determine the ultimate percentage chance for the effect to land. Fire Resistance of the target also works to reduce the flame damage of the dot to the target by the listed value from skill modifiers and/or food bonuses. Fire Dots 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. Fire Dots can only take the target's ham bar down to its base value. For instance if a player's original mind bar stat is 1000 and has a 500 stat mind buff while on fire, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Fire Dots will be removed from the player when they are killed. Only one type of disease can be placed on a HAM pool or secondary stat, regardless of the source. Furthermore, the highest strength disease overwrites lower strength disease if the target is already diseased on that particular ham pool. Battle fatigue along with combat medic effectiveness skill modifiers are factors that work to affect Fire Dot damage.
Fire Dot SourcesFire Dot have a number of sources including:
Weapons with inherent Fire Dots will execute this effect on any target that is hit by the attacker. Weapons with inherent or potentially able to have Fire Dot effects include:
Presumably special attacks that utilize weapons with inherent Fire Dot effects can be considered area of effect Fire Dots if the special utilizes an area of attack. The Fire Dot effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the Fire Dot weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent Fire Dot effects also have a potency value which makes a check against the defender's fire resist modifiers to determine the percentage chance of successfully applying the Fire Dot 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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