Difference between revisions of "Rally (Ability)"
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Revision as of 04:48, 8 September 2009
Ability - Rally
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Description/rally: This Squad Leader command improves the combat defense and to hit modifiers of everyone in the party. The Squad Leader must be the party's leader in order for this to function.
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Related Tags
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Ability Breakdown & Details
Rally is an combat queued ability that increases the state, ranged and melee defenses and accuracy to-hit bonus for the squad leader and players in their group. Rally lasts for a total of 1 minute and has a 5 second delay timer associated with it. The Rally timer can be stacked on itself meaning that if the rally effect is currently on and the squad leader issues the rally effect again, the new timer will replace the current one. Group members must be within 65 meters of the squad leader to receive the rally bonus.
Ham costs of the ability are multiplied by the number of members in the group.
Note: The exact multiplier for group size is unknown so i will assume its a +1 multiplier per person added;Therefore a 20 person group multiplies the ham cost by 20.
Note: Base Ham costs are unknown.
Note: Accuracy, Melee, ranged, state defense bonuses are unknown
Ability Flow
System Messages
SUI PromptCombat Chat Spam
Fly Text
Formula(s)
I. Chance to Hit Stage
1. Variables
1. AccMod = Accuracy from skill modifiers. from Attachments.
2. DefMod = Defense Modifiers based on Ranged Defense or Melee Defense Attachments and Skills. This is primary defense. This is the total sum of the ranged or melee defenses coming from all factors.
3. AtkPosMod = Attackers Posture Modifiers based on Standing +0, Crouching +16, Prone +50, and Running -50. The attacker gains or loses accuracy depending on what posture they have assumed.
5. AtkStateMod = Attackers modifiers for being blind or intimidated. Example of Attacker modifier would be -50 signifying that the attacker suffers a penalty to accuracy. Intimidate and Blind state penalties are unknown factors but it is estimated to be -50 penalty to the hit chance.
6. DefStateMod = Defenders modifiers for being stunned, or intimidated . Example of Defender Modifier would be +50 signifying the defender being easier to hit. Stunned and intimidate factors are unknown but it is estimated that they lower primary (melee and ranged) defenses by -50
7. WeapAcc = Weapon Accuracy at a specified Range.
8. AimShot = Yhe sum of your General Ranged Aiming, and weapon-specific Aiming mods. Only applies if you use Aim prior to your attack.
9. CovMod = Defense Modifiier for the take cover ability
10. AbilMod = Ability modifier depending on attack special ability chosen to perform. This is the innate accuracy bonus in special abilities
How to Calculate WeapAcc
Weapon accuracies have three main components:
Each range value also has a modifier associated with it. This modifier gives the Accuracy mod we need in the above equation whenever your character is firing from exactly that range. Unfortunately, we are rarely so precise, and so we need a way to determine what our real accuracy value is. This requires two steps. First, imagine your current range from your target as a slider that moves back and forth on a line, where the line has markers for your point-blank, ideal, and maximum ranges. Here is such a slider for an imaginary weapon:
Now, determine where on this slider your current range lies. Let's imagine our target is 33m away; thus, we are between our minimum and ideal ranges. Were our target 58m away, we would be between ideal and maximum ranges. In both cases, we refer to the lower range value (minimum range in the first example) as the "small range", and the higher range value (ideal range in the first example) as "big range." To determine our final accuracy, we must interpolate between the small range and big range based on where our current range lies on the above slider. To do so, use the following equation, where "Current" is your current range from the target, and "BigRange," "SmallRange," "BigMod," and "SmallMod" all refer to the distance and modifier values at your small and big ranges.
Analysis As is evident from the accuracy equation, your chance to hit a target is a direct competition between your weapon accuracy and your opponent's defenses. With every point increase in your accuracy skill (or the accuracy of your weapon), you gain a 0.5% increase in your chance to hit any given target. However, every point your target has in Ranged or Melee Defense decreases your chance to hit by 0.5%. Thus, it is important to maximize your accuracy mods while taking on opponents with a defense lower than your accuracy. Attacking such an opponent will guarantee at least a 66% chance to hit with your attacks, provided you are both standing. How big an effect does your range have upon your final accuracy? It depends greatly on your weapon's ideal range modifier. A high ideal mod can be an enormous boost to your chance to hit; similarly, a negative (or low positive) mod can seriously hurt your chances. In general, you always want to be exactly at your ideal range from your target. Unfortunately, few combat situations allow us to always maintain our ideal range. Is it better to be closer or further than your ideal range from your target? That also depends on your specific ideal range. If your ideal range is lower than 32m, it's better to be further away; if your range is greater than 32m, it's best to be closer to your target. Why is that? Following is an image demonstrating our imaginary weapon's relative chance to hit at various ranges. Darker areas represent higher chances to hit; thus, the black area is the ideal range for the weapon:
II. To-Hit Chance
Source References
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Ability HAM Costs
Ability Multipliers
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