Difference between revisions of "Extinguish Fire Effectiveness (Game Mechanics)"
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− | '''[ cure effectiveness ] x ( 1 + ( ( wound treatment mod | + | |
+ | A dot is cured and removed from the target if the New Tick Damage results in 0 or less than 0, using the following formula: | ||
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+ | '''new tick damage = dot tick damage - Cure Amount''' | ||
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+ | Note: Dot cure effectiveness checks are made after dot absorption value checks, therefore if a dot did 1000 damage per tick and faced against an absorption effect (or buff) of 25%, the new tick damage becomes 750. Once the new tick damage is established, then it is processed to be affected by cure effectiveness resulting in the final dot damage. See [[Dot Damage Absorption (Game Mechanics)|Dot Damage Absorption]] for more information about absorption effects. | ||
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+ | '''Fire Suppression Blanket Cure''' | ||
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+ | The amount of fire tick a doctor can cure with a fire blanket: | ||
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+ | Cure Amount = '''[ cure effectiveness ] x ( 1 + ( ( wound treatment mod / 100 ) )''' | ||
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+ | Wound Treatment Modifier Sources Include: | ||
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+ | * Skill Attachment Modifiers | ||
+ | * Food Modifiers | ||
+ | * Clothing Modifiers | ||
==Source References== | ==Source References== |
Revision as of 11:37, 11 September 2009
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Game Mechanics - Mechanics Category
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Game MechanicsNo formula exists (that I have found) for healing fire dot so perhaps we can use the ones for poison/disease cure which are as follows:
Formula for Weapon and skill based dots like torso shot, command flame dots, etc. We can use the effectiveness rating of the blanket as a direct reduction from the total damage of the dot. Example, a 1000 tick fire dot meets a 500 effectiveness fire blanket. The dot is now reduced to 500 per tick. If a blanket is applied again, then the dot is removed.
new tick damage = dot tick damage - Cure Amount
Fire Suppression Blanket Cure The amount of fire tick a doctor can cure with a fire blanket: Cure Amount = [ cure effectiveness ] x ( 1 + ( ( wound treatment mod / 100 ) )
Source References
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