Difference between revisions of "Apply Poison (Ability)"

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* [[Apply Disease System Messages (Game Messages)|Apply Disease]]<br>
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* [[Apply Poison System Messages (Game Messages)|Apply Poison]]<br>
  
 
==Source References==
 
==Source References==

Revision as of 19:05, 11 September 2009

Ability - Apply Poison

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Description

/applypoison <target>: This command will enable you to attack your target with poison, if you have the proper item.

Command: /applyPoison
CommandQueue Entry: applypoison (E08596DB)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Combat Medic This document is related to the Combat Medic Profession.

Ability Breakdown & Details

Apply poison offers players the ability to inflict poison states on targets while at range. The apply poison ability uses ranged injury treatment skill modifiers for determining throw speed. The player's combat medic effectiveness skill modifiers come into play with this skill to affect the damage of each dot tick. Healing Range modifiers come into play to affect the throw range of these medicine packs. Poisons are allowed to stack on the same ham pools provided that their sources are different See Poisons for more information.


Combat medic poisons come in two forms; A single target version and an Area of Effect version.


Stats on these items are read as follows:

  • - Potency: Chances of poison/disease 'sticking', or effectively being applied
  • - Duration: Length of time the effect will last, measured in seconds
  • - Range: Base Throw Distance in meters
  • - Charges: Number of uses
  • - Area of effect: Radius of effect for the AoE (emanating from target)
  • - Combat Medicine Use: Required Combat Medicine Use to apply the med
  • - Effectiveness: Base Damage/Wound damage inflicted on target

Things to note:

  • Mobs nor players can be killed by disease or poisons alone. Their effects will only bring the Ham pool down to 1 point.
  • Area of effect abilities do not hit incapacitated/dead targets.
  • Droids and Vehicles/AT-STs are not affected by diseases or poisons abilities


Experience

Players will gain experience based on the rated effectiveness of the poison/disease pack plus their combat medic effectiveness modifier bonus included. Therefore experience is equivilant to

Disease Experience:

((disease pack effectiveness) * (1 + (CM effectiveness) / 100))


Formulas


System Messages

Source References

Source Source in Context
Prima Guide somelink1 Source1

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 140
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 10