Difference between revisions of "Heal Wound (Ability)"
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− | ||[[Heal Wound 6 (Source) | + | ||[[Heal Wound 6 (Source)|Source 6]]||[[Heal Wound Context 6 (Source)|Source 6]] |
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− | ||[[Heal Wound 7 (Source) | + | ||[[Heal Wound 7 (Source)|Source 7]]||[[Heal Wound Context 7 (Source)|Source 7]] |
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− | ||[[Heal Wound 8 (Source) | + | ||[[Heal Wound 8 (Source)|Source 8]]||[[Heal Wound Context 8 (Source)|Source 8]] |
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− | ||[[Heal Wound 9 (Source) | + | ||[[Heal Wound 9 (Source)|Source 9]]||[[Heal Wound Context 9 (Source)|Source 9]] |
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Revision as of 11:29, 15 September 2007
Ability - Heal Wound
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Description/healwound: This command will heal wounded stat pools, if you have the requisite skills and medicine.
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Related Tags
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Ability Breakdown & Details
Uses wound pack to heal wounds. SWG will first take the worst wound with each attempt, until no wound is found. Heal Wound works as long as you have the proper Wound Medpacks in your inventory, one for each of the six stats.As a medic you can heal the black wounds in the health and action bars, but only in medical centers, scout camps, or certain player-made buildings. You use medpacks in the same way as stims, except you select "heal wound" and the wound type from the patient's radial menu. You can double-click medpacks in your inventory, use the medpack's own radial menu, or use the /healwound command (can shorten to /healw) with the type of wound: /healwound action, or /healwound health. Using /healwound on its own does nothing unless you give it a wound type, so the default /healwound hotkey is useless. Wounds also repair themselves very slowly if a character rests in a medical centre, scout camp or player-made building. Healing range is only 6m.
Heal Wound is on the Wound treatment speed and Wound treatment modifiers The skill is on a base 10 sec timer between heals at this level before modifiers. A minimum of 1 sec min timer can be obtained with foods and other wound treatment speed modifiers.
Ability Flow
System MessagesSUI PromptCombat Chat SpamFly TextFormula(s)
900 Heal Power Wound pack 110 Med Module Droid 100 Master Doctor Skill 25 Bivoli 25 BE clothes 10% Medical City Specialization Bonus 900 x 1.1 x [(100+100+25+25)/100] x 1.1 = 2722 total wound heal -------------------------------------------------------------------------------- Now how Battle Fatigue affects this... If player Battle Fatigue is 0 - 250 = no change in wound heal value. If player Battle Fatigue is greater than 250 then... Wound Heal - [Wound Heal x (Battle Fatigue-250) / 1000] = wound heal after Battle Fatigue so with 696 Battle Fatigue (Randomly chosen number) 2722 - [ 2722 x (696 - 250) / 1000] = 1507 wounds healed after 696 Battle Fatigue Bio-engineered clothes effectively cap at +25/+25 so a person with +9999/ +9999 will do the SAME as one with only +25/+25 injury/wound treatment clothes. Bivoli DOES STACK with BE clothes. Battle Fatigue does NOT affect wound heal performance until 250 Battle Fatigue. One could have 249 Battle Fatigue and it will be the same as one with 0 Battle Fatigue. Battle Fatigue after 250 - affects the wound heal performance by 1% per 10 Battle Fatigue. At 1000 Battle Fatigue (when Battle Fatigue caps) wound heal performance is reduced by 75%. At 750 Battle Fatigue wound heal performance is reduced by 50%. At 500 Battle Fatigue wound heal performance is reduced by 25%. Medical centers and scout camps override droid bonuses. If not in a Medical Specialized Player City - the variable is calculated at 1.0. If in a Medical Specialized Player City - the varible is calculated at 1.1. Wound Treatment Speed are at a minimum of 10 seconds at Novice medic and decreases to about 6 seconds at master doctor. Wound Treatment Speed can be affected by consuming Ruby Bliel or Havla.
Wound Treatment Speed
speed = ( ( 100-foodbuff)/100 ) x ( ( 100 - ( WoundTreatmentSpeed x 0.5 ) ) /100 ) x base wound healing speed
Where foodbuff = value of the foods used
Source References
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Ability HAM Costs
Ability Multipliers
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