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Game Messages - Message Category

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Mechanics This document is about game mechanics.

Formulas

Q: How do I read the stats on a poison/disease/stim pack? What does it all mean?

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





Q: How far can I throw my meds?

The calculation for CM abilities is:

range Stat from pack X (1 + ( healingrangemod /100 ) ) = adjusted stat

  • The maximum experimental range on healing/dot medicines is 48 m. The total cap on range (including range modifier) is 64m.


Q: How much damage will my disease do?

A: Real tick damage = ((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))

Each tick causes an amount of battle fatigue incurred equal to the rate of:

Battle fatigue incurred = base tick damage * .075



Q: What is the natural Resist rating?

A: Every player and Mob now has a 5% chance to always hit or always miss, regardless of the Potency of your meds.


Q: What should I get my potency to for PvE?

A: It has been said that the base potency for a 50/50 chance at sticking in PvE is 120ish. Consensus is that the number is actually lower, as with a 120ish Potency poison you seem to stick at least 90% of the time.


Q: How long does it take for a disease to 'tick'?

A: After application, it takes 40 seconds before the first 'tick'. The disease will then tick every 40 seconds thereafter.


Q: Can I put poison and disease on the same creature?

A: Yes.

Q: Can I stack diseases

A: You can have one disease per bar. Including secondaries, this would allow a total of 9 diseases on any single target

Currently undergoing testing, this may have changed, update will soon follow.




Disease Damage


1. NEEDS formula for determining success rate of potency.


Real tick damage = ((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))

Each tick causes an amount of battle fatigue incurred equal to the rate of:

Battle fatigue incurred = base tick damage * .075





                                      Injury Treatment Speed



1. This needs a formula but I think the formula for ranged injury treatment speed goes like this:


speed = ( ( 100-foodbuff)/100 ) x  ( ( 100 -  RangedInjuryTreatmentSpeed  ) /100 ) x base healing speed



Where base healing speed = 10 seconds


Where foodbuff = value of the foods used


example: Ruby Bliel = .25 or Havla = .75 or even 100 if its 100+ as each point in these foods counts as a percentage reduction in the current healing speed timer (after modifier effects are calculated) and any food bonus over 100 is ignored and treated as just 100.



If the final value for Speed is less than 4 then speed is set to 4, as 4 seconds is the absolute minimum for injury healing actions.