Difference between revisions of "General Combat (Game Mechanics)"
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'''1. Chance to Hit Stage(A.K.A. Accuracy):''' | '''1. Chance to Hit Stage(A.K.A. Accuracy):''' | ||
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+ | This stage determines whether or not an attack will hit at all. The first part of this is affected by a chance to outright 'miss' an attack. | ||
'''2. Secondary Defense Stage''' | '''2. Secondary Defense Stage''' | ||
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+ | If an attack passes the chance to hit stage, then it goes through a secondary defense check. These defenses are associated with most elite professions and only activate if the target is equipping a weapon that belongs to that profession. | ||
Percentage Chance to Dodge, Block, or Counterattack | Percentage Chance to Dodge, Block, or Counterattack |
Revision as of 00:23, 7 March 2009
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Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
Contents |
Combat FlagFighting creatures, bandits, other players, or anyone that you consider an enemy is an integral part of adventuring. Players are considered to be in-combat so long as they are continually attacking a target or being attacked by an npc, player or creature, or if an npc/creature has activated aggression (in pursuit) towards the player. Players become disengaged from combat if the player has initiated the Peace command and the following conditions have met:
Example 1. Player attacks an npc then runs to escape from it. The player initiates the /peace command and stops attacking back. The npc remains in pursuit for a while longer and then halts the chase and returns back. The player is now out of combat.
Player attacks another player. The defending player doesn't respond back. The attacking player now initiates peace. Both players are now out of combat.
HAM BarsPlayers, Npcs and Creatures have three bars representing their Health, Action, and Mind pool. When you target something, its name and HAM bar will appear in your heads up display, as well as over the target's head. Red represents the Health pool, green represents the Action pool, and blue represents the Mind pool. When you deal damage to a target through combat, you will notice that its Health, Action, and Mind pools deplete, based upon the amount and type of damage dealt. This can be seen in the HAM bar by a shortening of the colored bar that represents the pool that was depleted. When any one of the three pools is completely depleted, the remainder of the colored bar will disappear and the target will die if it as npc or creature or become incapacitated if is a player. Damage received by and done to targets is displayed in flytext over the character/npc's head. The damage hit location is also displayed. Both the hit location and damage amount done are color coded to display the ham bar(s) that were affected by the attacks.
TargetingSWG uses a system for targeting opponents that utilizes two features, a Look At target and a Target In Reticle. You can switch look at targets with the mouse or use the TAB key. The target in reticle remains the target in which the player is actively engaging/attacking or being attacked by. Until you /attack or /combatAttack the look at target you will not switch 'combat' targets.
The easiest way to check to see if this is the case is to look at the upper right hand corner of your screen, where it lists what you have targeted. If it's not the opponent that's attacking you, clear your target by clicking on an empty piece of ground or by hitting escape. You can clear the combat queue with the mouse and clicking Clear on the combat queue pane or use Ctrl-Backspace. Finally you can issue the attack command via the radial menu with the mouse or from the keyboard (~1), or double click the new look target, or use the /attack or /combatAttack commands or icons. The next opponent that attacks you will become your new target or you can click on the opponent manually to make it the new lookat target. If he's a melee NPC, and is still running towards you, he wont become the target until after he has attacked). In general, to handle multiple attackers you want to 1) switch look targets, 2) clear your combat queue, and then 3) attack.
Special Attack CostsDefault or auto attacks require no HAM to use. Almost every special attack or ability in the game has a base value associated with it. This base value represents the HAM that will be deducted from the player whenever they use that ability. Weapons are also given base values which are found under the Special Attack Cost category on the item. When a special is used with a weapon, a multiplier for that particular special comes into play. The multiplier for that particular special is multiplied against the current Special Attack Cost values on the weapon, then the values are added to the base special HAM costs. The value that comes from this process is then passed on to be affected by the player's secondary stats for each HAM attribute. The final HAM cost to the player is the remainder from this process. If a player does not have sufficient HAM to cover the costs of using the special either by itself or with the equipped weapon, then the player is simply denied the ability to use the special.
Note: Base cost in the following example is the summation of the actual base ham cost of the special plus the calculated multiplier against the weapon special attack costs. For example if the base costs on a special were 50, the multiplier on the special was 1.5 and the special attack cost value on the weapon was 50 then the base cost of the special prior to going through secondary stats would be 125.
Final Ham Cost Formula:
1. Unarmed Hit 2 has a base cost of 12/18/12. 2. Given an Strength/Quickness/Focus of 400/350/450, the HAM cost is reduced by 28.6% / 25% / 32%. 3. HAM cost for these stats is 9/14/8. That's 8.75 / 13.5 / 8.14 rounded.
Attack SpeedThe speed in which a player in combat attacks a target is determined by 4 things: 1. Speed skill modifier of the player
Things to note:
Speed Modifiers Speed skill modifiers are obtained from a variety of soruces; specialization in particular branches of a profession that utilizes a particular weapon that the player is using; Clothing attachments, and from temporary skill modifier enhancement stims. Speed modifiers include things such as "Two-hand weapon speed" "unarmed attack speed" and so on.
Attack Delay = Weapon Speed * (1 - Speed Skill/100) Examples: Speed Skill 10, Weapon Speed 5.0; Attack Delay = 5.0 * (1 - 10/100) = 4.5 Speed Skill 50, Weapon Speed 5.0; Attack Delay = 5.0 * (1 - 50/100) = 2.5 Speed Skill 80, Weapon Speed 5.0; Attack Delay = 5.0 * (1 - 80/100) = 1.0
Special Attack Delays Special moves have their own speed delay penalty multipliers which affect how fast the player attacks while using a particular special. The formula to calculate this is: Example:
You have Generic Special X, and this special has a 2x delay penalty. Speed Skill 80, Weapon Speed 5.0; Attack Delay = 5.0 * (1 - 80/100) = 1.0 When using Generic Special X, you will fire with a delay of (1.0 * 2), or 2.0 speed. So while it may seem that getting anything faster than 5.0 delay is a waste in this example, it truly isn't because of the delay penalty imposed on specials. Speed Skill 80, Weapon Speed 2.0; In this example, even though the 2.0 speed seems like a waste, it is actually very good, since it brings down the special move delay to the speed cap. You can now go ahead and spam your specials and fire at 1.0 all day.
Force Speed
The formula used for Attack Delay is: Attack Delay = ((100-ForceSpeedBonus)/100)*((100-Weapon Speed Mod)/100) * Weapon Speed * Special Delay Penalty
Weapon CertificationsWeapon certifications are granted at certain skill boxes in the profession trees. Weapon certifications grant a player the ability to use the full damage potential of a weapon without penalty as well as the ability to use special attacks from the profession line that the weapon is certified to. Ordinarily a weapon suffers a massive damage penalty (probably 99%) if a player attempts to use it without having trained the proper skill sets. Weapons with dots will not have their dot effect go off if the player is not certified to use that particular weapon. Lastly, players who have not trained in a profession skill box that the weapon uses cannot use specials associated with that weapon. Not all weapon certifications are listed with the corresponding skill box in which the weapon can be used effectively by. These 'unlisted' certifications include a number of special looted and quest related items. Some weapons actually use cross profession skill modifiers and abilities. A list of these items along with what skill set they they become certified with is provided below:
Innate Certifications Innate Certs : There a number of innate certifications that races get automatically upon character creation. There 10 for Wookiees and 9 for all other races. They are: CDEF Pistol
Other Weapons
Stages of CombatWhen a target is placed in combat with an enemy, each action goes through a progressive series of checks to determine the outcome of that action.
Percentage Chance to Dodge, Block, or Counterattack
Damage calculated to be done to the target using a particular weapon and/or ability. This stage calculates all weapon, buff, and ability modifiers to calculate the aggregate damage that will be done to the target.
10. State Application Chance Stage
Stage that determines chance of Bleeding, Blind, Delay, Disease, Dizzy, Intimidate, Knockdown, Poison, and Stun effects application.These only take effects when certain special abilities are used The chance of applying state effects is determined by taking Attackers State Application Modifier Skill and applying a check versus the Defenders state modifier defenses against the particular state effect. Source References
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