Difference between revisions of "Intimidate (Game Mechanics)"

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Intimidate Greatly lowers damage potential by reducing damage done and slightly lowers primary defense modifiers. Intimidate also lowers state defenses and negates all secondary defenses causing secondary defenses to not work while the target is intimidated. All intimidates can be used virtually instantaneously (as soon as they exit combat queue) and as such was able to be spammed during precu. Intimidate 1 lasts for 30 seconds where as intimidate 2 lasts for up to 2 minutes. Intimidate also has a skill modifier called Intimidation. This modifier affects the chance of applying the intimidate skill on the target. When intimidate is applied to a target, the newer application's timer will overwrite the former thus the effect can continuously be applied. Like taunt and other abilities, intimidate has a range of up to 30 meters. Creatures are also given the ability to intimidate other targets. More information on creatures can be found here under [[Intimidation_(Attack)|Intimidation]].
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Intimidate Greatly lowers damage potential by reducing damage done and slightly lowers primary defense modifiers. Intimidate also lowers state defenses and negates all secondary defenses causing secondary defenses to not work while the target is intimidated. All intimidates can be used virtually instantaneously (as soon as they exit combat queue) and as such was able to be spammed during precu. Intimidate 1 lasts for 30 seconds where as intimidate 2 lasts for up to 2 minutes. Intimidate also has a skill modifier called Intimidation. This modifier affects the chance of applying the intimidate skill on the target. When intimidate is applied to a target, the newer application's timer will overwrite the former thus the effect can continuously be applied. Like taunt and other abilities, intimidate has a range of up to 30 meters.  
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The effects of Intimidation can be mitigated through either being outright cured by doctor stims, Jedi heal state ability or through players having Defense vs Intimidation skill modifiers.  Intimidation defensive skill mods will reduce the chance that the state can be applied to the target. (Note: these modifiers were broken in precu and did not work).
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Creatures are also given the ability to intimidate other targets. More information on creatures can be found here under [[Intimidation_(Attack)|Intimidation]].
  
  
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* lowers ability for the attacker to apply states to opponent
 
* lowers ability for the attacker to apply states to opponent
 
* Delays opponent combat action for one turn after being intimidated
 
* Delays opponent combat action for one turn after being intimidated
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'''Note: There probably should be a base application chance for intimidate which is then further increased by Intimidation skill mods. The skill modifier
  
 
==Source References==
 
==Source References==

Revision as of 05:22, 7 March 2009




Game Mechanics - Mechanics Category

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Description

/intimidate1 <target>: When a target is intimidated, they are not able to hit their targets as often.



Command: /intimidate1
CommandQueue Entry: intimidate1 (5619E044)


Intimidate in action
Intimidate failed

Related Tags

25% This document has been partially completed.

Mechanics This document is about game mechanics.

Game Mechanics

Intimidate Greatly lowers damage potential by reducing damage done and slightly lowers primary defense modifiers. Intimidate also lowers state defenses and negates all secondary defenses causing secondary defenses to not work while the target is intimidated. All intimidates can be used virtually instantaneously (as soon as they exit combat queue) and as such was able to be spammed during precu. Intimidate 1 lasts for 30 seconds where as intimidate 2 lasts for up to 2 minutes. Intimidate also has a skill modifier called Intimidation. This modifier affects the chance of applying the intimidate skill on the target. When intimidate is applied to a target, the newer application's timer will overwrite the former thus the effect can continuously be applied. Like taunt and other abilities, intimidate has a range of up to 30 meters.

The effects of Intimidation can be mitigated through either being outright cured by doctor stims, Jedi heal state ability or through players having Defense vs Intimidation skill modifiers. Intimidation defensive skill mods will reduce the chance that the state can be applied to the target. (Note: these modifiers were broken in precu and did not work).

Creatures are also given the ability to intimidate other targets. More information on creatures can be found here under Intimidation.


According to data collected intimidate state does the following:

  • lowers the attacker's damage after melee/range mitigation by 66.67%
  • lowers attacker's state defenses and primary defenses by 50
  • negates all secondary defenses of attacker to 0% chance of going off.


Unsubstantiated information says it also does the following:


  • lowers attacker's accuracy
  • lowers ability for the attacker to apply states to opponent
  • Delays opponent combat action for one turn after being intimidated


Note: There probably should be a base application chance for intimidate which is then further increased by Intimidation skill mods. The skill modifier

Source References

Source Source in Context