Difference between revisions of "Wounds (Game Mechanics)"

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Diseases accrue wounds on primary and secondary ham bars as their tick intervals come up.  
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Diseases accrue wounds on primary and secondary ham bars as their tick intervals come up. Creatures can only cause diseases to the primary HAM pools. Battle fatigue also affects the amount of wounds that each tick generates. Calculating wound damage from disease ticks uses the following formulas:
Battle fatigue also affects the amount of wounds that each tick generates. Calculating wound damage from disease ticks uses the following formulas:
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Revision as of 13:27, 7 March 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Wounds are a negative aspect of combat and represent a reduction in a player's HAM attribute bar when hit by an enemy or through some other means. There are a number of ways of acquiring wounds:

  • 1. bleeds - (wound secondary stats)
  • 2. Attacks - (wound primary stats)
  • 3. disease - (wound primary stats)
  • 5. fire dot - (wound primary stats)
  • 6. radioactive sampling - (wound primary stats)


Bleeds

There are two types of bleeds, those from specials that always attempt to apply bleeds on the target; the second type are those bleeds that occur during random chance as part of any attack.

When a target has a bleed effect placed on it, the bleed will also cause wounds to the secondary stats of the HAM pool that the bleed is affecting. One or both secondary stats may be hit with a bleed effect. This appears to be randomly chosen. For example a health pool bleed may cause wounds to both the strength and constitution sub stats or only to one of them.

The nature in which the wounds are accrued during the bleed is unknown, nor is the way in which the wounds damage is calculated except that the amount is less than the actual bleed damage done to the target and that the wounds are gained as the bleed ticks indicating that at each bleed tick interval, a certain amount of wounds are given. Using this information, it will be assumed that wounds behave as follows:


Step 1.

Total Wound Damage = (Total Bleed Damage * 0.20)

Step 2.

Wound damage Per Tick = ( Total Wound Damage / ( Bleed Duration (in seconds) / 20 ) )

Note: this should always be truncated to 1 in the event that a bleed only does 1 point of damage. This allows for random chance bleeds to have an effect on a target as well if they are not cured.



Here is an example to illustrate the mechanics of this proposal.

Total Bleed damage comes from bleed damage being 20% of the actual damage dealt to a target. This means that if a target takes 1000 damage from a special that also includes a bleed attack, then the bleed itself will be 200 damage total. This 200 damage total is now the Total Bleed Damage value and would work in the formula. If the bleed attack works over a 2 minute period of time then the calculations will work as follows:


Step 1.

Total Wound Damage = ( 200 x .20 ) = 40


Step 2.

Wound Damage Per Tick = 40 / ( 120 / 20 ) = 6.67


In this example, if the bleed were allowed to run its full duration without being stopped, then the player would take 40 wounds to the affected stat(s) with roughly 6 wounds occurring at every 20 second interval.




Attacks

Ranged and melee attacks made against a player will also cause wounds. These types of attacks seem to always cause 3 points of wound damage (supposedly randomly assigned to each of the stat pools).

An example of gaining wounds from attacks is as follows

[Combat] 00:55:50 a male mawgax hits you for 232 points of damage!
[Combat] 00:55:50 You have been wounded for 1 points.
[Combat] 00:55:50 You have taken 1 in battle fatigue.
[Combat] 00:55:50 You have been wounded for 1 points.
[Combat] 00:55:50 You have taken 1 in battle fatigue.
[Combat] 00:55:50 You have been wounded for 1 points.
[Combat] 00:55:50 You have taken 1 in battle fatigue.


Each of these wounds can potentially be assigned to any one of the three HAM pools individually or to all three of them at once. Currently there is no formula for determining the chance that an attack will produce a wound on a target. Wounds seem to almost always come in threes, along with battle fatigue.



Disease

Diseases accrue wounds on primary and secondary ham bars as their tick intervals come up. Creatures can only cause diseases to the primary HAM pools. Battle fatigue also affects the amount of wounds that each tick generates. Calculating wound damage from disease ticks uses the following formulas:


This is the calculation for the initial disease tick from a combat medic's pack (or creature).

Base Damage per tick = ((disease effectiveness) * (1 + (CM effectiveness) / 100))


Battle fatigue incurred = base tick damage * .075


Real tick damage =

((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))



Example 1.


In the case of a combat medic with 100 CM effectiveness modifier, applying a 100 effectiveness disease on a target with 0 battle fatigue, the calculations would appear as follows:


Base Damage per tick = ((100) * (1 + (100) / 100)) = 200

Battle fatigue incurred = 200 * .075 = 15


Real tick damage = ((100) * (1 + (100) / 100)) * (1 + (0 / 100)) = 200

So far, the target has 0 battle fatigue and is now hit with a 200 damage disease which is applied to their wounds. After this first application, the target now accrues 15 battle fatigue. The subsequent tick will produce higher wounds increasingly exponentially as the battle fatigue on the player appreciates. If we look at this on a scale of incrementally increasing battle fatigue by 100, then the wounds created from a 100 effectiveness disease will scale as follows:


000 BF: 200 wounds
100 BF: 400 wounds
200 BF: 600 wounds
300 BF: 800 wounds
400 BF: 1000 wounds
500 BF: 1200 wounds

Fire Dot

Radioactive Sampling

Source References

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