Difference between revisions of "State Defenses (Game Mechanics)"
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− | Squad Leader - Rally - (unknown amount added, maybe +50?) | + | * Squad Leader - Rally - (unknown amount added, maybe +50?) |
+ | * Force Resist Bleeding - Adds +25 to Bleed resistance | ||
+ | * Force Resist Disease - Adds +25 to Disease resistance | ||
+ | * Force Resist Poison - Adds +25 to Poison resistance | ||
+ | * Force Resist States - Adds +25 to negative Status Effects resistance | ||
+ | * Jedi State Defense | ||
+ | Percentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Jedi State Defenses do not stack on top of other state defenses for example, Defense vs. Stun and Force Resist States. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not. | ||
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+ | * States Resistance | ||
+ | Percentage chance of resisting a status effect. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. | ||
+ | Note; State Resistance do not stack on top of other state defenses (for example, Defense vs. Stun and Jedi State Defenses. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not. | ||
'''Food That Add to State Defense Modifiers''' | '''Food That Add to State Defense Modifiers''' |
Revision as of 06:41, 11 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsState defenses are a roll against accuracy to see if a state is applied. Each state skill then has an inherent chance to succeed upon a successful roll. Currently all these defenses stack across professions, but have a 95% cap. In other words, no matter how high your state defenses there is always a 5% chance that a succesful 'state hit' will be applied. When a successful 'state hit' is applied, there is then a percent chance based on the skill for it to work. For example unarmed stun 1 has a 30% chance to apply stun should the special attack pass accuracy checks to hit the target AND pass through the target's state defense modifier checks.
Percentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Jedi State Defenses do not stack on top of other state defenses for example, Defense vs. Stun and Force Resist States. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.
Percentage chance of resisting a status effect. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Note; State Resistance do not stack on top of other state defenses (for example, Defense vs. Stun and Jedi State Defenses. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not. Food That Add to State Defense Modifiers Source References
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