Difference between revisions of "State Defenses (Game Mechanics)"
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Note that Resistances Skill attachments ;eg. Defense vs Knockdown etc do not stack on top of other resistances, such as the Force Resists and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States. | Note that Resistances Skill attachments ;eg. Defense vs Knockdown etc do not stack on top of other resistances, such as the Force Resists and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States. | ||
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+ | * Defense vs. Dizzy | ||
+ | * Defense vs. Blind | ||
+ | * Defense vs. Knockdown | ||
+ | * Defense vs. Posture Change Up | ||
+ | * Defense vs. Posture Change Down | ||
+ | * Defense vs. Intimidate | ||
+ | * Defense vs. Stun | ||
==Source References== | ==Source References== |
Revision as of 07:01, 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.
Food That Add to State Defense Modifiers
Skill Attachment Bonuses to State Defense
Source References
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