Difference between revisions of "Bleeds (Game Mechanics)"
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These bleed attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools, however (most likely) only one per pool as they probably can't stack on the same pool. | These bleed attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools, however (most likely) only one per pool as they probably can't stack on the same pool. | ||
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+ | == Targeted Pool Bleed == | ||
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+ | These bleed attacks will target a specific HAM pool to apply the effect on. | ||
== Bleed Sources == | == Bleed Sources == |
Revision as of 15:38, 12 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsA 'bleed' is a Damage Over Time (DOT) attack. While it applies an initial damage value to a HAM pool, it will also wound a random secondary to that pool while it ticks. A bleed will last until cured by the first-aid ability, teras kasi artist meditation, or its duration runs out. Each form of bleed attack has a base chance (possibly a potency value) of applying the bleed effect. This base chance is checked against the target's bleed resistance to determine the ultimate percentage chance for the effect to land. Bleeds come in two durations, 120 second varieties and 180 second which tick at 20 second intervals. Bleeds cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Bleed TypesThere are 4 types of bleeds attacks in SWG:
Area of Effect BleedUpon hitting a target, these attacks will hit all targets within a certain radius which is probably dependent on the area of effect radius on the weapon used (if the attack is done with a weapon that using an aoe attack). Area of effect bleeds can consist of Multi Pool Bleeds such as the creature attack Open Wounds. Presumably special attacks that utilize weapons with inherent bleed effects can be considered area of effect bleeds if the special utilizes an area of attack. The bleed effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack. Single target bleedThese bleed attacks will only target a single enemy.
Multi pool bleedThese bleed attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools, however (most likely) only one per pool as they probably can't stack on the same pool.
Targeted Pool BleedThese bleed attacks will target a specific HAM pool to apply the effect on. Bleed SourcesBleeds have a number of sources including:
Special AttacksBleeds induced from special attacks are based off of the damage done to the target. 20% of the damage dealt to the target will be used to create the pool for size of the bleed tick. Each successive tick's size will be 20% of the initial hit. For players, Bleeds from DIFFERENT special attacks or sources stack. For example health shot 1 will stack with health shot 2. When a bleed effect from one special is attempted again, a check is made to see if the damage dealt by that special attack will result in a higher tick bleed. If the damage result is higher or matches the current bleed then the new bleed effect will overwrite the current one, resetting the tick timer as well. Npcs are not bound by bleed stacking rules and thus can stack bleeds from the same specials as many times as they wish.
Inherent Weapon FeaturesWeapons with inherent bleed effects will execute this effect on any target that is hit by the attacker. Weapons with inherent bleed effects include the enhanced E-11 carbine, grooved two handed sword, jagged vibroblade, Lithitanium Carbine, and modified republic blaster. Presumably special attacks that utilize weapons with inherent bleed effects can be considered area of effect bleeds if the special utilizes an area of attack. The bleed effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack. Weapons with inherent bleed effects also have a potency value which makes a check against the defender's bleed resist modifiers to determine the percentage chance of successfully applying the bleed effect.
Source References
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