Difference between revisions of "Diseases (Game Mechanics)"

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(Game Mechanics)
(Disease Sources)
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* Apply Disease - Combat Medics have the ability to launch disease canisters at enemy targets. These disease canisters come in area of effect and single target varieties.  
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* Apply Disease -  
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Combat Medics have the ability to launch disease canisters at enemy targets. These disease canisters come in area of effect and single target varieties. Combat Medics have access to diseases that can damage primary and secondary stats.
  
  
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Creatures have access to a unique bleeding effect called Open Wounds. This attack is an area of effect multi pool targeting ability. No radius is known for this but we could perhaps use 10 meters as a starting point for smaller creatures and have the radius scaled upward as the creature size increases.
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Creatures have access to four forms of diseases:
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* Mild disease
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* Medium Disease
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* Strong Disease
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* Plague Strike
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''' Inherent Weapon Features '''
 
''' Inherent Weapon Features '''
  
Weapons with inherent bleed effects will execute this effect on any target that is hit by the attacker. Weapons with inherent bleed effects include:
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Weapons with inherent disease effects will execute this effect on any target that is hit by the attacker. Weapons with inherent disease effects include:
  
* Enhanced E-11 carbine
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* Nightsister Lance
* Grooved two handed sword
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* Jagged vibroblade
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* Lithitanium Carbine
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* Modified republic blaster
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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 each target 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.
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Presumably special attacks that utilize weapons with inherent disease effects can be considered area of effect dieases if the special utilizes an area of attack. The disease effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack. Weapons with inherent disease effects also have a potency value which makes a check against the defender's disease resist modifiers to determine the percentage chance of successfully applying the disease effect.
  
  
 
Some things to note:
 
Some things to note:
  
* Bleeds from different weapons will stack with one another. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot pistol then a health dot rifle to stack two health dots on a target)
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* Diseases from different weapons will stack with one another. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot pistol then a health dot rifle to stack two health dots on a target)
  
* Bleeds from weapons stack with bleeds from special attacks.
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* Diseases from weapons stack with diseases from special attacks.
  
  

Revision as of 12:22, 13 July 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

A 'disease' is a Damage Over Time (DOT) attack. While a target is diseased, their affected HAM bar will take on wounds at every tick cycle of the disease. A disease will last until cured by the cure disease ability, teras kasi artist meditation, Force Cure Disease, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of disease attack has a base chance (possibly a potency value) of applying the disease effect. This base chance is checked against the target's disease resistance to determine the ultimate percentage chance for the effect to land. Diseases 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. Diseases can only take the target's ham bar down to its base value. For instance if a player's original mind bar stat is 1000 and has a 500 stat mind buff while diseased, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind.


Note: No known formula exists for calculating the chance of a disease to be applied to a target nor for the effects of disease resistance on these chances but there is probably a 5% base chance to apply a disease as well as a 5% chance to resist a disease attack, similar to the mechanics of other dots.

Disease Sources

Diseases have a number of sources including:

  • Special Attacks
  • Creature Attacks
  • Inherent Weapon Features



Special Attacks


  • Apply Disease -

Combat Medics have the ability to launch disease canisters at enemy targets. These disease canisters come in area of effect and single target varieties. Combat Medics have access to diseases that can damage primary and secondary stats.


Creature Attacks


Creatures have access to four forms of diseases:

  • Mild disease
  • Medium Disease
  • Strong Disease
  • Plague Strike





Inherent Weapon Features

Weapons with inherent disease effects will execute this effect on any target that is hit by the attacker. Weapons with inherent disease effects include:

  • Nightsister Lance

Presumably special attacks that utilize weapons with inherent disease effects can be considered area of effect dieases if the special utilizes an area of attack. The disease effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack. Weapons with inherent disease effects also have a potency value which makes a check against the defender's disease resist modifiers to determine the percentage chance of successfully applying the disease effect.


Some things to note:

  • Diseases from different weapons will stack with one another. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot pistol then a health dot rifle to stack two health dots on a target)
  • Diseases from weapons stack with diseases from special attacks.



Random Bleed Chance


Every attack made by a player has a small chance to inflict a 1 damage per tick bleed. This bleed duration probably lasts 120 seconds. This base chance is thought to be around 5%. The Wound Chance attribute on weapons modifies this base chance. For example a wound chance mod of 100% would make the base chance at 10% to start a bleed. It's unknown whether this is a targeted pool attack or if it is multi hit pool.



Bleed Types

There are 4 types of bleeds attacks in SWG:

  • Area of Effect Bleed
  • Single target bleed
  • Multi pool bleed
  • Targeted pool bleed



Area of Effect Bleed

There are two types of area of effect bleeds; Spherical bleeds and Cone Area Bleeds. Upon hitting a target, these attacks will hit all targets within a certain radius which is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). No radius is known for spherical bleeds but we could perhaps use 10 meters as a starting point for smaller creatures and have the radius scaled upward as the creature size increases. 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.

AOE bleed sources include:

  • Open Wounds
  • AOE specials using inherent weapon bleeds


Cone Area Bleed Sources include:

  • Saber Throw 1
  • Saber Throw 3




Single target bleed


These bleed attacks will only target a single enemy.


Single target bleed sources include:

  • One-Hand Health Hit 1
  • One-Hand Health Hit 2
  • Polearm Action Hit 1
  • Polearm Action Hit 2
  • Two-Hand Mind Hit 1
  • Two-Hand Mind Hit 2
  • Mind Shot 1
  • Mind Shot 2
  • Bleeding Shot
  • Health Shot 1
  • Health Shot 2
  • Action Shot 1
  • Action Shot 2
  • Saber Slash 1
  • Saber Slash 2


Multi pool bleed

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.


Multi pool bleed sources include:

  • Bleeding Shot


Targeted Pool Bleed


These bleed attacks will target a specific HAM pool to apply the effect on.



Targeted Pool bleed sources include:


  • One-Hand Health Hit 1
  • One-Hand Health Hit 2
  • Polearm Action Hit 1
  • Polearm Action Hit 2
  • Two-Hand Mind Hit 1
  • Two-Hand Mind Hit 2
  • Mind Shot 1
  • Mind Shot 2
  • Health Shot 1
  • Health Shot 2
  • Action Shot 1
  • Action Shot 2
  • Saber Slash 1
  • Saber Slash 2







Source References

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