Difference between revisions of "Fire Dots (Game Mechanics)"
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− | + | '''Weapon based fire dot damage''' | |
− | + | Weapon based Fire Dot damage is based solely off of the effectiveness value on the item (strength). Whatever the strength value that is listed on the item will be what the dot will inflict at each tick cycle. | |
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+ | '''Torso Shot''' | ||
+ | Torso Shot special fire dot damage is based off of the initial damage dealt by the special attack and weapon. The fire dot produced from torso shot will begin a tick that is 60% of the initial damage. | ||
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− | + | Torso shot also causes wounds to the target which are scaled based on battle fatigue on the target. To calculate the amount of wounds generated at each tick of the dot, the following formula is used: | |
− | + | Damage * 0.02*(100+BF)/100 | |
+ | where damage is the initial damage value from the attack. | ||
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− | + | '''Commando Specials''' | |
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+ | The commando specials flame single 1, 2 and flame cone 1,2 generate a fire dot tick that produces damage that is 10% of the initial damage from the attack. Commando specials also cause wounds to the target which are scaled based on the battle fatigue on the target. | ||
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+ | To calculate the amount of wounds generated at each tick of the dot, the following formula is used: | ||
+ | |||
+ | Damage * 0.02*(100+BF)/100 | ||
+ | |||
+ | where damage is the initial damage value from the attack. | ||
==Source References== | ==Source References== |
Revision as of 23:50, 14 July 2009
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Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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Game MechanicsA 'Fire Dot' is a Damage Over Time (DOT) attack. While a target is on fire, their affected HAM bar will take on damage and wounds at every 10 second tick cycle of the Fire Dot after the target has been set on fire. As an example, if a player is hit with a 100 damage Fire Dot, 10 seconds passes by and then the player takes 100 damage and then subsequently takes 100 in wounds. A Fire Dot will last until cured by the Extinguish Fire ability, Total Heal Self abilities, if the target swims into water, or its duration runs out. Each form of Fire Dot attack has a base chance (possibly a potency value) of applying the Fire Dot effect. This base chance is checked against the target's Fire Dot resistance to determine the ultimate percentage chance for the effect to land. Fire Resistance of the target also works to reduce the flame damage of the dot to the target by the listed value from skill modifiers and/or food bonuses. Fire Dots 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. Fire Dots 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 on fire, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Fire Dots will be removed from the player when they are killed. Fire dots can be applied to a target provided that they are from different sources. For example flame single 1 can be applied along with flame single 2, flame cone 1 and flame cone 2. Furthermore, the highest strength Fire Dot of the same effect overwrites lower strength Fire Dot if the target is already set on fire on that particular ham pool by a similar type of attack. If the fire dot damages are the same or higher then the fire dot tick cycle is reset. The higher damage dot will begin a new tick cycle using the higher damage. Battle fatigue along with combat medic effectiveness skill modifiers are factors that work to affect Fire Dot damage.
Fire Dot SourcesFire Dot have a number of sources including:
Weapons with inherent Fire Dots will execute this effect on any target that is hit by the attacker. Weapons with inherent or potentially able to have Fire Dot effects include:
Presumably special attacks that utilize weapons with inherent Fire Dot effects can be considered area of effect Fire Dots if the special utilizes an area of attack. The Fire Dot effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the Fire Dot weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent Fire Dot effects also have a potency value which makes a check against the defender's fire resist modifiers to determine the percentage chance of successfully applying the Fire Dot effect. Dots from weapons will only execute on the target if the player is certified to use the weapon. Each successful hit on a target consumes one dot usage from the weapon.
Fire Dot TypesThere are 2 types of Fire Dot attacks in SWG:
Area of Effect Fire Dot Cone Area fire dots are dots that are applied in an arching cone area emininating in front of the attacker and will hit all targets within a certain radius of the attacker. Presumably special attacks that utilize weapons with inherent Fire Dot effects can be considered area of effect Fire Dots if the special utilizes an area of attack. The Fire Dot effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.
Cone Area Fire dot sources include:
Single Target Fire Dot These attacks target a single target
FormulasWeapon based fire dot damage Weapon based Fire Dot damage is based solely off of the effectiveness value on the item (strength). Whatever the strength value that is listed on the item will be what the dot will inflict at each tick cycle.
Torso Shot Torso Shot special fire dot damage is based off of the initial damage dealt by the special attack and weapon. The fire dot produced from torso shot will begin a tick that is 60% of the initial damage.
Damage * 0.02*(100+BF)/100 where damage is the initial damage value from the attack.
To calculate the amount of wounds generated at each tick of the dot, the following formula is used: Damage * 0.02*(100+BF)/100 where damage is the initial damage value from the attack. Source References
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