Two-handed Melee Toughness (Skill Modifier)

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Revision as of 07:04, 18 September 2007 by Ready (Talk | contribs) (Formulas)

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Skill Modifier - Two-handed Melee Toughness

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Description

This mod decreases the amount of melee damage you will take when using a two-handed melee weapon.

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Skill Mod Details

Formulas

Versus MOBs – Taking Damage

1) Initial damage ranges calculations:

min damage = (mob min damage + weapon min damage) max damage = (mob max damage + weapon max damage)

min damage: Low-end damage range for the potential attack damage. max damage: High-end damage range for the potential attack damage. mob min damage: Minimum damage value from the mob’s default damage rating (visible on creatures by a Ranger). mob max damage: Maximum damage value from the mob’s default damage rating (visible on creatures by a Ranger). weapon min damage: Minimum damage value from the attacking weapon (NPC’s only). weapon max damage: Maximum damage value from the attacking weapon (NPC’s only).


2) Once the above has been calculated your Mitigation (if you have any) versus the attack type (melee or ranged) is calculated:

mitigated max damage = min damage + ((max damage - min damage) * ((100 - mitigation mod) / 100))

mitigated max damage: New calculated maximum damage from mitigation. min damage: Low-end damage range for the potential attack damage. max damage: High-end damage range for the potential attack damage. mitigation mod: Percentage amount of damage mitigated based on your rating (1 = 20%, 2 = 40%, 3 = 60%).


3) Now that the range of potential damage has been determined the initial attack damage ranges can be calculated:

initial min damage = min damage * special move damage mod * posture bonus damage * ((100 - intimidation damage reduction) / 100) * ((100 - stun damage reduction) / 100)

initial max damage = mitigated max damage * special move damage mod * posture bonus damage * ((100 - intimidation damage reduction) / 100) * ((100 - stunned damage reduction) / 100)

initial min damage: Low-end damage range for the initial attack damage. initial max damage: High-end damage range for the initial attack damage. min damage: Low-end damage range for the potential attack damage. mitigated max damage: High-end damage range for the mitigated potential attack damage. special move damage mod: Hidden damage modifier of the attacking special move (for example, Unarmed Hit 3 is a 4.0 modifier). posture bonus damage: Damage bonus based on the target’s current posture (standing = 1.00, kneeling = 1.25, lying = 1.50). intimidation damage reduction: If the MOB is Intimidated they receive a 66.67% damage reduction. stunned damage reduction: If the MOB is Stunned they receive a ?? damage reduction (I believe it’s 10%).


4) The initial attack damage is a random number within the initial min and max damage ranges. This is the value that appears in the combat log.


5) At this point your defenses begin to come into play, with your defensive damage reducing modifiers being calculated first:

reduced attack damage = intial attack damage * ((100 - weapon toughness mod) / 100) * ((100 - secondary toughness mod) / 100) * ((100 - foodstuff damage reduction) / 100)

reduced attack damage: Attack damage after the defensive damage reducing modifiers reductions (if any). initial attack damage: Damage determined from the initial attack calculations (above). weapon toughness mod: Toughness mod value for the currently equipped weapon, if it exists (such as Unarmed Toughness). secondary toughness mod: Additional toughness mod value, if it exists (such as Jedi Toughness). foodstuff damage reduction: Damage reduction from ingested foodstuffs (such as Synthsteak).


6) Next your Force Armor’s effect is calculated:

reduced attack damage = initial reduced attack damage * ((100 - Force armor reduction) / 100)]

reduced attack damage: Attack damage after the Force Armor reduction (if any). initial reduced attack damage: Damage determined from the defensive damage reducing modifiers calculations (above, if any). Force armor reduction: Value of the Force Armor’s reduction mod.

Incidentally, your Force power is reduced based on how much damage Force Armor absorbed using the following calculation:

Force power = Force power - (initial reduced attack damage - reduced attack damage)


7) Next your PSG’s effect is calculated:

reduced attack damage = initial reduced attack damage * [AP/AR differential * ((100 - damage type resist) / 100)]

reduced attack damage: Attack damage after the PSG reduction (if any). initial reduced attack damage: Damage determined from the Force Armor reduced attack damage calculations (above, if any). AP/AR differential: Modifier based on the difference between the attacking weapon’s AP rating and the PSG’s AR rating. damage type resist: PSG’s resistance value against the damage type of the attacking weapon/creature.

Incidentally, the PSG’s Condition is reduced based on how much damage it absorbed using the following calculation:

PSG condition = PSG condition - ((initial reduced attack damage * AP/AR differential) - reduced attack damage))


8) Next your Armor’s effect is calculated much the same way as the PSG’s:

reduced attack damage = initial reduced attack damage * [AP/AR differential * ((100 - damage type resist) / 100)]

reduced attack damage: Attack damage after the Armor piece’s reduction (if any). initial reduced attack damage: Damage determined from the PSG reduced attack damage calculations (above, if any). AP/AR differential: Modifier based on the difference between the attacking weapon’s AP rating and the Armor’s AR rating. damage type resist: Armor’s resistance value against the damage type of the attacking weapon/creature.

Incidentally, the Armor piece’s Condition is reduced based on how much damage it absorbed using the following calculation:

armor condition = armor condition - ((initial reduced attack damage * AP/AR differential) - reduced attack damage))


9) Finally, all that reduced attack damage translates to the actual damage incurred:

actual damage = reduced attack damage

actual damage: Final damage actually incurred by you, this is the number that appears over your head. reduced attack damage: Damage determined from all the reduced attack damage calculations (above, if any).


Example 1:

Jedi Padawan/regular profession hybrid with Master TKA (57 Unarmed Toughness and Melee Mitigation 3), Master Force Defender (45 Jedi Toughness) wearing an AP1 40% Stun PSG, AP1 39% Stun Composite, and that is currently under the affect of Synthsteak (43% damage reduction) is attacked by a Dark Trooper with a base damage of (400-500) using a Stun Baton (AP0 320-330 Stun damage) with One-Hand Hit 3 (4.0 special move damage modifier), while intimidated.

1) Base damage ranges: min damage = 400 + 320 = 720 max damage = 500 + 330 = 830

2) Melee Mitigation: mitigated max damage = 720 + ((830 – 720) * ((100 - 60) / 100)) = 764

So, after mitigation, the current attack damage range is 720-764.

3) Initial damage ranges: initial min damage = 720 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 959.904 initial max damage = 764 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 1018.5648

4) Initial attack damage range is 960-1019, so let’s just say we get hit for 1000 initial attack damage.

5) Defensive damage reducing modifiers: reduced attack damage = 1000 * ((100 - 57) / 100) * ((100 - 45) / 100) * ((100 - 43) / 100) = 134.805

6) Forcce Armor reduced damage: None

7) PSG reduced damage: reduced attack damage = 134.805 * 0.50 * ((100 - 40) / 100) = 40.4415 FYI: PSG condition loss = (134.805 * 0.50) - 40.4415 = 26.961

8) Armor reduced damage: reduced attack damage = 40.4415 * 0.50 * ((100 - 39) / 100) = 12.334657 FYI: Armor piece condition loss = (40.4415 * 0.50) - 12.334657 = 7.886093

9) So that means that the final damage actually incurred from the Dark Trooper is only 12! (Hello new template for my main, lol)


Example 2:

Jedi Padawan with Master Lightsaber (55 Lightsaber Toughness), Force Defender:4004 (21 Jedi Toughness), Force Powers:xx2x (Force Intimidate), and Force Enhancer:x4xx (Force Armor +45) that is currently under the affect of Synthsteak (43% damage reduction) is attacked by a Dark Trooper with a base damage of (400-500) using a Stun Baton (AP0 320-330 Stun damage) with One-Hand Hit 3 (4.0 special move damage modifier), while intimidated.

1) Base damage ranges: min damage = 400 + 320 = 720 max damage = 500 + 330 = 830

2) Mitigation: Jedi get no mitigation, so the current attack damage range is 720-830.

3) Initial damage ranges: initial min damage = 720 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 959.904 initial max damage = 830 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 1106.556

4) Initial attack damage range 960-1107, so let’s just say we get hit for 1100 initial attack damage.

5) Defensive damage reducing modifiers: reduced attack damage = 1100 * ((100 - 55) / 100) * ((100 - 21) / 100) * ((100 - 43) / 100) = 222.8985

6) Forcce Armor reduced damage: reduced attack damage = 222.8985 * ((100 - 45 ) / 100) = 122.59417 FYI: Force cost = 222.8985 - 122.59417 = 100.30433

7) PSG reduced damage: None

8) Armor reduced damage: None

9) So that means that the final damage actually incurred from the Dark Trooper is 123.

== Sources ==