Stats (Game Mechanics)
Game Mechanics - Mechanics Category
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Character Statistics
HAM RegenerationRegen Stat Effects The three regen stats (Constitution, Stamina, Willpower) determine how quickly their respective pools regenerate. All three pools appear to regenerate using exactly the same formula. All three regeneration rates are equally affected by the character stance (standing, kneeling, sitting, or prone). Health_Sitting_Regen( per second ) = CONSTITUTION * 13 / 1200 Kneeling_Regen( per second ) = Sitting_Regen * ( 5 / 7 ) It may be easier to remember that sitting has 75% faster regen than standing, and kneeling has 25% faster regen than standing. Example: Rodan artisan (Constitution=300, Stamina=750, Willpower=550) Kneeling: Standing or Prone:
Special Attack CostsDefault or auto attacks require no HAM to use. Almost every special attack or ability in the game has a base value associated with it. This base value represents the HAM that will be deducted from the player whenever they use that ability. Weapons are also given base values which are found under the Special Attack Cost category on the item. When a special is used with a weapon, a multiplier for that particular special comes into play. The multiplier for that particular special is multiplied against the current Special Attack Cost values on the weapon, then the values are added to the base special HAM costs. The value that comes from this process is then passed on to be affected by the player's secondary stats for each HAM attribute. The final HAM cost to the player is the remainder from this process. If a player does not have sufficient HAM to cover the costs of using the special either by itself or with the equipped weapon, then the player is simply denied the ability to use the special.
Note: Base cost in the following example is the summation of the actual base ham cost of the special plus the calculated multiplier against the weapon special attack costs. For example if the base costs on a special were 50, the multiplier on the special was 1.5 and the special attack cost value on the weapon was 50 then the base cost of the special prior to going through secondary stats would be 125.
Final Ham Cost Formula:
1. Unarmed Hit 2 has a base cost of 12 health,18 action, and 12 mind. 2. Given an Strength/Quickness/Focus of 400/350/450, the HAM cost is reduced by 28.6% / 25% / 32%. 3. HAM cost for these stats is 9/14/8. That's 8.75 / 13.5 / 8.14 rounded.
EncumberanceEncumberance are the values associated with wearing armor. Every piece of armor has an encumberance value. When equipped, the encumberance value is subtracted from the player's secondary stats. If a player's secondary stats are too low to meet the requirement of the armor then the player will not be able to equip that piece. Players may use buffs oro ther stat enhancing abilities to increase their secondary stats in order to be able to equip the armor. Players are also allowed to retain the equipped armor even after the buffs have dropped however if they remove it then attempt to re-equip, they will subsequently be unable to do so until they once again meet the stat requirements to wear it. In order for a player to equip a piece of armor, their total encumberance must not take their stat below 1 point.
Stat Debuffs & Spice DownersDebuffs are effects that reduce stat pools usually by varying amounts. Stat debuffs serve to hinder the player or otherwise harm their ability to function as effectively. Several types are found in SWG, these being: 1. Radioactive Sampling debuff
Formulas
(stat * 13 ) / 1200 = base regeneration points per second. Regen Multipliers Standing Regeneration = base regen value
Ability HAM Cost formula:
Base = Cost / ( 1 - ( Stat / 1400 ) )
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