NPC Combat (Game Mechanics)
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Game Mechanics - Mechanics Category
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Game Mechanics
Special AttacksNPCs have the ability to use special attacks that are inherent to the weapon they have equipped at the time. An npc that has a pistol equipped can, for example, use any pistol based special. Force sensitive npcs such as force crystal hunters or nightsisters are exceptions. These npcs may use lightsaber and force power abilities with their equipped weapons. Ranged AttacksRanged attacks can be issued by a creature anywhere up to 45 meters from a target. Only certain types of creatures have access to ranged attacks. Ranged attacks by creatures seem to use an Energy damage type.
With publish 8, soe changed the ranged attack mechanics of npc's:
Resistance DecayWhen a creature or npc takes sufficient damage, their resistance properties will be reduced. The way it works is that resists will drop up to 50% of what they had over the course of them taking 25% to 50% damage across all pools. Normally if you add all Ham bars up, the mob will have somewhere around 1050k total hitpits (H+A+M) for something like a NS Elder. Once that total reaches 75%, (i.e. H+A+M = 775k or so) their resists will start to drop at a rate that it takes them to get to (H+A+M = 525k) Once it reaches 50% of it's original HAM then it will be at 50% resist for the remainder of the time until it is dead. Flight ResponseWhen a creature or npc's reaches 10% on a ham pool stat, the creature/npc will initiate a flight response to escape the attacker. The flight response can be canceled if the target issues a taunt ability on the creature/npc. This will stop the creature/npc and will force it to continue fighting. Most likely if the npc/creature is left alone it will run out until combat between itself and the attacker stops and then will return back to its lair.
RegenerationNpc's have secondary stats which regenerate their HAM. This would allow for npcs to regenerate naturally after being attacked.
Battle FatigueNpcs generate battle fatigue like players do. This allows for abilities that use battle fatigue to amplify the effects on the target.
Equippable WeaponsNPC's are spawned with access to various weapon groups. These weapon groups are comprised of various weapon types of which are randomly selected for that particular npc. Stats on these weapons are also enhanced based on the difficulty level of the npc. The higher difficulty npcs have very high stat weapons. Most weapons that are available to players (except heavy weapons) are also made available to npc's within these weapon groupings. Npc's can switch between weapons such as ranged npcs going into melee combat or melee npcs going into ranged combat. Source References
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