Diseases (Game Mechanics)
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Game Mechanics - Mechanics Category
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Game MechanicsA '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 health bar stat is 500 and the target has a 2000 stat health buff while diseased, the player will lose, at most, 499 health, resulting in a ham pool that is 2001/2500.
Note: No known formula exists for calculating the chance of a bleed to be applied to a target nor for the effects of bleed resistance on these chances but there is probably a 5% base chance to apply a bleed as well as a 5% chance to resist a bleed attack, similar to the mechanics of other dots. Bleed SourcesBleeds have a number of sources including:
Bleeds induced from special attacks are based off of the damage done to the target. For players, Bleeds from DIFFERENT special attacks or sources stack. For example health shot 1 will stack with health shot 2. When a bleed effect from one special is attempted again, a check is made to see if the damage dealt by that special attack will result in a higher tick bleed. If the damage result is higher or matches the current bleed then the new bleed effect will overwrite the current one, resetting the tick timer as well. Npcs are not bound by bleed stacking rules and thus can stack bleeds from the same specials as many times as they wish.
Creature Attacks
Weapons with inherent bleed effects will execute this effect on any target that is hit by the attacker. Weapons with inherent bleed effects include:
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.
Random Bleed Chance
Bleed TypesThere are 4 types of bleeds attacks in SWG:
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:
Single target bleed sources include:
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:
Targeted Pool Bleed
Source References
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