Bleeds (Game Mechanics)
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Game Mechanics - Mechanics Category
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Game MechanicsA 'bleed' is a Damage Over Time (DOT) attack. While it applies an initial damage value to a HAM pool, it will also wound a random secondary to that pool while it ticks. A bleed will last until cured by the first-aid ability, teras kasi artist meditation, Stop Bleeding, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of bleed attack has a base chance (possibly a potency value) of applying the bleed effect. This base chance is checked against the target's bleed resistance to determine the ultimate percentage chance for the effect to land. Bleeds come in two durations, 120 second varieties and 180 second which tick at 20 second intervals. Bleeds 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. Bleed timers and damage can be reset or overwritten if the next attack is of exact strength as the previous attack or higher damage. Bleeds from different sources may stack, i.e health shot 1 and health shot 2 can both be applied to one target's health pool as individual ticks. As bleeds tick, they also cause wounding damage to the secondary stats on that particular ham pool of the target.
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).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.
Multi pool bleed sources include:
Targeted Pool Bleed
FormulasPlayer & NPC Bleed Damage Calculation:
Bleeding Shot Effect: Has a scatter type effect for bleed application as it Causes a bleed on up to 3 ham pool equivalent to 20% of the original damage. Bleeding Shot can bleed random pools or a combination thereof in asimilar to the way Scatter Hit(Fencer) and Scatter Shot(Carbineer) does damage. It has 3 hits to the single shot. It can bleed one pool for the full effectiveness, bleed one pool for 1/3 and another for 2/3, or bleed each pool for 1/3 to each pool. If you fire BleedShot three times, get a Health Bleed first, then an Action Bleed second, and a Mind Bleed third, the Mind won't override the other two, the target will suffer three bleeds. The only way a shot may be overridden is if the damage applied for that particular pool's bleed is higher than the current bleed on it.
See: Bleeds Source References
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