NPC Stats (Game Mechanics)
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Game Mechanics - Mechanics Category
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Game MechanicsNpcs come with a variety of important statistics to be aware of. Not all statistics are readily available as certain attributes can only be viewed if a player has sufficient Creature Knowledge skill modifiers from the scout and ranger profession trees or remain behind the scenes. Other statistics such as the target's HAM are viewable only when clicking on the target and examining the target window. All currently known possible stats on Npcs are as follows:
HAM & Battle FatigueThe health, action and mind stats of a target can be viewed by clicking on the target window and hovering the mouse over on a particular ham bar. The bar will read out the current and maximum value on that particular target's selected ham pool. For example a healthy target with 100,000 health will display "100000/100000 (100000) "where as a damaged target that has lost 50,000 health will display "50000/100000. (100000)" A wounded target with damage to its ham pool will display the current min and max of the health bar due to the wounds suffered, along with the maximum possible value that was available to the health bar before wounds took place. A target with 50,000 damage and 10,000 wounds to the health bar would display "50000/90000 (100000)"
Npc's have secondary stats which regenerate their HAM. This would allow for npcs to regenerate naturally after being attacked. See This Screenshot as evidence displaying creature secondary stats (as wounds).
Battle Fatigue
Primary & Secondary DefensesNPCs and creatures have innate secondary defenses, and possibly primary defenses. As of this time, no known values exist for what defenses (if any) an npc or creature has. It is presumed that they are given some version of the Teras Kasi defense acuity ability as all npcs and creatures have innate abilities to dodge, counter attack , and block attacks.
TypeType attribute is essentially a description of what the object's original name was before it was altered. When Objects (npcs or creatures in this case) are created, they by default, use the originating object name. When objects are given custom names (derived by the server's naming process) then the object no longer has its default name. To inform players what the original object name was, the Type attribute is used. The Type attribute on npcs and creatures is linked to the general attribute naming system used through out the game. Every object in game is issued a default name, found linked in the originating iff object file. The object's default name can be observed by following the linking string path heiarchy within the file: objectName -
detailedDescription -
Armor RatingThis is the value of the armor type given to the Npc which is used in the damage calculations when attacks are made against it. Higher armor ratings means a reduction in the amount of damage taken by the Npc. Armor ratings rank from:
Special Protection, Effectiveness & VulnerabilityThese reflect the overall resistance by the Npc to particular damage types made against it. Values listed here are directly subtracted from the damage inflicted on the Npc. Valid ranges are "-" (vulnerable) to "100%" (immune to an attack of that damage type). If a Npc is vulnerable (meaning it has no resistance at all) to a damage type then it is shown under the Vulnerability listing. Each Npc has its own unique set of vulnerabilities and resistances. AggressiveThis attribute lets players know whether the animal is aggressive or not. Valid values here are Yes or No.
StalkerThis attribute lets players know whether the animal stalks players, Npcs and creatures. Valid values here are Yes or No. The stalker behavior does not seem to apply with npcs.
TamableThis attribute lets players know whether or not the Npc can be tamed by creature handlers. Valid values are Yes or No
DeathblowsThis attribute lets players know whether or not the Npc will potentially kill a player or pet when it incapacitates them. Valid values here are Yes or No
FerocityFerocity stat reflects the chance that the Npc will become aggressive to a target within its detection range. Requires 40 Creature Knowledge Modifier to view Difficulty LevelThis lists the Npc's challenge level
Requires 50 Creature Knowledge Modifier to view
Base To-HitThis attribute lists the base accuracy value of the Npc's to-hit chance against a target
DamageThis attribute lists the base damage range of the creature
Combat DifficultyThis attribute lists the consideration scale of the target as compared to the player. The player is notified how strong the opponent is through color coded text. Valid values are:
Source References
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