Creature Stats (Game Mechanics)

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Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Creatures come with a variety of important statistics for players when examined. 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. All possible stats on wild creatures are as follows:


HAM & Battle Fatigue

The 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)"


An npc or creature's ham pool bar sizes are randomly set within a set range per each ham bar upon spawning. Each npc and creature has a base value for a particular pool and that value is modified randomly within a range of 0-25% of the base value. For example a target with 100,000 base ham will have its pool size between a range of 100,000 and 125,000. Each pool is randomized in this manner so that in most cases no two pools will ever be alike.



Secondary Stats

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


Npcs generate battle fatigue like players do. This allows for abilities that use battle fatigue to amplify the effects on the target.


Primary & Secondary Defenses

NPCs 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.

Armor Rating

This is the value of the armor type given to the creature 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 creature. Armor ratings rank from:

  • 0 (none)
  • 1 (light)
  • 2 (medium)
  • 3 (heavy)

Special Protection, Effectiveness & Vulnerability

These reflect the overall resistance by the creature to particular damage types made against it. Values listed here are directly subtracted from the damage inflicted on the creature. Valid ranges are "-" (vulnerable) to "100%" (immune to an attack of that damage type). If a creature is vulnerable (meaning it has no resistance at all) to a damage type then it is shown under the Vulnerability listing. Each creature has its own unique set of vulnerabilities and resistances.

Aggressive

This attribute lets players know whether the animal is aggressive or not. Valid values here are Yes or No.


Requires 5 Creature Knowledge Modifier to view

Stalker

This attribute lets players know whether the animal stalks players and other creatures. Valid values here are Yes or No.


Requires 5 Creature Knowledge Modifier to view


Tamable

This attribute lets players know whether or not the animal can be tamed by creature handlers. Valid values are Yes or No


Requires 10 Creature Knowledge Modifier to view

Hide Type

This attribute lets players know what kind of hide can be harvested from the creature upon its death. The hide type depends on the form of creature. Valid values are:

  • Wooly
  • Scaly
  • Leathery


Requires 20 Creature Knowledge Modifier to view

Meat Type

This attribute lets players know what kind of meat can be harvested from the creature upon its death. The meat type depends on the form of creature. Valid values are:

  • Carnivore
  • Herbivore
  • Insect
  • Avian
  • Reptile


Requires 20 Creature Knowledge Modifier to view

Deathblows

This attribute lets players know whether or not the creature will potentially kill a player or pet when it incapacitates them. Valid values here are Yes or No


Requires 30 Creature Knowledge Modifier to view

Ferocity

Ferocity stat reflects the chance that the creature will become aggressive to a target within its detection range.

Requires 40 Creature Knowledge Modifier to view

Difficulty Level

This lists the creature's challenge level


Requires 50 Creature Knowledge Modifier to view

Special Attack 1

This attribute lists any unique ability that applies to this creature. Special attacks are used to inflict extra damage or states on a target. Presumably, creatures will use their Special Attack 1 more often in combat than their Special Attack 2.


Requires 70 Creature Knowledge Modifier to view

Special Attack 2

This attribute lists any unique ability that applies to this creature. Special attacks are used to inflict extra damage or states on a target. Presumably, creatures will use their Special Attack 2 less often in combat than their Special Attack 1.


Requires 80 Creature Knowledge Modifier to view

Base To-Hit

This attribute lists the base accuracy value of the creature's to-hit chance against a target


Requires 90 Creature Knowledge Modifier to view

Damage

This attribute lists the base damage range of the creature


Requires 100 Creature Knowledge Modifier to view

Combat Difficulty

This 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:


  • *** %TT is no match for you. (Green)
  • *** %TT looks weak to you. (Light Blue)
  • *** %TT would probably be defeated. (Dark Blue)
  • *** %TT looks like an even match. (White)
  • *** %TT looks like a tough fight. (Yellow)
  • *** %TT looks like instant death. (Red)

Source References

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