Volley Fire (Ability)

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Ability - Volley Fire

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Description

/volleyfire <target>: This Squad Leader command directs the fire of the entire group at the target the Squad Leader has chosen. This enables a Squad Leader's group to cut through a group of difficult creatures/NPCs far more efficiently than a group without a Squad Leader would perform.

Command: /volleyFire
CommandQueue Entry: volleyfireattack (1EF93CD7)

Related Tags

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Ability This document relates to Player Abilities.

Squad Leader This document is related to the Squad Leader Profession.

Ability Breakdown & Details

Q. How does Volley Fire work?

A. It takes one default attack from all ranged persons in group, and directs it toward the squad leaders current target reticle. They will then return to their target of choice, If it succeeds, that is. What you do is, during the volley fire, you deselect your target. That selects the Volley fire target. Then the Squad Commences firing on the selected target.

When VF is successfully engaged, the entire squad will substitute their next combat round to take an *unstyled* shot at the target the Squad Leader has selected. They group will then return to their previous targets. Against NPC targets, this means that a squad of 6 people will on average do 1200 points of damage to the target (6 members X 200 points of damage). Since this also uses up a round of combat for the squad leader him/herself, it's almost always more advantagous for the SL to use that round to fire a style of their own that hits in the 1100-1400 range.


Most Squads never even know that the skill is working, because it doesn’t re-target the SL’s target, it just auto-shoots the target. Volley Fire is untargetted and will hit the three pools at a 3:2:1 ratio Volley fire can be used in PVE to draw aggro off of yourself. To clarify and reitterate, group members do NOT change targets during this process, they simply fire at the SL's target when the SL's queued volley round comes up then go back to attacking their original targets. When no one is engaged, and you use /volleyfire.... Nothing happens. Nada, Zilch, nothing. Your party must be engaged in combat before using /volleyfire.

Volley fire only works with RANGED weapons.


Note: Perhaps we can make this skill more useful by making all the volley shots hit a particular ham pool but make it so that the ham pool that is hit will be chosen at random.


Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", fontcolor="#929292", URL="Test101"];
       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test102"];
       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test101"];
       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

ID Path Filename Trigger Message
ID Value /path/goes/here/ filename.stf internal_command_string System Message Text

SUI Prompt

ID Path Filename Trigger Window Title Window Description Button1 Label Button2 Label Button3 Label
1 /path/goes/here filename.stf Internal SUI label SUI Window Description SUI Window Label SUI Button Label SUI Button Label SUI Button Label

Combat Chat Spam

ID Path Filename Trigger Player Message1 Player Message2 Other Player's Message

ID Value

/path/goes/here/

filename.stf

internal_command_string

System Message Text

test

test3

Fly Text

ID Path Filename Trigger Message
ID Value /path/goes/here/ filename.stf internal_command_string System Message Text

Formula(s)

  • 1 + 1 = 3
  • 2 - 2 + 2 = 3

Source References

Source Source in Context
Source1 somelink1 Source1
Source2 somelink2 Source2

Ability HAM Costs

Modifier Value
Health Cost 25
Action Cost 50
Mind Cost 100
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0