Doctor (Game Mechanics)

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Game Documentation - Doctor Mechanics

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Related Tags

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Mechanics This document is about game mechanics.

Doctor This document is related to the Doctor Profession.


Medical Crafting

Buffpack/Stimpack Crafting


Experimental attributes


Experimental Charges:/charges

Charges are the number of uses an item has. Components affect this.


Experimental Ease of use:


This stat affects the medical use of the item. Components do not affect it, and it is derived entirely from qualtiy of resources used.


Experimental Effectiveness: Decay Rate/Duration:


Duration is viewed in the number of seconds that a buff will last. This value has a wide range. When a buff is actually applied however, this stat is converted to a typical clock display in Hours, minutes, seconds. This stat is not affected by components used but is entirely based on resouce quality.


Experimental Effectiveness/power:

This stat is used in both stat enhancement buffs and in resistance buffs. In the case of reistance buffs, its whole value correlates to a displayed effectiveness percentage value. This displayed value is a 1:1 conversion of the power level. Thus a 250 power is displayed on a resist buff stat as 250% effectiveness. This stat is affected by components used.


Experimental Absorption:

This stat is a percentage value for the amount of disease or poison damage resisted. This value is not modified by components. Its stats are derived entirely from resource quality.


The crafting process:

We know that duration and power are on the same experimentation line. We suspected that a separate "role" was made for duration and power. I confirmed this was the case. There were multiple times when I got a "great" success, yet duration would increase at an "amazing" success rate (at 8% rather than 7%) and power would increase at the standard 7% rate.

The displayed percentage value is some sort of average of the duration and power experimentation. This is why once you max out one line, you can continue to experiment, but a "great" success yields less than 7% (displayed... it still applies up to 7% to the line that still isn't maxed out). As a result of this, do not use the displayed percentage to calculate power or duration. To test the formula, max out the enhance pack on a clean experimentation run (no crit fails), and compare the final results with the theoretical results with the resources and subcompoents you used.

A great success isn't always exactly 7%. The duration grew at a reasonably consistent rate when experimenting a point at a time, but would sometimes be a little off (more than 1, which one might expect from rounding, but less difference than 130 in duration, which one would expect with a moderate of amazing success). In other words, there are still a few things that happen under the covers that I don't understand.


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Skill Modifiers

Medicine Assembly
Medicine Experimentation
Medicine Use
Wound Treatment
Wound Treatment Speed

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Ability List

Command CRC Ability Details %
curedisease E994DE9C Cure Disease (Ability)
curepoison 1754A3E5 Cure Poison (Ability)
extinguishfire DF49EA58 Extinguish Fire (Ability)
healenhance EEE029CF Heal Enhance (Ability)
healstate 4A386BD5 Heal State (Ability)
Place Hospital (Ability)
registerwithlocation BC150016 Register Location with Planetary Map (Ability)
reviveplayer C9759876 Revive Player (Ability)