Cure Disease (Ability)
Ability - Cure Disease
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Description/curedisease <target>: This command enables you to cure disease from a target, if you have the appropriate medical equipment.
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Ability Breakdown & Details
Cure Disease ability allows for the player to be able to use single and area of effect type cures to heal other players/pets from diseases. These skills have a range of 6m and are on the treat injury speed modifier.
Cure poison and disease packs come with the following stats:
- Uses remaining: The number of times the item can be used before being depleted.
- Cure Effectiveness: The strength of the cure
- Area Effected: The radius of effect in meters that the item will spread its effect over from the target. (This mod is only seen on area versions of poison/disease cure packs.)
- Required Medicine Skill use: Medicine use skill required to be able to use this item.
- Condition Cured: States what condition is to be affected i.e poison/disease
How strong do disease and cure packs need to be to cure any disease or poison?
If you're refering to PVP poisons/diseases made by a CM, then the only answer I can give is, stronger than the poison or disease. Cures (both single and area) have an effectiveness rating. In the case of a single cure, that effectiveness checks against the effectiveness of the poison/disease pack itself. If the cure is at least as effective as the poison/disease, it will cure it in one application.
Area cures are less effective. They check directly against the damage a poison does, or the wounds that a disease gives before BF is factored in. That means that the CM's combat medic effectiveness modifier comes into play when a doc uses an area cure. This modifier is used to determine the real damage or wounds that a poison or disease will produce. If you're up against a master CM, that means an area cure is only half as effective as a single cure with the same effectiveness rating.
This is the formula that determines how much damage a poison will do every tick:
damage = pack effectiveness * (1+ (100 + CM effectiveness mod)/100 ) )
The same formula can be used to determine the wounds given the first time a disease ticks on a target that has 0 battle fatigue. Area cures check against the damage itself, singles check against the pack effectiveness
The cure mod is wound treatment and the formula seems to be as follows:
[ cure effectiveness ] x ( 1 + ( ( wound heal mod + BE clothes + food ) / 100 ) ) = the amount of poison tick a doctor can cure.
Take this example:
A master CM tosses an AOE mind poison with 400 effectiveness on a master doctor which will tick for 800 points, he then tosses a single mind poison with 550 effectivness which will tick for 1100, together they will tick for 1900. The master doctor, who is wearing +25 wound treatment clothes and taking +25 wound treatment bivoli uses a 550 power cure poison C will heal 1375 points off of the poison tick leaving him with a 525 poison tick for his next cure.
The heal mod formula in this example was 550*(1+(150/100)) = 550*2.5 = 1375
Area Poison/Disease Cures
How do these work?
Ok .. Isn't the "area" surrounding the person who is doing the curing called a radius?
With "range" being a factor in making ADM's how could these cures not be considered ranged?
If I am curing a group of people that are 10 meters away and I have a skill tape to increase my healing range .. wouldn't this in fact increase the area?
Answer:
These items have an AREA OF EFFECT.
The Range component of Dispersal Mechanisms doesn't matter, only the Radius of the AoE.
Regardless of how large the radius, the target of your heal must be within 6m (or you can just use yourself as the target, and the Area of effect will hit everything within the radius).
We are not tossing the kits anywhere. You can't sit outside of combat and toss them into battle. You have to be at MOST 6m (melee range) from your target.
AoE does not mean "ranged."
Ability Flow
System MessagesSUI PromptCombat Chat SpamFly TextFormula(s)
The amount of poison/disease tick a doctor can cure = [ cure effectiveness ] x ( 1 + ( ( wound heal mod + BE clothes + food ) / 100 ) )
Injury Treatment Speed
speed = ( ( 100-foodbuff)/100 ) x ( ( 100 - InjuryTreatmentSpeed ) /100 ) x base healing speed
Where foodbuff = value of the foods used
Source References
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Ability HAM Costs
Ability Multipliers
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