Dizzy (Game Mechanics)

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Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Whenever a dizzy character attempts to change posture (i.e. stand up, go prone, or kneel) the character has a chance of being knocked down. Forced posture changes (posture down/knockdown/posture up) do not cause this chance, but recovering from those posture changes will (e.g. if you are forced to kneel by a posture-down attack, and you try to stand up to move). Once a player has been knocked down and dizzied, they will remain knocked down for each successive failure check made on an attempt to change posture (i.e stand up or kneel) or until the dizzy effect wears off. Dizzy lengths vary depending on the source of the dizzy effect. The effects of dizzy can be mitigated through either being outright cured by doctor stims, Jedi heal state ability or through players having Defense vs Dizzy skill modifiers. Dizzy defensive skill mods will reduce the chance that the state can be applied to the target. When dizzy is applied to a target, the newer application's timer will overwrite the former thus the effect can continuously be applied. All state inducing attacks have a base chance of succeeding against a target which is further modified by the target's defenses against posture down. The state application success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the state attack.

Dizzy only affects players and NPC targets. It will not work on creatures or droids.

Formulas

Note: Supposedly all states have a 5% chance to be applied/resisted regardless of defenses on the target.

  • 1. Needs a base dizzy application success chance for creatures.
  • 2. Needs a formula for comparing dizzy application success chance versus dizzy defense modifiers of the target.

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