Dot Defenses 8 (Source)

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SECTION 6: JEDI SKILL MODS EXPLANATIONS

Force Power Max The size of your overall Force power pool, of which all Lightsaber specials, Force powers, and Crystal/Pearl tunings draw upon.

When this pool is emptied you will no longer be able to use these abilities until it regenerates enough. The only methods of refilling the Force power bar are regeneration, using Force Meditation to increase the regeneration rate (by three times), using Channel Force, someone using Transfer Force on you, and using a Holocron.


Force Power Regeneration The amount of Force power that you will regenerate over a ten second period.

This amount is not regenerated all at once, but rather in “ticks” over the ten seconds in intervals. The ticks are always at 5 (or 6 in the case of decimals) Force power each and the number of ticks is determined by the Force Power Regeneration mod divided by 5 (tick amount). The tick interval is calculated by dividing the 10 second regeneration time by the number of ticks required. For example, if your Force Power Regeneration was 26 that would mean that the number ticks per 10 seconds would be 5.2 (26 / 5), resulting in each tick occurring every 1.9 seconds (10 / 5.2). So overall you would regenerate 26 Force power every 10 seconds, but in actuality you would be regenerating 5 Force power every 1.9 seconds.

To determine the amount of time (in seconds) that it will take to regenerate your entire Force bar, you divide your Force Power Max value by the amount of Force that you would regen every second (Force Power Regeneration divided by 10 seconds). For example, if your Force Power Max was 7200 and your Force Power Regeneration was 74 it would take you 973 seconds (16.2 minutes) to regenerate your entire Force power bar (7200 / (74 / 10)).

Note: Force Meditate increases your Force Power Regeneration by three times. So, for example, if your Force Power Regeneration was 74 it would be considered 222 (Regeneration x 3) while using Force Meditate.


Lightsaber Block Percentage chance to block a ranged attack with your Lightsaber (must have a Lightsaber equipped).

This is a direct percentage. For example, if your Lightsaber Block was 60 you would essentially have a 60% chance of blocking a ranged attack. Note that it only works against ranged attacks, melee attacks are not affected. Also, Intimidation and Stun status effects are rumored to lower the effectiveness of the block.


Lightsaber Toughness Percentage damage reduction from melee attacks (must have a Lightsaber equipped). Also reduces Lightsaber damage.

This is a direct percentage reduction. For example, if your Lightsaber Toughness was 55 you would receive 55% less damage from an attack (attack damage x ((100 - 55) / 100)). Note that it only works against melee attacks, ranged attacks are not affected.

Also note that different toughness types are not additive (eg Lightsaber Tough and Jedi Toughness), they are multiplicative. For example, a Lightsaber Toughness of 40 and a Jedi Toughness of 45 would equal a combined toughness of 67% (((100 - 40) / 100) x ((100 - 45) / 100)).


Lightsaber Assembly Your chances of successfully constructing a Lightsaber.

Note that there is always a 5% chance of a critical fail even with a Lightsaber Assembly of 100%.


Lightsaber Experimentation The amount of experimentation points you will receive while constructing a Lightsaber.

Divide the Lightsaber Experimentation value by 10 to determine the exact number of points, rounding down. For example, a value of 75 would mean 7 experimentation points (75 / 10). Note that experimentation points are only usable while constructing a Lightsaber in front of a Weapon, Droid and General Item Crafting Station (public or private).


One-handed Lightsaber Accuracy Chances of successfully hitting a target with a One-handed Lightsaber.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy.


One-handed Lightsaber Speed Percentage increase to your attack speed with a One-handed Lightsaber.

The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a One-handed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.


Two-handed Lightsaber Accuracy Chances of successfully hitting a target with a Two-handed Lightsaber.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy.


Two-handed Lightsaber Speed Percentage increase to your attack speed with a Two-handed Lightsaber.

The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Two-handed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.


Double-Bladed Lightsaber Accuracy Chances of successfully hitting a target with a Double-Bladed Lightsaber.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy.


Double-Bladed Lightsaber Speed Percentage increase to your attack speed with a Double-Bladed Lightsaber.

The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Double-Bladed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.


Melee Defense Determines how difficult you are to hit with melee attacks (only).

Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against melee attacks, ranged attacks are not affected. Also, the Stun status effect is rumored to lower the effectiveness of the Melee Defense by half.


Ranged Defense Determines how difficult you are to hit with ranged attacks (only).

Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against ranged attacks, melee attacks are not affected. Also, the Stun status effect is rumored to lower the effectiveness of the Ranged Defense by half.


Force Defense Determines how difficult you are to hit with Force Power attacks.

Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against Force Power attacks. Unknown if the Stun status effect has any affect on Force Defense.


Jedi State Defense Percentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster.

Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoT’s of any kind are not affected.

Note: Jedi State Defenses do not stack on top of other state defenses (for example, Defense vs. Stun and Force Resist States). Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.


Jedi Toughness Percentage damage reduction from all attack types, except Lightsaber damage.

This is a direct percentage reduction. For example, if your Jedi Toughness was 45 you would receive 45% less damage from an attack (attack damage x ((100 - 45) / 100)). Note that it works against both melee and ranged attacks. However, Lightsaber attacks are not affected.

Also note that different toughness types are not additive (eg Lightsaber Tough and Jedi Toughness), they are multiplicative. For example, a Lightsaber Toughness of 40 and a Jedi Toughness of 45 would equal a combined toughness of 67% (((100 - 40) / 100) x ((100 - 45) / 100)).


Force Intimidate Accuracy Chances of successfully hitting a target with a Force Intimidate power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Intimidate). Unknown if the Blind status affect will lower your accuracy.


Force Knockdown Accuracy Chances of successfully hitting a target with a Force Knockdown power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Knockdown). Unknown if the Blind status affect will lower your accuracy.

Note: It’s believed that the accuracy for Force Knockdown is currently broken, as they miss a lot.


Force Lightning Accuracy Chances of successfully hitting a target with a Force Lightning power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy.


Force Throw Accuracy Chances of successfully hitting a target with a Force Throw power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy.


Force Weaken Accuracy Chances of successfully hitting a target with a Force Weaken power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy.


Mind Blast Accuracy Chances of successfully hitting a target with a Mind Blast power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Dizzy). Unknown if the Blind status affect will lower your accuracy.


Force Choke The number of times (“ticks”) that a target will be choked when hit by a successful Force Choke attack.


Avoid Incap Indicates that the Avoid Incapacitation power is active.


Force Absorb Indicates that the Force Absorb power is active.


Force Feedback Percentage damage reflected back to the attacker when hit by a Force Power attack.

This is a direct percentage reflected back. For example, if your Force Feedback mod was 65 you would reflect back 65% damage from a Force Power attack (attack damage x ((100 - 45) / 100)) to your attacker.

The default mod when using Force Feedback 1 is +65 and for Force Feedback 2 is +95. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.


Force Armor Percentage damage reduction from melee and ranged attacks (functions similarly to toughness).

This is a direct percentage reduction. For example, if your Force Armor was 45 you would receive 45% less damage from an attack (attack damage x ((100 - 45) / 100)). Note that it works against melee, ranged, and Lightsaber attacks.

Also note that different toughness types are not additive (eg Lightsaber Tough and Force Armor), they are multiplicative. For example, a Lightsaber Toughness of 55 and a Force Armor of 45 would equal a combined toughness of 75% (((100 - 55) / 100) x ((100 - 45) / 100)).

The default mod when using Force Armor 1 is +25 and for Force Armor 2 is +45. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.


Force Shield Percentage damage reduction from Force Power attacks (functions similarly to toughness).

This is a direct percentage reduction. For example, if your Force Shield was 25 you would receive 25% less damage from an attack (attack damage x ((100 - 25) / 100)). Note that it only works against Force Power attacks and not melee, ranged, or Lightsaber attacks.

The default mod when using Force Shield 1 is +25 and for Force Shield 2 is +45. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.


Bleeding Resistance Percentage chance of resisting a Bleeding DoT.

The default mod when using Force Resist Bleeding is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.


Bleeding Absorption Reduces the length of time that a Bleeding DoT will remain on you and how potent the “ticks” will be.

The default mod when using Force Resist Bleeding is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.


Disease Resistance Percentage chance of resisting a Disease DoT.

The default mod when using Force Resist Disease is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.


Disease Absorption Reduces the length of time that a Disease DoT will remain on you and how potent the “ticks” will be.

The default mod when using Force Resist Disease is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.


Poison Resistance Percentage chance of resisting a Poison DoT.

The default mod when using Force Resist Poison is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.


Poison Absorption Reduces the length of time that a Poison DoT will remain on you and how potent the “ticks” will be.

The default mod when using Force Resist Poison is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.


States Resistance Percentage chance of resisting a status effect.

Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoT’s of any kind are not affected.

Note: State Resistance do not stack on top of other state defenses (for example, Defense vs. Stun and Jedi State Defenses). Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.

The default mod when using Force Resist States is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.


Force Run Indicates which level of the Force Run power that is active (1, 2, or 3).

Note: All offensive damage is reduced by 95% while using Force Run 2 or 3 (currently normal weapons are not reduced though).


Terrain Negotiation Increases your ability to traverse through uneven terrain (0 to 50 affects speed while walking up slopes, 50 to 100 affects crawling speed while prone).


Combat Haste Percentage increase to your attack speed with any weapon.

The formula for determining attack speed is the combat haste modifier multiplied by the profession’s weapon speed percentage decrease multiplied by the equipped weapon’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Combat Haste of 25, a Two-handed Lightsaber Speed of 30, and were using a Lightsaber with a speed of 5.0 your attack speed would be 2.625 seconds (((100 - 25) / 100) x ((100 - 30) / 100) x 5.0). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 7.875 seconds (((100 - 25) / 100) x ((100 - 30) / 100) x 5.0 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.

The default mod when using Force Speed 1 is +15 and for Force Speed 2 is +25. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.


Special Note on States:

Intimidate Greatly lowers damage potential (to one third, a 66% reduction) and slightly lowers defense modifiers.

Blind Lowers attack and defense modifiers.

Stun Lowers attack modifier and slightly reduces damage potential.

Dizzy Chance that you will fall down while attempting to stand (even while already standing) or changing posture.[/code:1:affdb51d2b]