Combat: Difference between revisions

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=== Knockdown ===
=== Knockdown ===
 
The [[Combat#Knockdown|knockdown]] state knocks the target to the ground and increases incoming damage by 50%.


=== Dizzy ===
=== Dizzy ===
The [[Combat#Dizzy|dizzy]] state will create a 15% chance to fall back down after any posture change (including going to and from the same posture), reduces to-hit accuracy which stacks with [[Combat#Blind|blind]], and [[Combat#Melee Defense|melee defense]] and [[Combat#Ranged Defense|ranged defense]] by 20%.
The [[Combat#Dizzy|dizzy]] state will create a 15% chance to fall back down after any posture change (including going to and from the same posture), reduces to-hit accuracy which stacks with [[Combat#Blind|blind]], and reduces [[Combat#Melee Defense|melee defense]] and [[Combat#Ranged Defense|ranged defense]] by 20%.


=== Intimidate ===
=== Intimidate ===

Revision as of 18:39, 20 December 2023


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Description

Accuracy

Primary Defenses

Primary defenses cap at 125 points though Squad Leader can buff past that.

Melee Defense

The value of one's melee defense is compared against an attacker's accuracy and determines whether or not a melee attack hits its target. Melee defense caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap.

Ranged Defense

The value of one's ranged defense is compared against an attacker's accuracy and determines whether or not a ranged attack hits its target. Ranged defense caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap.

Secondary Defenses

Block

Block is active while wielding a rifle, polearm, or special heavy weapon. Block caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap. This stat can also be buffed by one's Center of Being Efficiency point value while Center of Being is active.

Counterattack

Counterattack is active while wielding a carbine or two-handed sword. Counterattack caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap. This stat can also be buffed by one's Center of Being Efficiency point value while Center of Being is active.

Dodge

Dodge is active while wielding a pistol, one-handed sword, or scatterblaster. Dodge caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap. This stat can also be buffed by one's Center of Being Efficiency point value while Center of Being is active.

Defensive Acuity

Defensive acuity is active while wielding unarmed weapons. When defensive acuity procs it will trigger a block, counterattack, or dodge. Defensive acuity does not stack with block, counterattack, or dodge. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap. This stat can also be buffed by one's Center of Being Efficiency point value while Center of Being is active.

States

Blind

The blind state applies a -60 weapon to-hit and -60 dodge debuff.

Knockdown

The knockdown state knocks the target to the ground and increases incoming damage by 50%.

Dizzy

The dizzy state will create a 15% chance to fall back down after any posture change (including going to and from the same posture), reduces to-hit accuracy which stacks with blind, and reduces melee defense and ranged defense by 20%.

Intimidate

The intimidate state reduces the target's total damage by 50%, reduces both melee defense and ranged defense by 20 points, and completely nullifies secondary defenses.

Stun

The stun state reduces the target's total damage by 20% and both melee defense and ranged defense by 50 points.