How Many Seconds Before You Can Survey Again in Swg Nge
Ability - Sample Resource
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DescriptionThe /sample command is used in conjunction with a sample tool. When you /sample your character volition take a sample of whatsoever resource you last selected from the sample tool UI. This allows yous to perform sampling without using the sample tool UI. Command: /sample
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System Letters
- Sampling
- Waypoint Node Event
- Gamble Node Event
- Radioactive Sampling Upshot
SUI Prompts
- Radioactive Sampling
- Waypoint Node Event
- Chance Node Upshot
Ability Breakdown & Details
General synopsis:
Sampling is the starting ways for crafters to obtain resources in SWG. Samples tin can be taken every 18 seconds and have varying yields depending on survey skill, resource concentration and whether or non a survey event occurs. The survey skill modifier controls the yields for each sample also as having an event on the number of resources concentration spots availible to the thespian.
Survey events are random occurances which let the player to recieve a larger than boilerplate sample of resources if they are able to obtain information technology. These events pause the players current actions and come up in ii types. The first is an effect which prompts the user if they wish to spend 300 action points to do a special sample on their electric current spot. If the thespian choose to do this then they initiate sampling. In this effect, if the histrion does not obtain the concentration, they will recieve a normal sample'due south yield from the attempt. The 2nd event prompts the player to choose whether or not they wish to go afterwards a nearby resource. If the player chooses to do and so, then a waypoint is generated and the player then has to motion over to the waypoint and get within 5 meters of it to sample. The waypoint generated is always within a 50 meter radius from the players current location at the fourth dimension of the upshot. If the histrion is unsuccessful with the attempt then they receive nothing. The size of the yield from a survey event is also dependant on the survey skill modifier of the player and thus a higher modifier will allow for a greater yield from the sample.
Experience
Sampling experience is obtained when a successful sample attempt has been fabricated. The player receives a randomly selected value inside a range of 20-40 for normal samples. When a sampling issue occurs, the cap on this range is increased to 50 which allows the player to obtain experience anywhere betwixt xx-l.
Detailed overview
From: The Dummies Guide to Understanding WTF Sampling is. Volumn I.
Normal Sampling
Normal sampling occurs when the sampling process goes on without prompting the user for input. Sampling starts with "You begin to sample for " and has a pause of 2 sec delay betwixt returning the first sample success/failure message. From this point on, the interval betwixt sample attempts is stock-still at 18 seconds (30 sec in the nge). Sampling a resource returns yields based on the size of the concentration and which are also modified by the survey skill modernistic. An increase in the survey skill mod allows for greater yields to exist obtained from sampling the aforementioned percent concentration of resource. Hypothetical case: at survey 20, a player tin can sample anywhere from a iv-5 unit resource on a 90% concentration. At survey 100, the same role player tin obtain a viii-x unit sample on the same concentration. There is also an increase in yields between concentrations using the same skill modern. For case, a 10% concentration at 100 survey skill may yield one-ii units a sample, but on a ninety% concentration the yield sizes are 10-12.
As alluded to earlier, Normal samples have a variance in sampling yields withal this base range on the variance on the yields concentration increases through having college survey skill mods.
Normal samples have a fairly common special effect that occurs called a disquisitional success or but put, displays the message "Yous successfully recover a specially rich sample!" This is not technically a survey event because it occurs automatically and the user is not prompted to make whatever sort of activeness. It is unknown to me atm if what affect survey mods have on this.
In regard to understanding the less common general messages, there are ii in item which relate to resource density. The first which is "%TO's resource density is too low to locate a sample here." deals with handling the situation where a player just cant sample in that spot, regardless of skill level. This situation merely occurs at the extreme lows of sampling, which are on spots that are at less than 10 % concentration.
The second is "Locating a viable sample of %TO here seems a bit beyond your skill." which is fairly obvious. This state of affairs occurs when the player is attempting to sample on a spot at which their skill level is too low to sample on (although above the absolute minimum level aka greater than 10%). This situation occurs for instance if a actor at 20 skill is attempting to sample on a ten% concentration (requires 100 skill to even attempt). At level 20 survey, the player's min concentration mark is in the 30'south so they have no chance at surveying a 10% concentration with that skill.
Amid unknown factors..the event "You are merely able to locate trace amounts of %TO." only happens when doing a survey on a resources effectually extreme low densities such as less than 10%. This seems to be chosen randomly forth with "%TO'due south resources density is as well low to locate a sample hither."
Minimum sampling concentrations per skill range:
Skill Min Concentration xx 32%????? 40 26% sixty 21% 80 14% 100 10%
Survey Events
Survey events are events that intermission the actor'southward electric current sampling action and so prompt them to make a pick in social club to continue with sampling. The choices made allow the player for an opportunity to collect college sampling yields or allows them to begin sampling radioactives.
Survey events come up in 2 forms, The offset is the voluntary which consists of radioactive sampling. In order for the player to paw sample a radioactive resources, they must starting time 'unlock' the safety on their sampling tool. This occurs via a prompt that is issue when the player first attempts a sample on a radioactive material. If the thespian choose to unlock the safety feature, then they are gratis to keep sampling the radioactive fabric for every bit long as they wish. A new prompt occurs for each new radioactive that spawns. If the player chooses to go through with the override, then The server'southward response selection depends on the blazon of resources the actor is attempting to sample. If the radioactive is of the known category then the server responds with "You take chosen to override safety measures and may at present sample (insert radioactive name here)" Likewise if the player chooses an unknown resource the server simply returns "You accept chosen to override safety measures and may at present sample the chosen radioactive."
The second form of survey events are the random models. These occur in a random mode while attempting to sample. The commencement of these is the waypoint node concentration event which prompts the user to make a conclusion as whether or non to pursue a potential resource node. If they choose to practice and so then a waypoint is added to their datapad which updates the sample waypoint to a new random location within a 50 meter radius of the player. The player has to get inside v meters of the waypoint in lodge to successfully extract the concentration. Success is 100% garunteed if the player is within range. If the player fails to get inside range, they lose out on the survey attempt and receive zip of the special concentration, nonetheless they still volition have a chance at gaining the yield from a normal sample.
Ex of failure: In this case, I was out of range to collect the sample, and besides failed the normal sampling attempt.
[Chat] 15:59:50 A waypoint to the concentration has been added to your datapad.
[Chat] 16:00:09 You brainstorm to sample for Onoo.
[Chat] 16:00:12 You are simply able to locate trace amounts of Onoo.
[Chat] xvi:00:27 You lot begin to sample for Onoo.
[Chat] 16:00:30 You weren't close enough to the concentration to recover it.
[Chat] sixteen:00:30 You failed to locate a sample of Onoo.
The second type is the gamble node. This event prompts the user to spend additional action points to have a chance at acquiring a deposit right nether their position. If the histrion accepts the challenge then they spend 300 action for a gamble effort at the resource. Failure to obtain the node notwithstanding, results in a 'normal' sample yield.
A survey consequence pops upward xxx sec after the player begins to sample (i.e the interval that it would take to become results normally) . If the survey upshot is a adventure node survey event, the player's sample timer is reset after they make a choice. Pregnant, if they choose to become for the node, they have to await 30 seconds before the survey attempt begins, and if they choose to ignore it, they are set back to waiting 30 sec to exercise normal sampling again.
Normal and General Sampling letters
21 critical_success Y'all successfully recover a peculiarly rich sample! 8 density_below_threshold Locating a viable sample of %TO hither seems a fleck beyond your skill. 7 efficiency_too_low %TO'due south resource density is also low to locate a sample here. 19 no_inv_space You don't have enough inventory space to carry the samples y'all found. thirteen sample_cancel Y'all stop taking resources samples. 18 sample_cancel_attack You can't take samples while under attack! xx sample_empty Y'all are unable to find whatever more samples in the immediate area. 3 sample_failed You failed to locate a sample of %TO. 17 sample_gone Sampling process aborted because the sampling tool is no longer in your inventory. 4 sample_located You lot successfully locate a %DI unit sample of %TO. 15 sample_survey Y'all can't accept resource samples while you are surveying. ten start_sampling You begin to sample for %TO. xi start_survey You begin to survey for %TO. 14 survey_sample You tin can't take a survey while you are collecting samples. 12 survey_waypoint A waypoint to the highest detected concentration of the resource has been activated. two tool_recharge_time Y'all volition exist able to sample over again in %DI seconds. 9 trace_amount You are only able to locate trace amounts of %TO. i wrong_tool %TO resources cannot be located with this tool.
Survey Event Messages/prompts.
Surveyevent1 24 cnode_1 Ignore the survey device and continue working. 25 cnode_2 Focus the device on the concentration. 23 cnode_d As y'all piece of work, your survey device beeps and chatters. You look down to detect that it has discovered a nearby node of concentrated resources. 22 cnode_t Survey Event 27 node_not_close You weren't close enough to the concentration to recover it. 28 node_recovery Y'all successfully recover a particularly rich concentration of resources! 26 node_waypoint A waypoint to the concentration has been added to your datapad. surveyevent2 35 gamble_fail You weren't able to recover the full concentration of resources. 33 gamble_no_action You don't have enough action points to recover the concentration. 34 gamble_success You successfully recover the concentration of resources! 31 gnode_1 Ignore the concentration and continue working. 32 gnode_2 Attempt to recover the resources. (300 Action) 30 gnode_d It appears you lot accept institute a previously undetected concentration of resource. An initial inspection indicates the cache is of high quality, but information technology looks like it may exist difficult to get to. 29 gnode_t Survey Outcome Radioactive sampling 38 radioactive_sample_d Sampling a radioactive mineral will result in harmful effects. Are yous sure you wish to go along? 39 radioactive_sample_known You have chosen to override safety measures and may now sample 37 radioactive_sample_t Ostend Radioactive Sample 40 radioactive_sample_unknown You have called to override safety measures and may now sample the called radioactive.
A few notes on Radioactive Sampling....
Every bit mentioned earlier, sampling radioactives prompts the user to enquire whether or not they wish to continue sampling on this resources. The reasoning for this is that radioactives can potentially cause ham debuffs, wounds and battle fatigue to the player if sampled past paw. The effects seem to be linked to the Potential Energy of the resources and/or form of resource. Information acquired seems to indicate that the type of harmful furnishings may be linked to the PE of the resources. The effects seem to differentiate at the 500 PE mark. At ane-499 PE, the role player will experience a 'debuffing' result in which their ham bars are reduced by 250 points per sample
Debuff effects
Co-ordinate to this thread the debuffing event takes away 250 points from the total values on all ham bars. So if a thespian had 1000/1000 health so afterward the kickoff sample that gains a 250 debuff, they now have 750/750. The second sample volition reduce that again to 500/500 and so on, similar to how spice downers work. The player probably couldnt sample again if their ham got so depression that the debuff
would reduce ham to 0 but that is just an assumption. It may be possible that the debuff
would also incapacitate the histrion by dropping ham downwards to 0 or beneath...The negative modifier on the debuff evidently displays in the player's character stat sail. What is unknown even so
is if this is a cumulative upshot, meaning does it take 250 each time you lot
sample or if information technology is simply once. I would imagine that information technology is a cumulative effect and takes the full 250 for each attempt. According to the poster, each outcome lasts for 5 minutes. My guess is that these effects stack with their ain private timers for when they will wear off, and then if someone gets a 5 min timer, then sample ii minutes later, they will take another 5 min timer + the other effect that is on three min timer. When the get-go effect wears off, the role player's ham raises by an amount, then in 2 minutes the remaining effect wears off and the role player'southward ham is back to normal.
Wounding/boxing fatigue effects
Sampling radioactives can also yield wounds and boxing fatigue. The amount of impairment for each sample would vary according to the PE of the mineral, the efficiency of the vein, and how many units you lot obtained from the sample. I have seen no formula for how to calculate the harm taken from PE however it is well known and documented that additional wounds/bf are acquired through sure effects such as diseases and mind heal actions.
I believe in that location is a base corporeality of wounds/bf acquired when sampling a radioactive above a certain threshold. The threshold mark i believe is at the 500 PE level where any radioactive that is 500 or higher will go through a conversion formula that applies the damage to the player's stats. I believe there is a base amount and this corporeality is further modified based on the player's electric current battle fatigue and too the PE level of the radioactive, therefore a high PE radioactive will give high wounds/bf and will give even more than so every bit the thespian accumulates BF. A player who samples a radioactive tin can be incapacitated if their ham is reduced to below negative numbers. This incapacitation but in curred ( I believe) when the player had plenty ham to sample, but non enough ham to cover the impairment that incurred afterward sampling. It is probable that the thespian'due south wound stat got reset/regenerated to 1 to allow them to be recapacitated.
An case of how disease affects bf accumulation is from the following.
http://soe.lithium.com/swg/board/message?lath.id=combat_medic&message.id=32566&query.id=32428#M32566
I did some experiments today with diseases, and information technology appears that the formulas involved with diseases and battle fatigue are: Existent tick damage = base tick impairment * (ane + (target boxing fatigue / 100)) (Is it but me, or does that formula show upwardly a lot in this game.) Battle fatigue incurred = base tick harm * .075 In other words, a primary combat medic using a 100 effectiveness diseases will do to the target at: 000 BF: 200 wounds, xv boxing fatigue 100 BF: 400 wounds, 15 battle fatigue 200 BF: 600 wounds, 15 battle fatigue 300 BF: 800 wounds, xv battle fatigue 400 BF: thousand wounds, 15 boxing fatigue 500 BF: 1200 wounds, xv battle fatigue As you tin can see, the harm from battle fatigue very quickly amplifies the wounds you lot incur. Keep in mind that this was using diseases (every bit opposed to normal attacks), and was washed by a master combat medic. It is possible that the battle fatigue is linked to the base of operations stats of a diseases ignoring the user's combat medic effectiveness. However, it is likely this formula generalizes to the amplification effect of all wounds (although I know at that place are other ways to incur boxing fatigue than but wounds). It is too likely the calculation to find battle fatigue incurred is based off of the base tick damage (equally opposed to disease written strength), although we would need a not-master to confirm that.
Case of how heal mind works with bf/heed wound accumulation:
http://wiki2.swganh.org/index.php/Heal_Mind_%28Ability%29
Heal mind has a base of operations wound amount of 40 to listen, focus and willpower and a base boxing fatigue amount of 9. Battle fatigue on the combat medic will increase the number of wounds incurred for each heal. base of operations wounds * ((100 + BF) / 100) You will incur: 000 BF: 40 mind wounds 100 BF: 80 mind wounds 200 BF: 120 mind wounds 300 BF: 160 listen wounds bf incurred = base wounds x 0.225
For Base of operations amounts, Until more information is found I would recommend using the data made by this poster. Note that without knowing the PE of the sampled stat it is very difficult to ascertain the value of these base figures but without any other data to go past..it is only a outset.
Nov 22, 2003 http://swgforums.swganh.org/viewtopic.php?search_id=2123085462&t=57570 Quote: My guildmate swears this gives him wounds, but when I practise information technology all I get is negatives in the "modifiers" cavalcade, and no "wounds". I heal dorsum to normal adequately rapidly later on likewise.. Yup I just sampled radioactive last nighttime, 1st time I got some damage, second fourth dimension 100pts of wounds to my HAM and 100pts of battle fatigue, 3rd time was 300pts of wounds to my HAM and another 100pts of BF. Needless to say I stopped sampling afterward that. It seems to give me effectually 300-400 wounds per stat and a lot of boxing fatigue each time I sample.
Wound damage formula
Maybe our formula could look something like this:
If sampled resource = PE greater than or equal to 500 and then do the following:
wound damage =
(base of operations wound x ( 1 + (BF / 100 ) ) + ( 50 x (ane + (PE/one thousand) ) )
base wound = 50 base of operations bf = 100
We could even become so far as to make BF a product of the PE as well. This could look like
bf incurred = 0.075 10 PE to make the bf accumulation grow faster if the player is sampling higher PE materials. This bf incurred is on meridian of the base amount so, a actor with 0 BF sampling thou PE textile gets 175 BF on each attempt. A thespian sampling 500 PE merely gets 137.
Ham reduction formula
If sampled resource is less than 500 then do the post-obit:
ham reduction = 100 x (2 + (PE/one thousand)
So far that I can tell, BF does not accumulate when sampling on resources of less than 500 PE or has any upshot on ham reduction values.
This formula would allow for a ham reduction of 249.9 (truncated to 250?) at 499 PE material and would permit for variance in the issue based on the PE of the sampled material, then thus lower PE yields lower ham reductions.
Ability Flow<graphviz> digraph Thousand { rankdir = LR; node [shape=record, width=.two, top=.2]; node [width=1]; node1 [colour="#929292", label = "Footstep 01", fashion="bold", fontname="arial", fontcolor="#929292", URL="Test101"]; node2 [color="orange", label = "Stride 02", fashion="bold", fontname="arial", fontcolor="#458CAF", URL="Test102"]; node3 [color="orange", characterization = "Stride 03", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test101"]; node1 -> node2:w [color="#929292"]; node2:westward -> node3:eastward [color="#515FCA", constraint=false]; } </graphviz> System LettersSUI PromptCombat Chat SpamFly TextFormula(s)Wound damage formula Mayhap our formula could look something like this: If sampled resource = PE greater than or equal to 500 and then do the post-obit: (base wound x ( ane + (BF / 100 ) ) + ( fifty x (1 + (PE/m) ) ) base wound = 50 base of operations bf = 100 We could even get and so far every bit to make BF a product of the PE besides. This could wait like bf incurred = 0.075 10 PE to make the bf accumulation grow faster if the player is sampling higher PE materials. This bf incurred is on top of the base amount and so, a actor with 0 BF sampling 1000 PE material gets 175 BF on each attempt. A thespian sampling 500 PE but gets 137. If sampled resource is less than 500 then exercise the following: ham reduction = 100 x (2 + (PE/1000) Source References | Ability HAM Costs
Ability Multipliers
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Source: http://wiki.swganh.org/index.php/Sample_Resource_(Ability)
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