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		<title>SWTOR Mechanics 102: Game Mechanics</title>
		<link>http://swtor.junkiesnation.com/2012/01/20/swtor-mechanics-102-game-mechanics/</link>
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		<pubDate>Fri, 20 Jan 2012 14:00:57 +0000</pubDate>
		<dc:creator>Teljair</dc:creator>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[FORCE Exclusives]]></category>
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		<category><![CDATA[mechanics]]></category>
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		<guid isPermaLink="false">http://swtor.junkiesnation.com/?p=5581</guid>
		<description><![CDATA[Welcome to SWTOR Mechanics 102.  Previously we discussed Primary and Secondary Attributes with SWTOR Mechanics 101: Attributes.  But what about the backbone of the game itself?  The things that make SWTOR tick.  For many newbies these are simply open ended questions.  However for the veteran MMO player many preconceived notions that have carried over into [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://swtor.junkiesnation.com/wp-content/uploads/sites/7/2012/01/GameMechanics-102.jpg"><img src="http://swtor.junkiesnation.com/wp-content/uploads/sites/7/2012/01/GameMechanics-102.jpg" alt="" title="GameMechanics 102" width="600" height="192" class="alignleft size-full wp-image-5961" /></a></p>
<p>Welcome to SWTOR Mechanics 102.  Previously we discussed Primary and Secondary Attributes with <a title="Permanent Link to SWTOR Mechanics 101: Attributes" href="../2012/01/16/swtor-mechanics-101-attributes/" rel="bookmark">SWTOR Mechanics 101: Attributes</a>.  But what about the backbone of the game itself?  The things that make SWTOR tick.  For many newbies these are simply open ended questions.  However for the veteran MMO player many preconceived notions that have carried over into SWTOR need to be dispelled.  These are your new &#8220;laws of reality&#8221;.</p>
<p><span id="more-5581"></span></p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Movement</span></span></strong></span></p>
<p>Base character movement is 6 meters per second.  This is without Sprint or any other modifications.  Also, jumping reduces your speed in game.  So someone jumping while running will always be slower than someone who is just running.  If you don&#8217;t need to jump, don&#8217;t do it.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline;color: #0000ff">Percentage Modifiers</span></strong></span></p>
<p>Percentage modifiers in game are additive, not multiplicative.  This is a departure from many MMO&#8217;s where all percentages are multiplied to calculate the end result.  For example if you have a 20% crit chance and get a 5% crit buff, you will have a 25% chance to crit.  No weird math required.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Attack Types</span></span></strong></span></p>
<p>There are three different types of attacks in game: Force, Normal, and Tech.  Normal attacks show up as White damage and Force/Tech attacks show up as Yellow damage.  White damage is applied against Defense while Yellow damage is applied against Resistance.  Shield mechanics (tanks) don&#8217;t work against Yellow damage.  Also, Force/Tech attacks don&#8217;t base their damage off of the MH/OH weapon damage.  It is based off of Force/Tech damage.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Damage Types</span></span></strong></span></p>
<p>There are four different types of damage in game: Elemental, Energy, Internal, and Kinetic.  Energy and Kinetic damage are mitigated by armor; however Elemental and Internal damage are not.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Defense and Resistance</span></span></strong></span></p>
<p>Defense and Resistance both determine whether an attack will hit or miss a target.  Defense applies against White damage and Resistance applies against Yellow damage (see above Attack Types).  Also Channeling/Activating abilities (cast time) and character placement does not in any way affect your Defense or Resistance (avoidance).  If a target is casting or has their back to you, they will still get their normal avoidance chance.</p>
<p><img src="http://swtor.junkiesnation.com/wp-content/uploads/sites/7/2012/01/shieldimg.jpg" alt="" width="640"></p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Shield Mechanics</span></span></strong></span></p>
<p>The only classes who use Shields are tanks. Shields offer mitigation against damage that is applied against Defense.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Understanding Attack/Damage Combinations</span></span></strong></span></p>
<p>You should always check your abilities to understand exactly how they will perform in game.  <a href="http://www.torhead.com/ability/cRZ1G4W/force-scream">Force Scream</a>, for example, is a ranged Force Kinetic attack.  So it&#8217;s a Yellow damage attack applied against Resistance (ignoring Defense and Shields), but it is mitigated by armor.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Resource Systems and Auto Attacks</span></span></strong></span></p>
<p>Auto attacks do not exist and all of the classes have varying resource systems.  Some resources must be generated before using, some regenerate at a static rate, and others regenerate at a non-linear rate.  The specifics on this will be forthcoming in future guides.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Cool Downs</span></span></strong></span></p>
<p>The global cool down is 1.5 seconds.  This is the delay after using an ability before another can be activated.  Keep in mind that Alacrity could affect this (see <a title="Permanent Link to SWTOR Mechanics 101: Attributes" href="../2012/01/16/swtor-mechanics-101-attributes/" rel="bookmark">SWTOR Mechanics 101: Attributes</a>).  Some abilities ignore the GCD and this is usually specified in the tool tip.  Also, ability CD&#8217;s begin the moment it is activated for Instant Cast and Channeled abilities.  Activation abilities (cast time) don&#8217;t begin their CD until the cast is completed.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Crushing Blows and Critical Hits</span></span></strong></span></p>
<p>There is no known mechanic in game that duplicates the Crushing Blow effect (other MMO&#8217;s) in SWTOR for end game Operations (raids).  Also there is no way to become immune to critical hits.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Threat</span></span></strong></span></p>
<p>All threat modifiers add +50% threat generation.  Healing only generates 50% of the threat that the same amount of damage would have caused.  Stealing aggro occurs at 110% for melee and 130% for ranged.  Taunt grants the tank 110% of the threat held by the previous target who held agro at that time.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">DoT&#8217;s &amp; HoT&#8217;s</span></span></strong></span></p>
<p>DoT&#8217;s do not interrupt casting/channeling abilities, but they do interrupt capturing points in PvP with each tick.  Also applying the same DoT/HoT before the first one has finished will clip, or cut off, the original DoT/HoT.  It will not extend the duration.  This can result in a dps/hps loss.</p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">How do hits and misses happen?</span></span></strong></span></p>
<p>Attacks are on a two roll system.  The first roll determines whether or not you hit.  Accuracy, Defense, and Resistance come into play here.  The second roll determines how much damage is dealt.  Critical Chance and Shield Chance come into play here.  Critical Chance takes precedence over Shield Chance, which takes precedence over normal hits.  After all of this is determined further mitigation (when relevant) is applied assuming the attack hit.</p>
<p><a href="http://swtor.junkiesnation.com/wp-content/uploads/sites/7/2012/01/coverimg.jpg"><img src="http://swtor.junkiesnation.com/wp-content/uploads/sites/7/2012/01/coverimg.jpg" alt="" title="coverimg" width="640" class="alignleft size-full wp-image-5963" /></a></p>
<p><span style="font-size: medium"><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">Cover</span></span></strong></span></p>
<p>Cover grants +20% Defense and prevents the character from being charged from an ability such as <a href="http://www.torhead.com/ability/bu0YniB/force-leap">Force Leap</a>.  Also some normal ranged attacks will not hit the target if they are just hiding behind cover.  They must be exposed (shooting at something) in order for them to be hit.  This information comes directly from a Dev post, but I cannot confirm for you at this time exactly which ranged attacks will not hit when a character (Smuggler/Sniper) is using their class Cover mechanic to hide.</p>
<p><span style="font-size: medium"><strong><span style="color: #0000ff"><strong><span style="text-decoration: underline">Important Abbreviations</span></strong></span></strong></span></p>
<ul class="postul">
<li>GCD = Global cool down (1.5 seconds)</li>
<li>HoT = Heal over time</li>
<li>DoT = Damage over time</li>
<li>Avoidance = Avoidance is when an attack misses. This deal&#8217;s with effects such as Parry, Miss, or Deflect.</li>
<li>Mitigation = Mitigation is when damage is mitigated, or reduced in effect. Armor reduces damage taken.</li>
<li>DMR = Diminishing Returns means that the more you get of something the less it will actually benefit you.</li>
<li>Instant Ability = An ability that has no activation time or channel requirement.</li>
<li>Channeled Ability = An ability whose effects continuously go off while actively channeling an ability.</li>
<li>Activation Time Ability = An ability that has an activation time where the effects only occur at the completion of the activation time (sometimes referred to as cast time).</li>
</ul>
<p><span style="font-size: medium"><strong><span style="color: #0000ff"><strong><span style="text-decoration: underline">Summation &amp; Discussion</span></strong></span></strong></span></p>
<p>Covering every mechanic in game can be a daunting task.  So if there is a specific mechanic that you have questions about, or one that has not yet been covered, please leave a comment so that I can answer your questions.</p>
<p>This concludes the basics on game mechanics, but there is more to come on the mechanics of the game. If you have questions or comments please leave them below so they can be answered.</p>
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