Combat Medic Component Crafting (Game Mechanics)

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Mechanics This document is about game mechanics.

Combat Medic Component Experimentation Mechanics

Items Affected

1. Advanced Dispersal Mechanism
2. Advanced Infection Amplifier
3. Advanced Resilience Compound
4. Dispersal Mechanism
5. Infection Amplifier
6. Resilience Compound
7. Rancor Bile (Looted Item. Replacement for Dispersal Mechanisms)
8. Donkuwah Poison (Looted Item. Replacement for Infection Amplifiers)
9. Spider Venom (Looted Item. Replacement for Infection Amplifiers)
10. Modified Dispersal Mechanism (Quest Reward. Replacement for Dispersal Mechanisms)

Experimentation Lines

These items have 3 lines of experimentation available to them.


The Experimental Charges line has two properties. The first property is Charges. Charges depend on 66% OQ and 33% UT and is found only on Dispersal Mechanisms and Advanced Dispersal Mechanisms. Experimentation on this line will increase the Charges attribute for these items. The second property is Effective Range. Effective Range depends on 33% CD, and 66% OQ. Experimentation on Experimental Charges line will increase the Effective Range attribute for these items.


Experimental Ease of Use line depends on 66% OQ and 33% PE. Experimentation on this line increases the Potency attribute for Resilience Compounds and Advanced Resilience Compounds.


Experimental Effectiveness


1. Dispersal Mechanism and Advanced Dispersal Mechanism depend on 33% CD and 66% OQ. Experimentation on this line will increase the Area Effect attribute for these items.

2. Infection amplifier and Advanced Infection Amplifiers depend on 66% OQ 33% PE. Experimentation on this line will increase the Power attribute for these items.

3. Resilience Compound and Advanced Resilience Compounds depend on 60% DR and 40% OQ. Experimentation on this line will increase the Duration attribute for these items.

Item Attributes

Example Of: This screenshot shows manufacturing schematics for two items. It also shows the ingredients used to make the schematics and all of their attributes. This should help give a baseline to work with regarding experimentation.


CMCrafting.jpg


Variation Of:


This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.


For more information about the Variation Of attribute, see General Item Mechanics


Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics



Object Creator:

This attribute appears only on crafted items or looted components. The crafter's name is listed here.

General Item Mechanics, and General Crafting Mechanics for more information about Serial numbers


Serial Number:

This attribute only appears on crafted items. This represents the alphanumeric code given to the item.


See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers


Power:


The displayed value for this is what is directly added to the Effectiveness attribute. For example, a 50 power Infection Amplifier will add 50 to the Effectiveness attribute on disease medicines.


Charges:


The dispalyed value for these items is what is directly added to the Uses Remaining attribute on all medicines, diseases and poisons. For example, a Charge value of 50 will add 50 to the Uses Remaining attribute.


Effective Range:


This attribute appears on all Combat Medic items and factors in the range at which the combat medic can throw the particular item. Effective Range is transferred into other items as the Range attribute. The target must be within a certain range (calculated based on the pack range value along with CM heal range modifiers) in order for the CM to be able to use the item against it. A higher Range attribute means the further that the CM can throw the pack, however there is a hardcap of 64m for all throwing/attack options.


Area Effect:

This attribute appears on Combat Medic area of effect items and is added into value of the Area Effected attribute. Combat Medics have the ability to 'bounce' an Area of effect stim item off of a single valid target and then effecting everything within range of that target. The range in meter radius from the target that the item affects is the value listed by the area effected attribute.


Potency:


This attribute is important in determining the chance to hit a target with the particular item. A higher potency means a greater chance of hitting the target.


Duration:

This attribute is the length of time in seconds that the effect from the item will last on the target.

Source References

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