Personal Shield Generator Crafting (Game Mechanics)

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Personal Shield Generator Crafting

Every type of PSG armor has special protections or vulnerability resists. When an PSG has a vulnerability or Special Protection, it will be listed under the Vulnerability or Special Protection category when the armor combine has been completed.

If a resistance is found in the general effectiveness grouping on the armor (i.e not a vulnerability or a special resistance) then its value can be increased by experimentation on the Experimental Quality line. If a resistance is innate to an armor as a special resistance (energy for bone armor for example, then using the Experimental Resistance line will increase their values.


Personal shield generators have a special protection to Energy damage, however they are vulnerable to Kinetic, Blast, Acid, Lightsaber damage types. All other resist types are found in the general effectiveness category.

Items Affected

1. Personal Shield Generator Imperial Test Prototype
2. Personal Shield Generator Mk.1
3. Personal Shield Generator Mk.2
4. Personal Shield Generator Mk.3

Experimentation Lines

There are 4 lines of experimentation available to these items.


1. Experimental Durability
2. Experimental Quality
3. Experimental Resistance
4. Misc


The Experimental Durability line has 4 experimental attributes. The first of these is Armor Action Encumberance. Armor Action Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Action attribute on the item. The second attribute is Armor Health Encumberance. Armor Health Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Health attribute on the item. The third attribute is Armor Integrity. Armor Integrity depends on 50% OQ and 50% UT. Experimentation on Experimental Durability will increase the Condition attribute on the item. The Fourth attribute is Armor Mind Encumberance. Armor Mind Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Mind attribute on the item.


The Experimental Quality line depends on 50% OQ and 50% SR. Experimentation on this line will increase any resistance attribute on the armor that is not set under the Special Protection or Vulnerability categories.



The Experimental Resistance line depends on 50% OQ and 50% SR. Experimentation on this line will increase any attributes on these items that have been placed under the Special Protection category.



The Misc line depends on 50% OQ and 50% SR. Experimentation on this line will increase the Condition attribute on these items.

Item Attributes

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

Condition:

This attribute is present on most wearables and indicates the current hitpoints remaining on the items. The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. A wearable that reaches 0 condition can still be equipped and receive properties from it, with the exception of armor. Armor will lose all effective properties, with the exception of skill modifiers. Items at 0 condition cannot be repaired.

Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics



Armor Rating

This attribute is found only on armor and personal shield generators.

Armor Rating ranges from None, Light, Medium and Heavy. If attacked by a weapon with equal Armor Piercing, there is no effect. If the Armor Rating is higher than the Armor Piercing of the weapon, damage is reduced by 50% for each level of difference. Therefore, if a weapon with no Armor Piercing strikes an Armor Rating of Light, damage would be reduced by 50%. Against an Armor Rating of Medium, it would be reduced by 50% and then another 50%. If the weapon has more Armor Piercing than the armor has Armor Rating, damage is increased by 25% for each level difference. All personal armor comes with an effective rating of light.


Special Protection

This attribute is found only on armor. After Armor Rating has been applied, Armor Effectiveness comes into play. It reduces the remaining damage by the stated percentage. This attribute relates to the special innate resistance that an armor gives. For crafted armor This value cannot exceed 80% and slicing has no effect on it. For looted armor, the special protection value can go up as high as 90%. Some armors have innate special protection attributes already included in them.

These are the available resist attribute types for this category depending on the armor type:


Energy:


Effectiveness

This attribute is found only on armor. After Armor Rating has been applied, Armor Effectiveness comes into play. It reduces the remaining damage by the stated percentage. Effectiveness is also referred to as general effectiveness or base effectiveness and has a maximum cap of 80% before slicing. The exception to this is with looted armor. Looted armor may have an base effectiveness of up to 90%. Additionally, Looted composite armor places all resists with the exception of vulnerabilities such as stun and lightsaber, into the general effectiveness category. Krayt dragon segment components can also be used for this same effect. This is the only armor that does this, however.


These are the available resist attribute types for this category depending on the armor type:

Stun:
Heat:
Cold:
Electricity:


Vulnerability

This attribute is found only on armor. Armor Vulnerability denotes the damage types in which the armor provides no protection whatsoever. The Armor Rating is considered to be None and Armor Effectiveness is considered to be 0% against that damage type. Every armor has an innate vulnerability, or several.


These are the available resist attribute types for this category depending on the armor type:

Kinetic:
Blast:
Lightsaber:
Acid:



Encumberance

This attribute appears only on armor. Armor encumberance represents the total amount of points reduced from the secondary ham pools by equipping this item. If the item exceeds the player's current stats, then the item cannot be equipped. Every point added to one of the attributes listed under this reflects a point deducted off of the player's secondary stats for that attribute. So for example Health attribute has secondary stats Strength and Constitution which would be reduced equally by the amount listed by Health. A piece of armor can be brought down to, at most, 0 HAM cost.


Available attributes for this category are:

Health:
Action:
Mind:


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


***Special Note***

This attribute appears when a player places an item within an anti decay kit.


Armor Attributes

This attribute is found only on armor. This attribute appears when a player has had an item sliced by a smuggler.




Source References

Source Source in Context
1 http://web.archive.org/web/20041205221515/http://www.rogueslanding.com/wildside/armorpgs/psg.html