RIS Armor Crafting (Game Mechanics)

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R.I.S Armor Experimentation Mechanics

In this phase of the armor crafting process, the statistics from the layers and segment are combined to be passed on into the final armor piece itself. Every type of armor has special protections or vulnerability resists. When an armor has a vulnerability or Special Protection, it will be listed under the Vulnerability or Special Protection category when the armor combine has been completed. Any special protection resists from layers or inherent special protection from the armor segment will be added into the final armor piece.

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. In the cases where armor layers have been added in which turn resistances that are ordinarily in the base effectiveness of an armor over into Special Protection, the resistance values added in by the layer are then added on top of the value that the resist would be if it had remained in the base. The new resistance value would equal the base value plus the layered value.

For example, crafting an ubese armor chest plate. Ubese armor has an innate special protection against kinetic, and several resists are included as part of its base effectiveness with energy being one of these.) The advanced Ubese armor segment can accept a layer. If an 10% energy layer is added to the armor segment that also has 10% kinetic special, the armor segment now offers energy as a special protection along with the 10% kinetic. This passes on into the final ubese item as 10% energy resist and 10% kinetic under the special protection category. If the base resist on the ubese is 50%, then the energy value with the addition of the segment would be 60% energy under the special protection category, not 10%. The Experimental Resistance line is used to boost the values for all resistances found in the Special Protection category of the item so long as they were either innate resists or were found in the base effectiveness. Since energy resistance was a base stat for ubese, experimenting on the Experimental Resistance line will further increase it, and kinetic resist together.

In the circumstances where resistances are added that were not original in base (vulnerabilities) experimentation on the Experimental Resistance line would not increase those. Their listed value would be the only value obtained for these items as neither Experimental Quality nor Experimental Resistance can modify their value. So for example a 10% stun layer added to an ubese armor would create a 10% Stun under the Special Protection category that could not be altered by experimentation.

Items Affected

1. R.I.S. Armor Left Bicep
2. R.I.S. Armor Right Bicep
3. R.I.S. Armor Boots
4. R.I.S. Armor Left Bracer
5. R.I.S. Armor Right Bracer
6. R.I.S. Armor Chest Plate
7. R.I.S. Armor Gloves
8. R.I.S Armor Helmet
9. R.I.S Armor Leggings

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 with the exception of resistances that were considered vulnerabilities by the armor prior to them being moved into special protection. Experimentation will not raise these types of resistances.



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


Skill Mods:

This attribute is found on any item in which skill modifiers have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25. Looted Wearables are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 total skill mods.

Attributes available to this category include:







Sockets available

This attribute appears only on wearables that can contain sockets. Jewelry, personal shield generators and all looted items are not allowed to have sockets. Sockets allow for the placement of attachments into the item. Attachments such as clothing and armor attachments add skill modifier bonuses to an item. Each attachment will consume one socket. As sockets are used up, their count will decrease and eventually the attribute will be removed once the last socket is used. Items that can contain suckets may hold anywhere from 0 to up to 4 sockets total.


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:

Kinetic:
Energy:
Blast:
Stun:
Lightsaber:
Heat:
Cold:
Acid:
Electricity:


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:

Kinetic:
Energy:
Blast:
Stun:
Lightsaber:
Heat:
Cold:
Acid:
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:
Energy:
Blast:
Stun:
Lightsaber:
Heat:
Cold:
Acid:
Electricity:


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.



Transferred Component Attributes

Base Effectiveness:


This attribute is passed in from armor segments and the value passed in will be directly added to the any resistance attribute on the armor that is not set under the Special Protection or Vulnerability categories. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Energy, Blast, Heat, Cold, Acid, Electricity attributes on these items if they have not already been placed into special protection.



Integrity:

This attribute is passed in from armor segments and the value passed in will be directly added to the Condition attribute on the armor. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Condition attribute on these items.


Health Encumberance:


This attribute is passed in from the armor segment and the value passed in will be directly added to or subtracted away from the current armor's Health attribute. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Health attribute on these items.



Action Encumberance:

This attribute is passed in from the armor segment and the value passed in will be directly added to or subtracted away from the current armor's Action attribute. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Action attribute on these items.


Mind Encumberance:

This attribute is passed in from the armor segment and the value passed in will be directly added to or subtracted away from the current armor's Mind attribute. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Mind attribute on these items.


Kinetic Effectiveness

This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Kinetic attribute on the armor. Adding this attribute in from a segment will move the Kinetic attribute under the Special Protection category. If the armor has Kinetic as an innate special resistance, then the value passed in from the Kinetic Effectiveness attribute is directly added to the Kinetic attribute on the armor. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Kinetic attribute on these items.


Energy Effectiveness

This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Energy attribute on the armor. Adding this attribute in from a segment will move the Energy attribute under the Special Protection category. If the armor has Energy as an innate special resistance, then the value passed in from the Energy Effectiveness attribute is directly added to the Energy attribute on the armor. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Energy attribute on these items.


Blast Effectiveness

This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Blast attribute on the armor. Adding this attribute in from a segment will move the Blast attribute under the Special Protection category. If the armor has Blast as an innate special resistance, then the value passed in from the Blast Effectiveness attribute is directly added to the Blast attribute on the armor. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Blast attribute on these items.


Stun Effectiveness

This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Stun attribute on the armor. Adding this attribute in from a segment will move the Stun attribute under the Special Protection category. If the armor has Stun as an innate special resistance, then the value passed in from the Stun Effectiveness attribute is directly added to the Stun attribute on the armor. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Stun attribute on these items.



Heat Effectiveness


This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Heat attribute on the armor. Adding this attribute in from a segment will move the Heat attribute under the Special Protection category. If the armor has Heat as an innate special resistance, then the value passed in from the Heat Effectiveness attribute is directly added to the Heat attribute on the armor. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Heat attribute on these items.




Cold Effectiveness


This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Cold attribute on the armor. Adding this attribute in from a segment will move the Cold attribute under the Special Protection category. If the armor has Cold as an innate special resistance, then the value passed in from the Cold Effectiveness attribute is directly added to the Cold attribute on the armor. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Cold attribute on these items.




Acid Effectiveness

This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Acid attribute on the armor. Adding this attribute in from a segment will move the Acid attribute under the Special Protection category. If the armor has Acid as an innate special resistance, then the value passed in from the Acid Effectiveness attribute is directly added to the Acid attribute on the armor. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Acid attribute on these items.



Electrical Effectiveness


This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Electricity attribute on the armor. Adding this attribute in from a segment will move the Electricity attribute under the Special Protection category. If the armor has Electricity as an innate special resistance, then the value passed in from the Electrical Effectiveness attribute is directly added to the Electricity attribute on the armor. Adding in Interwoven R. I. S. Segment and R.I.S. Armor Segment components will increase the Electricity attribute on these items.

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