Ship Weapon Crafting (Game Mechanics)

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Mechanics This document is about game mechanics.

Ship Weapon Crafting Experimentation Mechanics

Items Affected

1. Advanced Blaster (Green)
2. Advanced Blaster (Red)
3. Advanced Disruptor
4. Advanced Ion Cannon
5. Experimental Blaster (Green)
6. Experimental Blaster (Red)
7. Experimental Disruptor
8. Experimental Ion Cannon
9. Heavy Blaster (Green)
10. Heavy Blaster (Red)
11. Heavy Disruptor
12. Heavy Ion Cannon
13. Light Blaster (Green)
14. Light Blaster (Red)
15. Light Disruptor
16. Light Ion Cannon
17. Mid-Grade Blaster (Green)
18. Mid-Grade Blaster (Red)
19. Mid-Grade Disruptor
20. Mid-Grade Ion Cannon

Experimentation Lines

These items have 10 lines of experimentation available.

Experimental Armor Effectiveness
Experimental Armor Hitpoints
Experimental Damage Max
Experimental Damage Minimum
Experimental Energy Maintenance
Experimental Energy per Shot
Experimental Firing Rate
Experimental Hitpoints
Experimental Mass
Experimental Shield Effectiveness


The Experimental Armor Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Vs. Armor attribute on these items.


The Experimental Armor Hitpoints line depends on 33% OQ and 66% UT. Experimentation on this line will increase the Armor attribute on these items.


The Experimental Damage Max line depends on 50% OQ and 50% PE. Experimentation on this line will increase the maximum damage range of the Damage attribute.


The Experimental Damage Minimum line depends on 50% OQ and 50% PE. Experimentation on this line will increase the minimum damage range of the Damage attribute.


The Experimental Energy Maintenance line depends on 50% CD and 50% OQ. Experimentation on this line will decrease the Reactor Energy Drain attribute on these items.


The Experimental Energy per Shot line depends on 50% CD and 50% OQ. Experimentation on this line will decrease the Energy/Shot attribute on these items.


The Experimental Firing Rate line depends on 50% OQ and 50% PE. Experimentation on this line will decrease the Refire Rate attribute on these items.


The Experimental Hitpoints line depends on 33% OQ and 66% UT. Experimentation on this line will increase the Hitpoints attribute on these items.



The Experimental Mass line depends on 33% OQ and 66% UT. Experimentation on this line will decrease the Mass attribute on these items.


The Experimental Shield Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Vs. Shields 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



Certified


This attribute is a category listing.


Level 1 Ship Equipment Certification:

This attribute appears on Mark I items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.


Level 3 Ship Equipment Certification:

This attribute appears on Mark II items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.


Level 5 Ship Equipment Certification:

This attribute appears on Mark III items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.


Level 7 Ship Equipment Certification:

This attribute appears on Mark IV items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.



Level 9 Ship Equipment Certification:

This attribute appears on Mark V items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.


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



Ship Component


This attribute is a category listing.


Armor:

This value represents the amount of damage that the component will take before passing any further damage on to be subtracted from the Hitpoints attribute.


Hitpoints:

This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted.


Reactor Energy Drain:

This attribute represents the amount added to the energy requirements of the starship if this component is added in.



Mass:


This attribute represents the amount of weight or mass that will be added onto the ship chassis when this component is included in the starship.



Damage:


This attribute represents the value value that will be used to determine how much damage is given to a target. The range is listed from minimum to maximum.


Vs. Shields:

This is a weapons modifier vs. shields. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus shield hitpoints. This number is considerably higher for ion cannons and lower for disruptors. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.


Vs. Armor:

This is a weapons modifier vs. armor. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus armor hitpoints. This number is considerably higher for disruptors and lower for ion cannons. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.


Energy/Shot:

This is the weapon's drain-per-shot on the Capacitor Energy reserves of your ship. If your capacitor doesn't have this much stored up, you can't fire.


Refire Rate:


This is the time delay between shots from a projectile weapon. A lower number is better.

Transferred Component Attributes

Refire Rate:

Adding in Speed Limiter Upgrade - Mark I, Speed Limiter Upgrade - Mark II, Speed Limiter Upgrade - Mark III, Speed Limiter Upgrade - Mark IV, Speed Limiter Upgrade - Mark V components will increase the Refire Rate attribute on these items.


Adding in Quick Shot Upgrade - Mark I, Quick Shot Upgrade - Mark II, Quick Shot Upgrade - Mark III, Quick Shot Upgrade - Mark IV, Quick Shot Upgrade - Mark V components will decrease the Refire Rate attribute on these items.



Energy/Shot:


Adding in Speed Limiter Upgrade - Mark I, Speed Limiter Upgrade - Mark II, Speed Limiter Upgrade - Mark III, Speed Limiter Upgrade - Mark IV, Speed Limiter Upgrade - Mark V components will decrease the Energy/Shot attribute on these items.



Adding in Quick Shot Upgrade - Mark I, Quick Shot Upgrade - Mark II, Quick Shot Upgrade - Mark III, Quick Shot Upgrade - Mark IV, Quick Shot Upgrade - Mark V components will increase the Energy/Shot attribute on these items.



Maximum Damage:


Adding in Max Damage Intensifier - Mark I, Max Damage Intensifier - Mark II, Max Damage Intensifier - Mark III, Max Damage Intensifier - Mark IV, Max Damage Intensifier - Mark V components will increase the maximum damage value in the Damage attribute on these items.



Adding in Min Damage Intensifier - Mark I, Min Damage Intensifier - Mark II, Min Damage Intensifier - Mark III, Min Damage Intensifier - Mark IV, Min Damage Intensifier - Mark V components will decrease the maximum damage value in the Damage attribute on these items.



Minimum Damage:



Adding in Max Damage Intensifier - Mark I, Max Damage Intensifier - Mark II, Max Damage Intensifier - Mark III, Max Damage Intensifier - Mark IV, Max Damage Intensifier - Mark V components will decrease the minimum damage value in the Damage attribute on these items.


Adding in Min Damage Intensifier - Mark I, Min Damage Intensifier - Mark II, Min Damage Intensifier - Mark III, Min Damage Intensifier - Mark IV, Min Damage Intensifier - Mark V components will increase the minimum damage value in the Damage attribute on these items.



Shield Effectiveness:


Adding in Armor Effectiveness Intensifier - Mark I, Armor Effectiveness Intensifier - Mark II, Armor Effectiveness Intensifier - Mark III, Armor Effectiveness Intensifier - Mark IV, Armor Effectiveness Intensifier - Mark V components will decrease the Shield Effectiveness attribute on these items.


Adding in Shield Effectiveness Intensifier - Mark I, Shield Effectiveness Intensifier - Mark II, Shield Effectiveness Intensifier - Mark III, Shield Effectiveness Intensifier - Mark IV, Shield Effectiveness Intensifier - Mark V components will increase the Shield Effectiveness attribute on these items.



Armor Effectiveness:


Adding in Armor Effectiveness Intensifier - Mark I, Armor Effectiveness Intensifier - Mark II, Armor Effectiveness Intensifier - Mark III, Armor Effectiveness Intensifier - Mark IV, Armor Effectiveness Intensifier - Mark V components will increase the Armor Effectiveness attribute on these items.


Adding in Shield Effectiveness Intensifier - Mark I, Shield Effectiveness Intensifier - Mark II, Shield Effectiveness Intensifier - Mark III, Shield Effectiveness Intensifier - Mark IV, Shield Effectiveness Intensifier - Mark V components will decrease the Armor Effectiveness attribute on these items.

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