Difference between revisions of "Clothing And Wearables (Game Mechanics)"

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Wearables account for any item that can be equipped by the player onto their avatar.  Players have a number of body slots in which to equip items to. Wearbles come in two forms; as clothing, or as armor. These include necklaces, rings, bracelets, belts, eyewear, backpacks, boots/shoes, legwear, shirts, aprons, chestpieces and shirts, cloaks and robes, left/right arm bracers, and left/right arm biceps. Wearbles can be equipped by double clicking on an item, using it from the toolbar or by using the radial clicking equip option. Most wearables have a condition rating that will lower when the item is hit or decays from death penalties. Looted Jewelry comes with 100 condition. Additionally Clothing Items received from quests or NPCS are given only 100 condition.  Other wearable clothing items come with 1000 condition.
+
Wearables account for any item that can be equipped by the player onto their avatar.  Players have a number of body slots in which to equip items to. Wearbles come in two forms; as clothing, or as armor. These include necklaces, rings, bracelets, belts, eyewear, backpacks, boots/shoes, legwear, shirts, aprons, chestpieces and shirts, cloaks and robes, left/right arm bracers, and left/right arm biceps. Wearbles can be equipped by double clicking on an item, using it from the toolbar or by using the radial clicking equip option.  
  
 +
== Condition & Decay Effects ==
  
 +
Most wearables have a condition rating that will lower when the item is hit or decays from death penalties. Looted Jewelry comes with 100 condition. Additionally Clothing Items received from quests or NPCS are given only 100 condition.  Other wearable clothing items come with 1000 condition.
  
Armor will reduce damage taken to the body parts on which it is worn. However, this protection comes at a cost. When armor is equipped, it will reduce the pool of some of your secondary statistics. To see the protective value of the armor and the cost to your statistics, simply examine your armor.
+
 
 +
Clothing items offer no protection from damage taken in combat and only decays due to cloning penalties when the player dies with the item equipped. Armor on the other hand, will reduce damage taken to the body parts on which it is worn. However, this protection comes at a cost. When armor is equipped, it will reduce the pool of some of your secondary statistics. To see the protective value of the armor and the cost to your statistics, simply examine your armor. Armor decays depending on the amount of damage that is passed on to the player; the more damage that is passed on, the faster the decay.
 +
 
 +
When a piece of armor's condition falls below 50%, the resistance stats on that piece drop in proportion to the armor's continuing deterioration below that 50% mark. Once a piece of armor reaches 0% condition, the armor is effectively destroyed and offers no protection. For example, at 50% condition a composite piece might have 90% resistance, but at 25% condition it will be reduced to 45% resistance.
 +
 
 +
== Armor & HAM Pool Effects ==
  
 
Generally speaking, the more protective the armor, the higher the cost will be to your secondary statistics. If the armor would lower any one of your statistics to zero when equipped, you will not be able to wear that armor.
 
Generally speaking, the more protective the armor, the higher the cost will be to your secondary statistics. If the armor would lower any one of your statistics to zero when equipped, you will not be able to wear that armor.
  
 
Armor worn on the feet and legs will help prevent damage to your Action pool, armor worn on the chest, biceps, wrists, and hands will help prevent damage to your Health pool, and armor worn on the head will help prevent damage to your Mind pool.
 
Armor worn on the feet and legs will help prevent damage to your Action pool, armor worn on the chest, biceps, wrists, and hands will help prevent damage to your Health pool, and armor worn on the head will help prevent damage to your Mind pool.
 +
 +
 +
== Race/Gender Restrictions ==
 +
 +
Wearables also must pass through species and gender checks before the player is allowed to equip the item as some races or sexes cannot wear certain items.
  
  
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1. '''Variation Of:'''  
+
1. '''Variation Of:'''
  
This attribute spawns on any item that has had its base type name changed.  For player crafted wearables 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 looted wearables, this attribute occurs only on items that have been given the exceptional or legendary tags.
 
  
 +
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 (Game Mechanics)|
 +
General Item Mechanics]]
  
 
2. '''Condition:'''
 
2. '''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.  
+
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.
 +
 
 +
3. '''Volumn:'''
 +
 
 +
Represents the current container contents of the Item.
  
3. '''Volumn'''
+
For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]]
  
Represents the current container contents of the item.
 
  
 
4. '''Rank Required'''
 
4. '''Rank Required'''
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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.
 
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:
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 +
{| border="0" width="100%" cellpadding=6
 +
|-
 +
|valign=top|
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* '''[[Alertness (Skill Modifier)|Alertness]]'''
 +
* '''[[Armor Assembly (Skill Modifier)|Armor Assembly]]'''
 +
* '''[[Armor Experimentation (Skill Modifier)|Armor Experimentation]]'''
 +
* '''[[Armor Repair (Skill Modifier)|Armor Repair]]'''
 +
* '''[[Artisan Assembly (Skill Modifier)|Artisan Assembly]]'''
 +
* '''[[Artisan Experimentation (Skill Modifier)|Artisan Experimentation]]'''
 +
* '''[[Battle Fatigue Healing (Dancing) (Skill Modifier)|Battle Fatigue Healing (Dancing)]]
 +
* '''[[Battle Fatigue Healing (Music) (Skill Modifier)|Battle Fatigue Healing (Music)]]
 +
* '''[[Berserk (Skill Modifier)|Berserk]]'''
 +
* '''[[Bleeding Resistance (Skill Modifier)|Bleeding Resistance]]'''
 +
* '''[[Camouflage (Skill Modifier)|Camouflage]]'''
 +
* '''[[Carbine Accuracy (Skill Modifier)|Carbine Accuracy]]'''
 +
* '''[[Carbine Accuracy While Moving (Skill Modifier)|Carbine Accuracy While Moving]]'''
 +
* '''[[Carbine Aiming (Skill Modifier)|Carbine Aiming]]'''
 +
* '''[[Carbine Speed (Skill Modifier)|Carbine Speed]]'''
 +
* '''[[Clothing Assembly (Skill Modifier)|Clothing Assembly]]'''
 +
* '''[[Clothing Experimentation (Skill Modifier)|Clothing Experimentation]]'''
 +
* '''[[Clothing Repair (Skill Modifier)|Clothing Repair]]'''
 +
* '''[[Combat Bleeding Defense (Skill Modifier)|Combat Bleeding Defense]]'''
 +
* '''[[Combat Medicine Assembly (Skill Modifier)|Combat Medicine Assembly]]'''
 +
* '''[[Combat Medicine Effectiveness (Skill Modifier)|Combat Medicine Effectiveness]]'''
 +
* '''[[Combat Medicine Experimentation (Skill Modifier)|Combat Medicine Experimentation]]'''
 +
* '''[[Combat Medicine Use (Skill Modifier)|Combat Medicine Use]]'''
 +
* '''[[Cover (Skill Modifier)|Cover]]'''
 +
* '''[[Creature Taming Bonus (Skill Modifier)|Creature Taming Bonus]]'''
 +
* '''[[Dancing Mind Enhancement (Skill Modifier)|Dancing Mind Enhancement]]
 +
* '''[[Defense vs. Blind (Skill Modifier)|Defense vs. Blind]]'''
 +
* '''[[Defense vs. Dizzy (Skill Modifier)|Defense vs. Dizzy]]'''
 +
* '''[[Defense vs. Intimidate (Skill Modifier)|Defense vs. Intimidate]]'''
 +
* '''[[Defense vs. Knockdown (Skill Modifier)|Defense vs. Knockdown]]'''
 +
* '''[[Defense vs. Posture Change (Down) (Skill Modifier)|Defense vs. Posture Change (Down)]]'''
 +
* '''[[Defense vs. Posture Change (Up) (Skill Modifier)|Defense vs. Posture Change (Up)]]'''
 +
* '''[[Defense vs. Stun (Skill Modifier)|Defense vs. Stun]]'''
 +
* '''[[Disease Resistance (Skill Modifier)|Disease Resistance]]'''
 +
* '''[[Droid Assembly (Skill Modifier)|Droid Assembly]]'''
 +
* '''[[Droid Complexity (Skill Modifier)|Droid Complexity]]'''
 +
* '''[[Droid Customization (Skill Modifier)|Droid Customization]]'''
 +
* '''[[Droid Experimentation (Skill Modifier)|Droid Experimentation]]'''
 +
* '''[[Droid Precision (Skill Modifier)|Droid Precision]]'''
 +
* '''[[Droid Speed (Skill Modifier)|Droid Speed]]'''
 +
* '''[[Fire Resistance (Skill Modifier)|Fire Resistance]]'''
 +
* '''[[Food Assembly (Skill Modifier)|Food Assembly]]'''
 +
* '''[[Food Experimentation (Skill Modifier)|Food Experimentation]]'''
 +
* '''[[Foraging (Skill Modifier)|Foraging]]'''
 +
* '''[[General Ranged Aiming (Skill Modifier)|General Ranged Aiming]]'''
 +
* '''[[Group Terrain Negotiation (Skill Modifier)|Group Terrain Negotiation]]'''
 +
* '''[[Healing Range (Skill Modifier)|Healing Range]]'''
 +
* '''[[Heavy Weapon Speed (Skill Modifier)|Heavy Weapon Speed]]'''
 +
* '''[[Heavy Weapon Accuracy (Skill Modifier)|Heavy Weapon Accuracy]]'''
 +
* '''[[Injury Treatment (Skill Modifier)|Injury Treatment]]'''
 +
* '''[[Injury Treatment Speed (Skill Modifier)|Injury Treatment Speed]]'''
 +
* '''[[Intimidation (Skill Modifier)|Intimidation]]'''
 +
* '''[[Instrument Assembly (Skill Modifier)|Instrument Assembly]]
 +
|valign=top|
 +
* '''[[Medical Foraging (Skill Modifier)|Medical Foraging]]'''
 +
* '''[[Medicine Assembly (Skill Modifier)|Medicine Assembly]]'''
 +
* '''[[Medicine Experimentation (Skill Modifier)|Medicine Experimentation]]'''
 +
* '''[[Melee Defense (Skill Modifier)|Melee Defense]]'''
 +
* '''[[One Handed Weapon Accuracy (Skill Modifier)|One Handed Weapon Accuracy]]'''
 +
* '''[[One Handed Melee Damage (Skill Modifier)|One Handed Melee Damage]]'''
 +
* '''[[One Handed Weapon Speed (Skill Modifier)|One Handed Weapon Speed]]'''
 +
* '''[[Pistol Accuracy (Skill Modifier)|Pistol Accuracy]]'''
 +
* '''[[Pistol Accuracy While Moving (Skill Modifier)|Pistol Accuracy While Moving]]'''
 +
* '''[[Pistol Accuracy While Standing (Skill Modifier)|Pistol Accuracy While Standing]]'''
 +
* '''[[Pistol Aiming (Skill Modifier)|Pistol Aiming]]'''
 +
* '''[[Pistol Speed (Skill Modifier)|Pistol Speed]]'''
 +
* '''[[Poison Resistance (Skill Modifier)|Poison Resistance]]'''
 +
* '''[[Polearm Accuracy (Skill Modifier)|Polearm Accuracy]]'''
 +
* '''[[Polearm Damage (Skill Modifier)|Polearm Damage]]'''
 +
* '''[[Polearm Speed (Skill Modifier)|Polearm Speed]]'''
 +
* '''[[Ranged Defense (Skill Modifier)|Ranged Defense]]'''
 +
* '''[[Ranged Injury Treatment Speed (Skill Modifier)|Ranged Injury Treatment Speed]]'''
 +
* '''[[Rescue (Skill Modifier)|Rescue]]'''
 +
* '''[[Rifle Accuracy (Skill Modifier)|Rifle Accuracy]]'''
 +
* '''[[Rifle Accuracy While Moving (Skill Modifier)|Rifle Accuracy While Moving]]'''
 +
* '''[[Rifle Aiming (Skill Modifier)|Rifle Aiming]]'''
 +
* '''[[Rifle Speed (Skill Modifier)|Rifle Speed]]'''
 +
* '''[[Steady Aim Bonus (Skill Modifier)|Steady Aim Bonus]]'''
 +
* '''[[Structure Assembly (Skill Modifier)|Structure Assembly]]'''
 +
* '''[[Structure Complexity (Skill Modifier)|Structure Complexity]]'''
 +
* '''[[Structure Experimentation (Skill Modifier)|Structure Experimentation]]'''
 +
* '''[[Surveying (Skill Modifier)|Surveying]]'''
 +
* '''[[Terrain Negotiation (Skill Modifier)|Terrain Negotiation]]'''
 +
* '''[[Thrown Weapon Accuracy (Skill Modifier)|Thrown Weapon Accuracy]]'''
 +
* '''[[Tracking Droid Effectiveness (Skill Modifier)|Tracking Droid Effectiveness]]'''
 +
* '''[[Tracking Droids (Skill Modifier)|Tracking Droids]]'''
 +
* '''[[Two Handed Melee Accuracy (Skill Modifier)|Two Handed Melee Accuracy]]'''
 +
* '''[[Two Handed Melee Damage (Skill Modifier)|Two Handed Melee Damage]]'''
 +
* '''[[Two Handed Melee Speed (Skill Modifier)|Two Handed Melee Speed]]'''
 +
* '''[[Unarmed Accuracy (Skill Modifier)|Unarmed Accuracy]]'''
 +
* '''[[Unarmed Damage (Skill Modifier)|Unarmed Damage]]'''
 +
* '''[[Unarmed Speed (Skill Modifier)|Unarmed Speed]]'''
 +
* '''[[Volley Fire Bonus (Skill Modifier)|Volley Fire Bonus]]'''
 +
* '''[[Warcry (Skill Modifier)|Warcry]]'''
 +
* '''[[Weapon Assembly (Skill Modifier)|Weapon Assembly]]'''
 +
* '''[[Weapon Experimentation (Skill Modifier)|Weapon Experimentation]]'''
 +
* '''[[Weapon Repair (Skill Modifier)|Weapon Repair]]'''
 +
* '''[[Wound Healing (Dancing) (Skill Modifier)|Wound Healing (Dancing)]]'''
 +
* '''[[Wound Healing (Music) (Skill Modifier)|Wound Healing (Music)]]'''
 +
* '''[[Wound Treatment (Skill Modifier)|Wound Treatment]]'''
 +
* '''[[Wound Treatment Speed (Skill Modifier)|Wound Treatment Speed]]'''
 +
|}
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
  
 
8. '''Sockets available'''
 
8. '''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.
+
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.
 +
 
 +
 
  
 
9. '''Armor Rating'''
 
9. '''Armor Rating'''
  
This attribute is found only on armor.
+
This attribute is found only on armor and personal shield generators.
  
Armor Rating ranges from None to 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.  
+
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.  
  
  
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This attribute is found only on armor.
 
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. This value cannot exceed 80% and slicing has no effect on it.
+
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:'''<br>
 +
'''Energy:'''<br>
 +
'''Blast:'''<br>
 +
'''Stun:'''<br>
 +
'''Lightsaber:'''<br>
 +
'''Heat:'''<br>
 +
'''Cold:'''<br>
 +
'''Acid:'''<br>
 +
'''Electricity:'''<br>
 +
 
  
 
11. '''Effectiveness'''
 
11. '''Effectiveness'''
  
 
This attribute is found only on armor.
 
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 and has a maximum cap of 80% before slicing. Looted composite armor places all resists with the exception of vulnerabilities such as stun and lightsaber, into the general effectiveness category. This is the only armor that does this.
+
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:'''<br>
 +
'''Energy:'''<br>
 +
'''Blast:'''<br>
 +
'''Stun:'''<br>
 +
'''Lightsaber:'''<br>
 +
'''Heat:'''<br>
 +
'''Cold:'''<br>
 +
'''Acid:'''<br>
 +
'''Electricity:'''<br>
  
  
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This attribute is found only on armor.
 
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.
+
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:'''<br>
 +
'''Energy:'''<br>
 +
'''Blast:'''<br>
 +
'''Stun:'''<br>
 +
'''Lightsaber:'''<br>
 +
'''Heat:'''<br>
 +
'''Cold:'''<br>
 +
'''Acid:'''<br>
 +
'''Electricity:'''<br>
 +
 
 +
 
  
 
13. '''Encumberance'''
 
13. '''Encumberance'''
  
 
This attribute appears only on armor.
 
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.
+
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.
  
  
14. '''Object Creator'''
+
Available attributes for this category are:
  
This attribute appears only on crafted items, components or looted components. The crafter's name is listed here.
+
'''Health:'''<br>
 +
'''Action:'''<br>
 +
'''Mind:'''<br>
  
  
15. '''Serial Number'''
+
14. '''Object Creator:'''
  
This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
+
This attribute appears only on crafted items or looted components. The crafter's name is listed here.
 +
 
 +
[[General Item Mechanics (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
 +
 
 +
 
 +
 
 +
15. '''Serial Number:'''
 +
 
 +
This attribute only appears on crafted items. This represents the alphanumeric code given to the item.  
 +
 
 +
 
 +
See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
  
  
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||
 
||
  
[[image:MabariBelt1.jpg|200px|thumb|Mabari Belt with sockets and skill mods]]
+
[[image:MabariBelt1.jpg|200px|thumb|Crafted Mabari Belt with sockets and skill mods]]
  
 +
||
 +
 +
[[image:ReinforcedStormtrooperArmorLeggings2.jpg|200px|thumb|Quest Given Stormtrooper Armor]]
 +
||
 +
 +
[[image:KraytsegmentsPutSpecialProtectstatsTobaseExceptVuln.jpg|200px|thumb|Player Crafted Composite armor with capped unsliced general effectiveness stats]]
 +
 +
|-
 +
||
 +
 +
[[image:CompositeArmor1.jpg|200px|thumb|Player Crafted Composite armor with capped sliced general effectiveness stats]]
 +
 +
 +
||
 +
 +
[[image:CompositeArmor2.jpg|200px|thumb|Looted Composite with capped effective stats]]
 +
 +
||
 +
 +
[[image:BoneArmor1.jpg|200px|thumb|Armor special protection cap]]
 +
 +
|-
 +
||
 +
 +
[[image:ATATPilotSurvivalSuit.jpg|200px|thumb|Quest Given Clothing]]
 +
 +
||
 +
 +
[[image:Robe-Looted.jpg|200px|thumb|Looted Clothing]]
 +
 +
||
 +
 +
[[image:ElegantNeklace.jpg|200px|thumb|Player Crafted Clothing]]
 +
 +
|-
 +
 +
||
  
 +
[[image:JediRobes.jpg|200px|thumb|Jedi Robes]]
 
|}
 
|}
  

Latest revision as of 10:27, 14 June 2009




Game Mechanics - Mechanics Category

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50% This document has been partially completed.

Mechanics This document is about game mechanics.

Wearable Mechanics

For a listing of wearable items, please see Wearable Item List


Wearables account for any item that can be equipped by the player onto their avatar. Players have a number of body slots in which to equip items to. Wearbles come in two forms; as clothing, or as armor. These include necklaces, rings, bracelets, belts, eyewear, backpacks, boots/shoes, legwear, shirts, aprons, chestpieces and shirts, cloaks and robes, left/right arm bracers, and left/right arm biceps. Wearbles can be equipped by double clicking on an item, using it from the toolbar or by using the radial clicking equip option.

Condition & Decay Effects

Most wearables have a condition rating that will lower when the item is hit or decays from death penalties. Looted Jewelry comes with 100 condition. Additionally Clothing Items received from quests or NPCS are given only 100 condition. Other wearable clothing items come with 1000 condition.


Clothing items offer no protection from damage taken in combat and only decays due to cloning penalties when the player dies with the item equipped. Armor on the other hand, will reduce damage taken to the body parts on which it is worn. However, this protection comes at a cost. When armor is equipped, it will reduce the pool of some of your secondary statistics. To see the protective value of the armor and the cost to your statistics, simply examine your armor. Armor decays depending on the amount of damage that is passed on to the player; the more damage that is passed on, the faster the decay.

When a piece of armor's condition falls below 50%, the resistance stats on that piece drop in proportion to the armor's continuing deterioration below that 50% mark. Once a piece of armor reaches 0% condition, the armor is effectively destroyed and offers no protection. For example, at 50% condition a composite piece might have 90% resistance, but at 25% condition it will be reduced to 45% resistance.

Armor & HAM Pool Effects

Generally speaking, the more protective the armor, the higher the cost will be to your secondary statistics. If the armor would lower any one of your statistics to zero when equipped, you will not be able to wear that armor.

Armor worn on the feet and legs will help prevent damage to your Action pool, armor worn on the chest, biceps, wrists, and hands will help prevent damage to your Health pool, and armor worn on the head will help prevent damage to your Mind pool.


Race/Gender Restrictions

Wearables also must pass through species and gender checks before the player is allowed to equip the item as some races or sexes cannot wear certain items.


Wearables Attributes


1. 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

2. 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.

3. Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics


4. Rank Required

An attribute found only on Jedi Force Ranking System Robes which denotes the rank at which the player must be in order to equip and wear the robe.

5. Force Regen Bonus

An attribute found only on Jedi Robes and Force Ranking System robes in which displays the force pool regeneration rate bonus for equipping the item.

6. Max Force Power Bonus

An attribute found only on Jedi Robes and Force Ranking System robes in which displays the amount that will be added to the player's force pool if the item is equipped.

7. 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:







8. 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.


9. 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.


10. 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:


11. 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:


12. 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:


13. 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.


Available attributes for this category are:

Health:
Action:
Mind:


14. 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


15. 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


16. ***Special Note***

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


17. Armor Attributes

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



Crafted Mabari Belt with sockets and skill mods
Quest Given Stormtrooper Armor
Player Crafted Composite armor with capped unsliced general effectiveness stats
Player Crafted Composite armor with capped sliced general effectiveness stats


Looted Composite with capped effective stats
Armor special protection cap
Quest Given Clothing
Looted Clothing
Player Crafted Clothing
Jedi Robes

Source References

Source Source in Context