Difference between revisions of "Ranged Weapon Crafting (Game Mechanics)"
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The Experimental Range line has Three properties. | The Experimental Range line has Three properties. | ||
− | The first of these is the Minumum Range | + | The first of these is the Minumum Range Modifier. This property can be found on, [[Scout Blaster (Schematic)|Scout Blaster]], [[SR Combat Pistol (Schematic)|SR Combat Pistol]], [[Scatter Pistol (Schematic)|Scatter Pistol]], [[Tenloss DXR-6 Disruptor Rifle (Schematic)|Tenloss DXR-6 Disruptor Rifle]]. The Minumum Range Modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Point Blank attribute on these items. |
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Medium Range modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Ideal attribute on these items. | Medium Range modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Ideal attribute on these items. | ||
− | The third property is Maximum Range Modifier. This property can be found on | + | |
− | Maximum Range Modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases | + | The third property is Maximum Range Modifier. This property can be found on [[Scatter Pistol (Schematic)|Scatter Pistol]], [[Tenloss DXR-6 Disruptor Rifle (Schematic)|Tenloss DXR-6 Disruptor Rifle]]. The Maximum Range Modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Max attribute on these items. |
== Item Attributes == | == Item Attributes == |
Revision as of 02:05, 21 April 2008
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Game Mechanics - Mechanics Category
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Ranged Weapon Experimentation MechanicsItems Affected1. Enhanced E11 Carbine
29. Berserker Rifle Experimentation LinesThese items have 4 experimental lines.
The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% CD and 50% OQ. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 50% CD and 50% OQ. Experimentation on this line will increase the Max attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 50% CD and 50% OQ. Experimentation on this line will increase the Min attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 50% CD and 50% OQ. Experimentation on this line will increase the Wound attribute.
The Experimental Durability line depends on 50% CD and 50% OQ. Experimentation on this line will increase the Unit Integrity attribute on these items.
The Experimental Range line has Three properties. The first of these is the Minumum Range Modifier. This property can be found on, Scout Blaster, SR Combat Pistol, Scatter Pistol, Tenloss DXR-6 Disruptor Rifle. The Minumum Range Modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Point Blank attribute on these items.
The second property is Medium Range Modifier. This property can be found on Medium Range modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Ideal attribute on these items.
Item AttributesVariation Of:
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.
The value listed by this attribute indicates the amount that will be added to the final weapon's Condition attribute when the component is included. Each point in unity integrity translates to 1 point added to Condition.
This attribute represents a percentage increase in the chance to cause a bleeding effect on a target using a particular weapon. For example if a base chance to inflict a bleed was 10%, and a 150% Wound modified weapon was factored into this, then the new chance to inflict a bleed will be 25%.
Special Move Health Cost: This attribute represents the health point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
This attribute represents the action point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
This attribute represents the mind point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
Source References
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