Difference between revisions of "Ranged Stimpack Crafting (Game Mechanics)"

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(Experimentation Lines)
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The Experimental Effectiveness line depends on 66% PQ and 33% PE. Experimentation on Experimental Effectiveness line increases the  
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The Experimental Effectiveness line depends on 66% PQ and 33% PE. Experimentation on Experimental Effectiveness line increases the Heal Health Damage and Heal Action Damage attributes on these items.
 
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Revision as of 05:16, 14 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Ranged Stimpack Experimentation Mechanics

Items Affected

1. Ranged Stimpack - A
2. Ranged Stimpack - B
3. Ranged Stimpack - C
4. Ranged Stimpack - D
5. Ranged Stimpack - E

Experimentation Lines

These items have 3 experimentation lines.



These items have 3 lines of experimentation.


1. Experimental Charges
2. Experimental Ease of Use
3. Experimental Effectiveness


The Experimental Charges line has two experimental properties. The first of these is Charges. Charges depend on 66% OQ and 33% UT. Experimentation on this line increases the Uses Remaining attribute. The second experimental property on this line is Effective Range. Effective Range depends on 33% CD and 66% OQ. Experimenting on the Experimental Charges line will increase the Range attribute on these items.


The Experimental Ease of Use line depends on 66% OQ and 33% PE. Experimenting on Experimental Ease of Use decreases the Required Combat Medicine Use Skill attribute.


The Experimental Effectiveness line depends on 66% PQ and 33% PE. Experimentation on Experimental Effectiveness line increases the Heal Health Damage and Heal Action Damage attributes on these items.

Item Attributes

Transferred Component Attributes

Source References

Source Source in Context
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