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

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(Rifle Stock Experimentation Mechanics)
(Items Affected)
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== Items Affected ==
 
== Items Affected ==
  
* [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]]<br>
+
 
* [[Rifle Stock (Schematic)|Rifle Stock]]<br>
+
 
 +
1. [[Enhanced E11 Carbine (Schematic)|Enhanced E11 Carbine]]<br>
 +
2. [[CDEF Carbine (Schematic)|CDEF Carbine]]<br>
 +
3. [[DH17 Carbine (Schematic)|DH17 Carbine]]<br>
 +
4. [[DH17 Short Carbine (Schematic)|DH17 Short Carbine]]<br>
 +
5. [[DXR6 Carbine (Schematic)|DXR6 Carbine]]<br>
 +
6. [[E11 Carbine (Schematic)|E11 Carbine]]<br>
 +
7. [[EE3 Carbine (Schematic)|EE3 Carbine]]<br>
 +
8. [[Elite Carbine (Schematic)|Elite Carbine]]<br>
 +
9. [[Laser Carbine (Schematic)|Laser Carbine]]<br>
 +
 
 +
 
 +
10. [[DE-10 Pistol (Schematic)|DE-10 Pistol]]<br>
 +
11. [[Featherweight FWG5 Pistol (Schematic)|Featherweight FWG5 Pistol]]<br>
 +
12. [[Modified Republic Blaster (Schematic)|Modified Republic Blaster]]<br>
 +
13. [[CDEF Pistol (Schematic)|CDEF Pistol]]<br>
 +
14. [[D18 Pistol (Schematic)|D18 Pistol]]<br>
 +
15. [[DH17 Pistol (Schematic)|DH17 Pistol]]<br>
 +
16. [[DL44 Metal Pistol (Schematic)|DL44 Metal Pistol]]<br>
 +
17. [[DL44 Pistol (Schematic)|DL44 Pistol]]<br>
 +
18. [[DX2 Pistol (Schematic)|DX2 Pistol]]<br>
 +
19. [[FWG5 Pistol (Schematic)|FWG5 Pistol]]<br>
 +
20. [[Geonosian Sonic Blaster (Schematic)|Geonosian Sonic Blaster]]<br>
 +
21. [[Launcher Pistol (Schematic)|Launcher Pistol]]<br>
 +
22. [[Power5 Pistol (Schematic)|Power5 Pistol]]<br>
 +
23. [[Republic Blaster (Schematic)|Republic Blaster]]<br>
 +
24. [[Scatter Pistol (Schematic)|Scatter Pistol]]<br>
 +
25. [[Scout Blaster (Schematic)|Scout Blaster]]<br>
 +
26. [[SR Combat Pistol (Schematic)|SR Combat Pistol]]<br>
 +
27. [[Striker Pistol (Schematic)|Striker Pistol]]<br>
 +
28. [[Tangle Pistol (Schematic)|Tangle Pistol]]<br>
 +
 
 +
29. [[Berserker Rifle (Schematic)|Berserker Rifle]]<br>
 +
30. [[Beam Rifle (Schematic)|Beam Rifle]]<br>
 +
31. [[Bowcaster (Schematic)|Bowcaster]]<br>
 +
32. [[CDEF Rifle (Schematic)|CDEF Rifle]]<br>
 +
33. [[DLT20 Rifle (Schematic)|DLT20 Rifle]]<br>
 +
34. [[DLT20a Rifle (Schematic)|DLT20a Rifle]]<br>
 +
35. [[E11 Rifle (Schematic)|E11 Rifle]]<br>
 +
36. [[Jawa Ion Rifle (Schematic)|Jawa Ion Rifle]]<br>
 +
37. [[Laser Rifle (Schematic)|Laser Rifle]]<br>
 +
38. [[SG82 Rifle (Schematic)|SG82 Rifle]]<br>
 +
39. [[Spraystick (Schematic)|Spraystick]]<br>
 +
40. [[T21 Rifle (Schematic)|T21 Rifle]]<br>
 +
41. [[Tenloss DXR-6 Disruptor Rifle (Schematic)|Tenloss DXR-6 Disruptor Rifle]]<br>
 +
42. [[Tusken Rifle (Schematic)|Tusken Rifle]]<br>
  
 
== Experimentation Lines ==
 
== Experimentation Lines ==

Revision as of 02:21, 21 April 2008




Game Mechanics - Mechanics Category

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Ranged Weapon Experimentation Mechanics

Items Affected

1. Enhanced E11 Carbine
2. CDEF Carbine
3. DH17 Carbine
4. DH17 Short Carbine
5. DXR6 Carbine
6. E11 Carbine
7. EE3 Carbine
8. Elite Carbine
9. Laser Carbine


10. DE-10 Pistol
11. Featherweight FWG5 Pistol
12. Modified Republic Blaster
13. CDEF Pistol
14. D18 Pistol
15. DH17 Pistol
16. DL44 Metal Pistol
17. DL44 Pistol
18. DX2 Pistol
19. FWG5 Pistol
20. Geonosian Sonic Blaster
21. Launcher Pistol
22. Power5 Pistol
23. Republic Blaster
24. Scatter Pistol
25. Scout Blaster
26. SR Combat Pistol
27. Striker Pistol
28. Tangle Pistol

29. Berserker Rifle
30. Beam Rifle
31. Bowcaster
32. CDEF Rifle
33. DLT20 Rifle
34. DLT20a Rifle
35. E11 Rifle
36. Jawa Ion Rifle
37. Laser Rifle
38. SG82 Rifle
39. Spraystick
40. T21 Rifle
41. Tenloss DXR-6 Disruptor Rifle
42. Tusken Rifle

Experimentation Lines

These items have 4 experimental lines.


1. Experimental Damage
2. Experimental Durability
3. Experimental Effeciency
4. Experimental Range



The Experimental Damage line has two experimental properties. The first of these is Attack Speed. Attack Speed depends on 100% SR. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Wound Chance. Wound Chance depends on 100% SR. Experimentation on this line will increase the Wound attribute.


The Experimental Durability line depends on 100% SR. Experimentation on this line will increase the Unit Integrity attribute on these items.


The Experimental Effeciency line has three experimental properties. The first of these is Attack Health Cost. Attack Health Cost depends on 100% SR. Experimentation on this line decreases the Special Move Health Cost attribute on these items. The second experimental property is Attack Action Cost. Attack Action Cost depends on 100% SR. Experimentation on this line decreases the Special Move Action Cost attribute on these items. The third experimental property is Attack Mind Cost. Attack Mind Cost depends on 100% SR. Experimentation on this line decreases the Special Move Mind Cost attribute on these items.


The Experimental Range line depends on 100% SR. Experimentation on this line increases the value of the Ideal Range Mod 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


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


Unit Integrity:

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.


Minimum Damge:


This attribute represents the value that will be added to the weapon's minimum damage range.


Maximum Damage:


This attribute represents the value that will be added to the weapon's maximum damage range.


Attack Speed:


This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value.


Wound:

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%.


Ideal Range Mod:


This represents the bonus that is added to the attack hit chance on the Ideal rand mod for a given weapon. A higher value in this means that the weapon will have a higher accuracy of attack at a given range.


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.


Special Move Action Cost:

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.


Special Move Mind Cost:

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

Source Source in Context
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