Disease and Poison Crafting (Game Mechanics)

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Mechanics This document is about game mechanics.

Disease and Poison Experimentation Mechanics

Note that for these items, the following looted components may be used as replacement for their crafted counterparts.

Modified Dispersal Mechanism, Replacement for Dispersal Mechanisms
Rancor Bile, Replacement for Dispersal Mechanisms
Donkuwah Poison, Replacement for Infection Amplifiers
Spider Venom, Replacement for Infection Amplifiers

Items Affected

Single Target Diseases

1. Action Disease Delivery Unit - A
2. Action Disease Delivery Unit - B
3. Action Disease Delivery Unit - C
4. Constitution Disease Delivery Unit - A
5. Constitution Disease Delivery Unit - B
6. Constitution Disease Delivery Unit - C
7. Focus Disease Delivery Unit - A
8. Focus Disease Delivery Unit - B
9. Focus Disease Delivery Unit - C
10. Health Disease Delivery Unit - A
11. Health Disease Delivery Unit - B
12. Health Disease Delivery Unit - C
13. Mind Disease Delivery Unit - A
14. Mind Disease Delivery Unit - B
15. Mind Disease Delivery Unit - C
16. Quickness Disease Delivery Unit - A
17. Quickness Disease Delivery Unit - B
18. Quickness Disease Delivery Unit - C
19. Stamina Disease Delivery Unit - A
20. Stamina Disease Delivery Unit - B
21. Stamina Disease Delivery Unit - C
22. Strength Disease Delivery Unit - A
23. Strength Disease Delivery Unit - B
24. Strength Disease Delivery Unit - C
25. Willpower Disease Delivery Unit - A
26. Willpower Disease Delivery Unit - B
27. Willpower Disease Delivery Unit - C


Single Target Poisons

1. Action Poison Delivery Unit - A
2. Action Poison Delivery Unit - B
3. Action Poison Delivery Unit - C
4. Health Poison Delivery Unit - A
5. Health Poison Delivery Unit - B
6. Health Poison Delivery Unit - C
7. Mind Poison Delivery Unit - A
8. Mind Poison Delivery Unit - B
9. Mind Poison Delivery Unit - C

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 has two experimental properties. The first of these is Potency. Potency depends on 66% OQ and 33% PE. Experimenting on this line increases the Potency attributes of these items. The second experimental property on this line is Skill Required. Skill Required 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 has two experimental properties. The first of these is Duration. Duration depends on 60% DR and 40% OQ. Experimenting on this line increases the Duration attribute of these items. The second experimental property on this line is Power. Power depends on 66% PQ and 33% PE. Experimentation on Experimental Effectiveness line increases the Effectiveness attribute for 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


Uses Remaining


This attribute appears on all medical items and represents the amount of times that the item can be used before it expires and is removed from the player's inventory.


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


Condition Inflicted:

This attribute appears on Combat medic diseases and poisons and indicates the type of effect that the item is going to place on the target if it hits. These states can be poisons or diseases.


Attribute Affected:

This attribute appears on Combat Medic diseases and poisons and indicates the target HAM pool that the item will affect if it hits the target. The affected areas can range from Health, Action, Mind, Strength, Constitution, Quickness, Stamina, Focus and Willpower.


Potency:


This attribute appears on Combat Medic diseases and poisons and is important in determining the chance to hit a target with the particular item. A higher potency means a greater chance of hitting the target.


Effectiveness:

This attribute appears on Combat Medic diseases and poisons and is important in determining the damage per tick that a DOT will do to the target. A higher effectiveness means the greater amount of damage that will be inflicted per tick of the dot.


Duration:

This attribute appears on Combat Medic diseases and poisons and is the length of time in seconds that the effect from the item will last on the target.


Range:


This attribute appears on Combat Medic diseases and poisons and factors in the range at which the combat medic can throw the particular item. The target must be within a certain range (calculated based on the pack range value along with CM heal range modifiers) in order for the CM to be able to use the item against it. A higher Range attribute means the further that the CM can throw the pack, however there is a hardcap of 64m for all throwing/attack options.



Required Combat Medicine Use Skill:


This attribute appears on all combat medic items and represents the level of Combat Medicine Use skill mod that a player requires to use a particular item. The player must at least match the value listed on the item to be able to use it.

Transferred Component Attributes

These are the attributes that appear on the components that are used in the poison and disease packs. Along with them is a description of how the passed on attributes from each component contributes to the final item.



Charges:

Adding in Dispersal Mechanism, and Advanced Dispersal Mechanism components will directly increase the Uses Remaining attribute on these items.



Effective Range:

Adding in Dispersal Mechanism, and Advanced Dispersal Mechanism components will directly increase the Range attribute on these items.



Power:

Adding in Infection Amplifier and Advanced Infection Amplifier components will directly increase the Effectiveness attribute on these items.


Potency:

Adding in Resilience Compound and Advanced Resilience Compound components will directly increase the Potency attribute on these items.


Duration:


Adding in Resilience Compound and Advanced Resilience Compound components will directly increase the Duration attribute on these items.

Source References

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