Difference between revisions of "Doctor (Game Mechanics)"
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We know that duration and power are on the same experimentation line. We suspected that a separate "role" was made for duration and power. I confirmed this was the case. There were multiple times when I got a "great" success, yet duration would increase at an "amazing" success rate (at 8% rather than 7%) and power would increase at the standard 7% rate. | We know that duration and power are on the same experimentation line. We suspected that a separate "role" was made for duration and power. I confirmed this was the case. There were multiple times when I got a "great" success, yet duration would increase at an "amazing" success rate (at 8% rather than 7%) and power would increase at the standard 7% rate. |
Revision as of 19:38, 14 September 2007
Game Documentation - Doctor Mechanics
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Related Tags
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Medical CraftingBuffpack/Stimpack Crafting
Experimental attributes
Experimental Charges:/charges Charges are the number of uses an item has. Components affect this.
Experimental Ease of use:
This stat is used in both stat enhancement buffs and in resistance buffs. In the case of reistance buffs, its whole value correlates to a displayed effectiveness percentage value. This displayed value is a 1:1 conversion of the power level. Thus a 250 power is displayed on a resist buff stat as 250% effectiveness. This stat is affected by components used.
This stat is a percentage value for the amount of disease or poison damage resisted. This value is not modified by components. Its stats are derived entirely from resource quality.
The crafting process for buffs: We know that duration and power are on the same experimentation line. We suspected that a separate "role" was made for duration and power. I confirmed this was the case. There were multiple times when I got a "great" success, yet duration would increase at an "amazing" success rate (at 8% rather than 7%) and power would increase at the standard 7% rate. The displayed percentage value is some sort of average of the duration and power experimentation. This is why once you max out one line, you can continue to experiment, but a "great" success yields less than 7% (displayed... it still applies up to 7% to the line that still isn't maxed out). As a result of this, do not use the displayed percentage to calculate power or duration. To test the formula, max out the enhance pack on a clean experimentation run (no crit fails), and compare the final results with the theoretical results with the resources and subcompoents you used. A great success isn't always exactly 7%. The duration grew at a reasonably consistent rate when experimenting a point at a time, but would sometimes be a little off (more than 1, which one might expect from rounding, but less difference than 130 in duration, which one would expect with a moderate of amazing success). In other words, there are still a few things that happen under the covers that I don't understand.
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