Difference between revisions of "Stat Enhancement Buff Crafting (Game Mechanics)"
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This attribute appears on all medical items and represents the level of 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. | This attribute appears on all medical items and represents the level of 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. | ||
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== Transferred Component Attributes == | == Transferred Component Attributes == | ||
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+ | These are the attributes that appear on the components that are used in the woundpacks. Along with them is a description of how the passed on attributes from each component contributes to the final item. | ||
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+ | '''Charges''' | ||
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+ | Adding in [[Biological Effect Controller (Schematic)|Biological Effect Controller]], [[Advanced Biological Effect Controller (Schematic)|Advanced Biological Effect Controller]] components will directly increase the Uses Remaining attribute on type B through E versions of these items. | ||
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+ | For example a 50 Charges Biological Effect Controller will add 50 to Uses Remaining attribute for Action wound packs. | ||
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+ | '''Power''' | ||
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+ | Adding in [[Biological Effect Controller (Schematic)|Biological Effect Controller]], [[Advanced Biological Effect Controller (Schematic)|Advanced Biological Effect Controller]], [[Chemical Release Duration Mechanism (Schematic)|Chemical Release Duration Mechanism]], | ||
+ | [[Advanced Chemical Release Duration Mechanism (Schematic)|Advanced Chemical Release Duration Mechanism]], [[Solid Delivery Shell (Schematic)|Solid Delivery Shell]], and [[Advanced Solid Delivery Shell (Schematic)|Advanced Solid Delivery Shell]] components will directly increase the Heal Action Wound, Heal Constitution Wound, Heal Health Wound,Heal Quickness Wound, Heal Stamina Wound, and Heal Strength Wound attributes respectively, on type B through E versions of these items. | ||
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+ | For example a 50 power Biological Effect Controller will add 50 to Heal Action Wound attribute for Action wound packs. | ||
==Source References== | ==Source References== |
Revision as of 09:46, 13 April 2008
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Game Mechanics - Mechanics Category
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Stat Enhancement Buff Experimentation MechanicsItems Affected1. Enhance Action Medpack - A Experimentation Lines1. Experimental Charges
The Experimental Charges line on these items depends on 66% OQ and 33% UT. Experimentation on this line increases the Uses Remaining attribute.
The Experimental Effectiveness line contains two experimental properties on it. The first is the Duration property which has control over the Enhance Action Duration, Enhance Stamina Duration, Enhance Quickness Duration, Enhance Health Duration, Enhance Stamina Duration, Enhance Constitution Duration attributes. The duration property depends on 60% DR and 40% OQ. Experimentation on this line increases the previously listed values associated with it. The second property on this line is Power which has control over the Enhance Action, Enhance Health, Enhance Quickness, Enhance Stamina, Enhance Constitution, and Enhance Strength attributes. The Power property depends on 66% OQ and 33% PE. Experimentation on this line increases the Power property value. Item AttributesVariation Of:
Volumn: Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
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.
This attribute appears on stat enhancement packs. The value here represents what is added to the player's stat pool upon having this item used on them. A higher value indicates a greater benefit to the player. Enhance Stamina Duration This attribute appears on stat enhancement packs. The value here represents what is added to the player's stat pool upon having this item used on them. A higher value indicates a greater benefit to the player.
This attribute appears on stat enhancement packs. The value here represents what is added to the player's stat pool upon having this item used on them. A higher value indicates a greater benefit to the player. Enhance Health Duration This attribute appears on stat enhancement packs. The value here represents what is added to the player's stat pool upon having this item used on them. A higher value indicates a greater benefit to the player.
This attribute appears on stat enhancement packs. The value here represents what is added to the player's stat pool upon having this item used on them. A higher value indicates a greater benefit to the player.
This attribute appears on stat enhancement packs. The value here represents what is added to the player's stat pool upon having this item used on them. A higher value indicates a greater benefit to the player.
This attribute appears on stat enhancement packs. The value here represents the time (in seconds) that the buff will last before the effects are stripped from the player.
This attribute appears on stat enhancement packs. The value here represents the time (in seconds) that the buff will last before the effects are stripped from the player.
Enhance Quickness Duration:
This attribute appears on stat enhancement packs. The value here represents the time (in seconds) that the buff will last before the effects are stripped from the player.
This attribute appears on stat enhancement packs. The value here represents the time (in seconds) that the buff will last before the effects are stripped from the player.
Enhance Strength Duration: This attribute appears on stat enhancement packs. The value here represents the time (in seconds) that the buff will last before the effects are stripped from the player.
Transferred Component AttributesThese are the attributes that appear on the components that are used in the woundpacks. Along with them is a description of how the passed on attributes from each component contributes to the final item.
Adding in Biological Effect Controller, Advanced Biological Effect Controller components will directly increase the Uses Remaining attribute on type B through E versions of these items. For example a 50 Charges Biological Effect Controller will add 50 to Uses Remaining attribute for Action wound packs.
For example a 50 power Biological Effect Controller will add 50 to Heal Action Wound attribute for Action wound packs. Source References
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