Difference between revisions of "Disease and Poison Crafting (Game Mechanics)"
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See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers | See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers | ||
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+ | '''Condition Inflicted:''' | ||
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+ | 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. | ||
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+ | '''Attribute Affected:''' | ||
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+ | 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. | ||
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+ | '''Potency:''' | ||
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+ | 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. | ||
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+ | '''Effectiveness:''' | ||
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+ | 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. | ||
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+ | '''Duration:''' | ||
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+ | 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. | ||
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+ | '''Range:''' | ||
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+ | 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. | ||
Revision as of 02:04, 14 April 2008
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Game Mechanics - Mechanics Category
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Disease and Poison Experimentation MechanicsItems AffectedSingle Target Diseases 1. Action Disease Delivery Unit - A
Single Target Poisons 1. Action Poison Delivery Unit - A Experimentation LinesThese items have 3 lines of experimentation.
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 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.
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 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.
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 AttributesSource References
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