Difference between revisions of "Area Disease and Poison Crafting (Game Mechanics)"
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== Area Disease and Poison Experimentation Mechanics == | == Area Disease and Poison Experimentation Mechanics == | ||
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+ | Note that for these items, the following looted components may be used as replacement for their crafted counterparts. | ||
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+ | [[Modified Dispersal Mechanism (Quest Reward)|Modified Dispersal Mechanism]], Replacement for Dispersal Mechanisms<br> | ||
+ | [[Rancor Bile (Looted Item)|Rancor Bile]], Replacement for Dispersal Mechanisms <br> | ||
+ | [[Donkuwah Poison (Looted Item)|Donkuwah Poison]], Replacement for Infection Amplifiers<br> | ||
+ | [[Spider Venom (Looted Item)|Spider Venom]], Replacement for Infection Amplifiers<br> | ||
== Items Affected == | == Items Affected == | ||
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− | The Experimental Effectiveness line has three experimental properties. The first of these properties is Area Effect. Area Effect 33% CD and 66% OQ. Experimenting on this line increases the Area Effected attribute on these items. The second of these properties is Duration. Duration depends on 60% DR and 40% OQ. Experimenting on this line increases the Duration attribute of these items. The third experimental property on this line is Power. Power depends on 66% PQ and 33% PE. Experimentation on Experimental | + | The Experimental Effectiveness line has three experimental properties. The first of these properties is Area Effect. Area Effect 33% CD and 66% OQ. Experimenting on this line increases the Area Effected attribute on these items. The second of these properties is Duration. Duration depends on 60% DR and 40% OQ. Experimenting on this line increases the Duration attribute of these items. The third 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. |
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Latest revision as of 09:13, 14 April 2008
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Game Mechanics - Mechanics Category
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Area Disease and Poison Experimentation MechanicsNote that for these items, the following looted components may be used as replacement for their crafted counterparts. Modified Dispersal Mechanism, Replacement for Dispersal Mechanisms Items AffectedArea Diseases 1. Action Area Disease Delivery Unit - A
Area Poisons 1. Action Area 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.
Area Effected: This attribute appears on Combat Medic area diseases and poisons. Combat Medics have the ability to 'bounce' an Area of effect poison or disease item off of a single valid target and then effecting everything within range of that target. The range in meter radius from the target that the poison area effects is the value listed by the area effected attribute.
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 AttributesThese 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.
Adding in Dispersal Mechanism, and Advanced Dispersal Mechanism components will directly increase the Uses Remaining attribute on these items.
Adding in Dispersal Mechanism, and Advanced Dispersal Mechanism components will directly increase the Range attribute on these items.
Adding in Dispersal Mechanism, and Advanced Dispersal Mechanism components will directly increase the Area Effected attribute on these items.
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:
Source References
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