Difference between revisions of "Rifle Stock Crafting (Game Mechanics)"
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The Experimental Durability line depends on 100% SR. Experimentation on this line will increase the Unit Integrity attribute on these items. | The Experimental Durability line depends on 100% SR. Experimentation on this line will increase the Unit Integrity attribute on these items. | ||
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+ | The Experimental Effeciency line has three experimental properties. The first of these is Attack Health Cost. Attack Health Cost depends on 100% SR. Experimentation on this line decreases the Special Move Health Cost attribute on these items. The second experimental property is Attack Action Cost. Attack Action Cost depends on 100% SR. Experimentation on this line decreases the Special Move Action Cost attribute on these items. The third experimental property is Attack Mind Cost. Attack Mind Cost depends on 100% SR. Experimentation on this line decreases the Special Move Mind Cost attribute on these items. | ||
Revision as of 23:55, 20 April 2008
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Game Mechanics - Mechanics Category
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Rifle Stock Experimentation MechanicsItems AffectedExperimentation LinesThese items have 4 experimental lines.
The Experimental Durability line depends on 100% SR. Experimentation on this line will increase the Unit Integrity attribute on these items.
Item AttributesVariation Of:
Volumn: Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
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.
The value listed by this attribute indicates the amount that will be added to the final weapon's Condition attribute when the component is included. Each point in unity integrity translates to 1 point added to Condition.
This attribute represents a percentage increase in the chance to cause a bleeding effect on a target using a particular weapon. For example if a base chance to inflict a bleed was 10%, and a 150% Wound modified weapon was factored into this, then the new chance to inflict a bleed will be 25%.
Source References
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