Difference between revisions of "Ranged Weapon Crafting (Game Mechanics)"

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(Items Affected)
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The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% CD and 50% OQ. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 50% CD and 50% OQ. Experimentation on this line will increase the Max attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 50% CD and 50% OQ. Experimentation on this line will increase the Min attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 50% CD and 50% OQ. Experimentation on this line will increase the Wound attribute.
  
The Experimental Damage line has two experimental properties. The first of these is Attack Speed. Attack Speed depends on 100% SR. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Wound Chance. Wound Chance depends on 100% SR. Experimentation on this line will increase the Wound attribute.
 
  
  
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The Experimental Durability line depends on 50% CD and 50% OQ. 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 50% CD and 50% OQ. Experimentation on this line decreases the Health attribute on these items. The second experimental property is Attack Action Cost. Attack Action Cost depends on 50% CD and 50% OQ. Experimentation on this line decreases the Action attribute on these items. The third experimental property is Attack Mind Cost. Attack Mind Cost depends on 50% CD and 50% OQ. Experimentation on this line decreases the Mind attribute on these items.
  
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.
 
  
 
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The Experimental Range line depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Ideal Range Mod attribute on these items.
The Experimental Range line depends on 100% SR. Experimentation on this line increases the value of the Ideal Range Mod attribute on these items.
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== Item Attributes ==
 
== Item Attributes ==

Revision as of 01:31, 21 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Ranged Weapon Experimentation Mechanics

Items Affected

1. Enhanced E11 Carbine
2. CDEF Carbine
3. DH17 Carbine
4. DH17 Short Carbine
5. DXR6 Carbine
6. E11 Carbine
7. EE3 Carbine
8. Elite Carbine
9. Laser Carbine


10. DE-10 Pistol
11. Featherweight FWG5 Pistol
12. Modified Republic Blaster
13. CDEF Pistol
14. D18 Pistol
15. DH17 Pistol
16. DL44 Metal Pistol
17. DL44 Pistol
18. DX2 Pistol
19. FWG5 Pistol
20. Geonosian Sonic Blaster
21. Launcher Pistol
22. Power5 Pistol
23. Republic Blaster
24. Scatter Pistol
25. Scout Blaster
26. SR Combat Pistol
27. Striker Pistol
28. Tangle Pistol

29. Berserker Rifle
30. Beam Rifle
31. Bowcaster
32. CDEF Rifle
33. DLT20 Rifle
34. DLT20a Rifle
35. E11 Rifle
36. Jawa Ion Rifle
37. Laser Rifle
38. SG82 Rifle
39. Spraystick
40. T21 Rifle
41. Tenloss DXR-6 Disruptor Rifle
42. Tusken Rifle

Experimentation Lines

These items have 4 experimental lines.


1. Experimental Damage
2. Experimental Durability
3. Experimental Effeciency
4. Experimental Range


The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% CD and 50% OQ. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 50% CD and 50% OQ. Experimentation on this line will increase the Max attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 50% CD and 50% OQ. Experimentation on this line will increase the Min attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 50% CD and 50% OQ. Experimentation on this line will increase the Wound attribute.


The Experimental Durability line depends on 50% CD and 50% OQ. Experimentation on this line will increase the Unit Integrity attribute on these items.


The Experimental Effeciency line has three experimental properties. The first of these is Attack Health Cost. Attack Health Cost depends on 50% CD and 50% OQ. Experimentation on this line decreases the Health attribute on these items. The second experimental property is Attack Action Cost. Attack Action Cost depends on 50% CD and 50% OQ. Experimentation on this line decreases the Action attribute on these items. The third experimental property is Attack Mind Cost. Attack Mind Cost depends on 50% CD and 50% OQ. Experimentation on this line decreases the Mind attribute on these items.


The Experimental Range line depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Ideal Range Mod attribute on these items.

Item Attributes

Variation Of:


This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.


For more information about the Variation Of attribute, see General Item Mechanics


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.


See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers


Unit Integrity:

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.


Minimum Damge:


This attribute represents the value that will be added to the weapon's minimum damage range.


Maximum Damage:


This attribute represents the value that will be added to the weapon's maximum damage range.


Attack Speed:


This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value.


Wound:

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%.


Ideal Range Mod:


This represents the bonus that is added to the attack hit chance on the Ideal rand mod for a given weapon. A higher value in this means that the weapon will have a higher accuracy of attack at a given range.


Special Move Health Cost:

This attribute represents the health point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.


Special Move Action Cost:

This attribute represents the action point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.


Special Move Mind Cost:

This attribute represents the mind point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.




Source References

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