Difference between revisions of "Melee Weapon Component Crafting (Game Mechanics)"

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'''Minimum Damge:'''
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This attribute represents the value that will be added to the weapon's minimum damage range.
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'''Maximum Damage:'''
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This attribute represents the value that will be added to the weapon's maximum damage range.
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'''Attack Speed:'''
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This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value.
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'''Wound:'''
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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%.
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'''Special Move Health Cost:'''
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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.
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'''Special Move Action Cost:'''
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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.
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'''Special Move Mind Cost:'''
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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==
 
==Source References==

Revision as of 05:39, 21 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Melee Weapon Component Experimentation Mechanics

Items Affected

1. Advanced Reinforcement Core
2. Reinforcement Core
3. Advanced Sword Core
4. Sword Core
5. Advanced Vibro Blade Unit
6. Blade Vibro Unit
7. Geonosian Sword Core
8. Geonosian Reinforcement Core



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 100% UT. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 100% UT. Experimentation on this line will increase the Maximum Damage attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 100% UT. Experimentation on this line will increase the Minimum Damge attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 100% UT. Experimentation on this line will increase the Wound attribute.


The Experimental Durability line depends on 100% UT. 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 100% UT. 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% UT. 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% UT. Experimentation on this line decreases the Special Move Mind Cost attribute on these items.


The Experimental Range line has Three properties.


The first property is Maximum Range Modifier. The Maximum Range Modifier experimental property depends on 100% UT. Experimentation on this line increases the value of the Maximum Range Mod attribute on these items.


The second property is Medium Range Modifier. The Medium Range Modifier experimental property depends on 100% UT. Experimentation on this line increases the value of the Ideal Range Mod attribute on these items.

The third of these is the Minumum Range Modifier. The Minumum Range Modifier experimental property depends on 100% UT. Experimentation on this line increases the value of the Zero 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


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%.


Zero Range Mod:

This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its zero mod range on a target. The point blank range for all items is 0 meters from a target. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target. A higher value in this means that the weapon will have a higher accuracy of attack at a given range.


Maximum Range Mod:

This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its maximum range on a target. The max range differs between items as some have a higher range to attack targets than others but can go up to as far as 64 meters. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target.



Ideal Range Mod:


This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its medium mod range on a target. The ideal range differs between various items. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target. 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.



Transferred Component Attributes

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%.



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

Source Source in Context