Difference between revisions of "General Munition Component Crafting (Game Mechanics)"
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− | + | '''Special Move Health Cost:''' | |
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− | '''Health:''' | + | |
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. | 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. | ||
− | '''Action:''' | + | '''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. | 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. | ||
− | '''Mind:''' | + | '''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. | 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. |
Revision as of 02:02, 22 April 2008
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Game Mechanics - Mechanics Category
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General Munition Component Experimentation MechanicsItems Affected1. Warhead Fusing Mechanism Experimentation LinesThese items have 4 experimental lines.
The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% CD and 50% UT. 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% UT. 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% UT. 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% UT. Experimentation on this line will increase the Wound attribute.
The Experimental Durability line depends on 50% CD and 50% UT. Experimentation on this line will increase the Condition 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 50% CD and 50% UT. Experimentation on this line increases the value of the Max attribute on these items.
The second property is Medium Range Modifier. The Medium Range Modifier experimental property depends on 50% CD and 50% UT. Experimentation on this line increases the value of the Ideal attribute on these items.
The third of these is the Minumum Range Modifier. The Minumum Range Modifier experimental property depends on 50% CD and 50% UT. Experimentation on this line increases the value of the Point Blank 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.
This attribute represents the value that will be used to calculate the rate of attack while using this weapon.
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:
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 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.
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.
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.
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 AttributesUnit 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. Adding in Advanced Weapon Scope, Weapon Scope, Advanced Blaster Power Handler, Blaster Power-handler components will increase the Condition attribute on ranged weapons.
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%. Adding in Advanced Weapon Scope, Weapon Scope, Advanced Blaster Pistol Barrel, Blaster-pistol Barrel, High Velocity Blaster Pistol Barrel, Precision Tuned Weapon Scope, Advanced Blaster Pistol Barrel (Looted), Blaster-pistol Barrel (Looted) components will increase the Wound attribute on ranged weapons.
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. Adding in Advanced Weapon Scope, Weapon Scope,Precision Tuned Weapon Scope components will increase the Health attribute on ranged weapons.
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. Adding in Advanced Weapon Scope, Weapon Scope, Precision Tuned Weapon Scope components will increase the Action attribute on ranged weapons.
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. Adding in Advanced Weapon Scope, Weapon Scope, Precision Tuned Weapon Scope components will increase the Mind attribute on ranged weapons. Source References
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