Difference between revisions of "General Munition Component Crafting (Game Mechanics)"
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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% 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 | + | 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 Maximum Damage 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 Minimum Damge 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. |
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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% UT. 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% UT. 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% UT. 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 50% CD and 50% 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 50% CD and 50% 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 50% CD and 50% UT. Experimentation on this line decreases the Special Move Mind Cost attribute on these items. |
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The Experimental Range line has Three properties. | The Experimental Range line has Three properties. | ||
− | The first of these is | + | |
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+ | 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 Maximum Range Mod attribute on these items. | ||
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+ | 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 Range Mod attribute on these items. | ||
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+ | 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 Zero Range Mod attribute on these items. | ||
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See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers | See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers | ||
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− | + | '''Minimum Damge:''' | |
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− | ''' | + | '''Maximum Damage''' |
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− | + | '''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. | ||
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− | ''' | + | '''Maximum Range Mod:''' |
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+ | 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. | ||
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− | + | '''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. | ||
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− | '''Health:''' | + | |
+ | '''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 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. | ||
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==Source References== | ==Source References== |
Latest revision as of 02:30, 22 April 2008
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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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 Maximum Damage 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 Minimum Damge 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 Maximum Range Mod 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 Range Mod 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 Zero Range Mod 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.
Source References
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