Difference between revisions of "Booster Overdriver Crafting (Game Mechanics)"
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− | '''1. Experimental | + | '''1. Experimental Booster Acceleration'''<br> |
− | '''2. Experimental | + | '''2. Experimental Booster Speed'''<br> |
'''3. Experimental Mass'''<br> | '''3. Experimental Mass'''<br> | ||
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− | The Experimental | + | The Experimental Booster Acceleration line depends on 33% OQ and 66% PE. Experimentation on this line will increase the Booster Acceleration attribute on these items. |
− | The Experimental | + | The Experimental Booster Speed line depends on 33% OQ and 66% PE. Experimentation on this line will increase the Booster Speed attribute on these items. |
− | The Experimental Mass line depends on | + | The Experimental Mass line depends on 66% OQ and 22% PE. Experimentation on this line will decrease the Mass attribute on these items. |
== Item Attributes == | == Item Attributes == |
Revision as of 18:26, 9 May 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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Ship Armor Crafting Experimentation MechanicsItems Affected1. Booster Overdriver - Mark I Experimentation LinesThese items have 3 lines of experimentation available.
Item AttributesVariation Of:
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 value represents the amount of damage that the component will take before passing any further damage on to be subtracted from the Hitpoints attribute.
This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted.
Source References
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