Difference between revisions of "Armor Effectiveness Intensifier Crafting (Game Mechanics)"

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== Min Damage Intensifier Crafting Experimentation Mechanics ==
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== Armor Effectiveness Intensifier Crafting Experimentation Mechanics ==
  
 
== Items Affected ==
 
== Items Affected ==
  
  
1. [[Min Damage Intensifier - Mark I (Schematic)|Min Damage Intensifier - Mark I]]<br>
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1. [[Armor Effectiveness Intensifier - Mark I (Schematic)|Armor Effectiveness Intensifier - Mark I]]<br>
2. [[Min Damage Intensifier - Mark II (Schematic)|Min Damage Intensifier - Mark II]]<br>
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2. [[Armor Effectiveness Intensifier - Mark II (Schematic)|Armor Effectiveness Intensifier - Mark II]]<br>
3. [[Min Damage Intensifier - Mark III (Schematic)|Min Damage Intensifier - Mark III]]<br>
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3. [[Armor Effectiveness Intensifier - Mark III (Schematic)|Armor Effectiveness Intensifier - Mark III]]<br>
4. [[Min Damage Intensifier - Mark IV (Schematic)|Min Damage Intensifier - Mark IV]]<br>
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4. [[Armor Effectiveness Intensifier - Mark IV (Schematic)|Armor Effectiveness Intensifier - Mark IV]]<br>
5. [[Min Damage Intensifier - Mark V (Schematic)|Min Damage Intensifier - Mark V]]<br>
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5. [[Armor Effectiveness Intensifier - Mark V (Schematic)|Armor Effectiveness Intensifier - Mark V]]<br>
  
 
== Experimentation Lines ==
 
== Experimentation Lines ==
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'''1. Experimental Damage Max'''<br>
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'''1. Experimental Armor Effectiveness'''<br>
'''2. Experimental Damage Minimum'''<br>
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'''2. Experimental Shield Effectiveness'''<br>
  
  
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The Experimental Damage Max line depends on 25% CD and 75% OQ. Experimentation on this line will increase the Maximum Damage attribute on these items.
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The Experimental Armor Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Armor Effectiveness attribute on these items.
  
  
The Experimental Damage Minimum line depends on 25% CD and 75% OQ. Experimentation on this line will increase the Minimum Damage attribute on these items.
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The Experimental Shield Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Shield Effectiveness attribute on these items.
  
 
== Item Attributes ==
 
== Item Attributes ==
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'''Maximum Damage:'''
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'''Shield Effectiveness:'''
  
  
* This attribute represents the amount that will be added/subtracted to a weapon's maximum damage stat.
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* This is a weapons modifier vs. shields.  If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus shield hitpoints.  This number is considerably higher for ion cannons and lower for disruptors.  A number of greater than 1.0 would mean you actually do EXTRA damage to that component.
  
  
  
  
'''Minimum Damage:'''
+
'''Armor Effectiveness:'''
  
* This attribute represents the amount that will be added/subtracted to a weapon's minimum damage stat.
+
* This is a weapons modifier vs. armor.  If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus armor hitpoints.  This number is considerably higher for disruptors and lower for ion cannons.  A number of greater than 1.0 would mean you actually do EXTRA damage to that component.
  
 
==Source References==
 
==Source References==

Latest revision as of 19:21, 10 May 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Armor Effectiveness Intensifier Crafting Experimentation Mechanics

Items Affected

1. Armor Effectiveness Intensifier - Mark I
2. Armor Effectiveness Intensifier - Mark II
3. Armor Effectiveness Intensifier - Mark III
4. Armor Effectiveness Intensifier - Mark IV
5. Armor Effectiveness Intensifier - Mark V

Experimentation Lines

These items have 2 lines of experimentation available.


1. Experimental Armor Effectiveness
2. Experimental Shield Effectiveness



The Experimental Armor Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Armor Effectiveness attribute on these items.


The Experimental Shield Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Shield Effectiveness 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



Shield Effectiveness:


  • This is a weapons modifier vs. shields. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus shield hitpoints. This number is considerably higher for ion cannons and lower for disruptors. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.



Armor Effectiveness:

  • This is a weapons modifier vs. armor. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus armor hitpoints. This number is considerably higher for disruptors and lower for ion cannons. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.

Source References

Source Source in Context