Difference between revisions of "Assembly Mechanics (Game Mechanics)"
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− | = | + | == Assembly == |
+ | Almost every item that can be experimented on has stats . These stats are tied to particular experimentation categories. Wind generators have two categories: Efficiency (tied to extraction rate) and Storage (tied to hopper size). | ||
+ | The experimental categories are displayed as percentages between 0% and 100%. The success type of the experiment ("good success", "great success", "moderate failure") determines how much improvement (or deterioration) is applied to that percentage. For example, a "great success" increases the category +7 for every point you spent; spend 5 points and get a great success, and the percentage increases by 35. | ||
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+ | Stats on in-game items have a minimum value (at 0% experimentation) and a maximum value (at 100%). The actual value of the stat is calculated using a linear scale between these two points and the experimental percentage you reached. You take the minimum stat value and add the stat range (Max - Min) times the experimental percentage. | ||
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+ | For example, crafting tools have a minimum effectiveness value of -15 and a maximum effectiveness of 15. If you experiment Effectiveness to 65%, the actual stat will be: | ||
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+ | -15 + (15 - (-15) ) * 0.65 = -15 + 30 * 0.65 = 4.5 | ||
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+ | The higher you experiment a category, the closer you get to the max possible on the stats associated with that category. In elite crafting professions (mainly weaponsmith and armorsmith), items have subcomponents which also influence final stats. | ||
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+ | The limits on the "best" item you can make is determined by the hard-coded maximum at 100% experimentation,and resource quality. | ||
+ | Resource stats determine both the maximum experimentation percentage and (along with the assembly success) the starting experimentation percentage | ||
==Source References== | ==Source References== |
Revision as of 17:12, 14 May 2008
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Game Mechanics - Assembly Mechanics
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AssemblyAlmost every item that can be experimented on has stats . These stats are tied to particular experimentation categories. Wind generators have two categories: Efficiency (tied to extraction rate) and Storage (tied to hopper size). The experimental categories are displayed as percentages between 0% and 100%. The success type of the experiment ("good success", "great success", "moderate failure") determines how much improvement (or deterioration) is applied to that percentage. For example, a "great success" increases the category +7 for every point you spent; spend 5 points and get a great success, and the percentage increases by 35. Stats on in-game items have a minimum value (at 0% experimentation) and a maximum value (at 100%). The actual value of the stat is calculated using a linear scale between these two points and the experimental percentage you reached. You take the minimum stat value and add the stat range (Max - Min) times the experimental percentage. For example, crafting tools have a minimum effectiveness value of -15 and a maximum effectiveness of 15. If you experiment Effectiveness to 65%, the actual stat will be: -15 + (15 - (-15) ) * 0.65 = -15 + 30 * 0.65 = 4.5 The higher you experiment a category, the closer you get to the max possible on the stats associated with that category. In elite crafting professions (mainly weaponsmith and armorsmith), items have subcomponents which also influence final stats. The limits on the "best" item you can make is determined by the hard-coded maximum at 100% experimentation,and resource quality. Resource stats determine both the maximum experimentation percentage and (along with the assembly success) the starting experimentation percentage Source References
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