Difference between revisions of "Combat Medic Component Crafting (Game Mechanics)"
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5. [[Infection Amplifier (Schematic)|Infection Amplifier]]<br> | 5. [[Infection Amplifier (Schematic)|Infection Amplifier]]<br> | ||
6. [[Resilience Compound (Schematic)|Resilience Compound]]<br> | 6. [[Resilience Compound (Schematic)|Resilience Compound]]<br> | ||
− | 7. [[Rancor Bile (Looted Item)|Rancor Bile]] Replacement for Dispersal Mechanisms<br> | + | 7. [[Rancor Bile (Looted Item)|Rancor Bile]] (Looted Item. Replacement for Dispersal Mechanisms)<br> |
− | 8. [[Donkuwah Poison (Looted Item)|Donkuwah Poison]] Replacement for Infection Amplifiers<br> | + | 8. [[Donkuwah Poison (Looted Item)|Donkuwah Poison]] (Looted Item. Replacement for Infection Amplifiers)<br> |
− | 9. [[Spider Venom (Looted Item)|Spider Venom]] Replacement for Infection Amplifiers<br> | + | 9. [[Spider Venom (Looted Item)|Spider Venom]] (Looted Item. Replacement for Infection Amplifiers)<br> |
− | 10. [[Modified Dispersal Mechanism (Quest Reward)|Modified Dispersal Mechanism]] Replacement for Dispersal Mechanisms<br> | + | 10. [[Modified Dispersal Mechanism (Quest Reward)|Modified Dispersal Mechanism]] (Quest Reward. Replacement for Dispersal Mechanisms)<br> |
== Experimentation Lines == | == Experimentation Lines == | ||
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== Item Attributes == | == Item Attributes == | ||
+ | '''Example Of:''' | ||
+ | This screenshot shows manufacturing schematics for two items. It also shows the ingredients used to make the schematics and all of their attributes. This should help give a baseline to work with regarding experimentation. | ||
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+ | [[Image:CMCrafting.jpg|200px]] | ||
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Latest revision as of 00:02, 22 December 2009
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Game Mechanics - Mechanics Category
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Combat Medic Component Experimentation MechanicsItems Affected1. Advanced Dispersal Mechanism Experimentation LinesThese items have 3 lines of experimentation available to them.
The Experimental Charges line has two properties. The first property is Charges. Charges depend on 66% OQ and 33% UT and is found only on Dispersal Mechanisms and Advanced Dispersal Mechanisms. Experimentation on this line will increase the Charges attribute for these items. The second property is Effective Range. Effective Range depends on 33% CD, and 66% OQ. Experimentation on Experimental Charges line will increase the Effective Range attribute for these items.
Experimental Ease of Use line depends on 66% OQ and 33% PE. Experimentation on this line increases the Potency attribute for Resilience Compounds and Advanced Resilience Compounds.
2. Infection amplifier and Advanced Infection Amplifiers depend on 66% OQ 33% PE. Experimentation on this line will increase the Power attribute for these items. 3. Resilience Compound and Advanced Resilience Compounds depend on 60% DR and 40% OQ. Experimentation on this line will increase the Duration attribute for these items. Item AttributesExample Of: This screenshot shows manufacturing schematics for two items. It also shows the ingredients used to make the schematics and all of their attributes. This should help give a baseline to work with regarding experimentation.
Volumn: Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
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.
Area Effect: This attribute appears on Combat Medic area of effect items and is added into value of the Area Effected attribute. Combat Medics have the ability to 'bounce' an Area of effect stim item off of a single valid target and then effecting everything within range of that target. The range in meter radius from the target that the item affects is the value listed by the area effected attribute.
This attribute is important in determining the chance to hit a target with the particular item. A higher potency means a greater chance of hitting the target.
This attribute is the length of time in seconds that the effect from the item will last on the target. Source References
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