Difference between revisions of "Weapons (Game Mechanics)"

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(Weapon Attributes)
(Weapon Attributes)
 
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== Description ==
 
== Description ==
Template (Game Messages)
+
For a listing of weapons please see [[Weapons Listing (Game Mechanics)|Weapons Listing]]
 
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'''Rifle''' - Made to destroy enemies from afar, these weapons are most effective from long ranges. The sheer power behind a rifle makes it difficult to attack targets at a short range, but from a distance, a rifle has the highest damage potential of any ranged weapon. This does not come without a price however, as the power drain on a rifle makes for a long recharge time and a slow rate of fire.
 
'''Rifle''' - Made to destroy enemies from afar, these weapons are most effective from long ranges. The sheer power behind a rifle makes it difficult to attack targets at a short range, but from a distance, a rifle has the highest damage potential of any ranged weapon. This does not come without a price however, as the power drain on a rifle makes for a long recharge time and a slow rate of fire.
 
<br><br>
 
<br><br>
Additionally, there is also a category of weapons known as heavy weapons. These generally include grenades and rocket launchers, and can only be used effectively by a few professions. The disadvantage to these types of weapons is that they are expendable, and can be used only a limited number of times.
+
Additionally, there is also a category of weapons known as munitions and heavy weapons. These generally include grenades and rocket launchers, and can only be used effectively by a few professions. The disadvantage to these types of weapons is that they are expendable, and can be used only a limited number of times.
 
<br><br>
 
<br><br>
 
Simply examine a weapon if you wish to check the damage output, attack speed, and range information.
 
Simply examine a weapon if you wish to check the damage output, attack speed, and range information.
 
  
 
== Weapon Attributes ==
 
== Weapon Attributes ==
Line 100: Line 99:
  
  
1.  '''Variation Of:'''     
+
'''Variation Of:'''     
  
 
This attribute spawns on any weapon that has had its base type name changed.  For player crafted weapons this type change occurs when the player renames the weapon 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 weapon now indicates that it is a variation of the specific type that it originated as. For looted weapons, this attribute occurs only on weapons that have been given the exceptional or legendary tags.
 
This attribute spawns on any weapon that has had its base type name changed.  For player crafted weapons this type change occurs when the player renames the weapon 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 weapon now indicates that it is a variation of the specific type that it originated as. For looted weapons, this attribute occurs only on weapons that have been given the exceptional or legendary tags.
  
2. '''Certified :'''
+
 
 +
 
 +
 
 +
For more information about the Variation Of attribute, see [[General Item Mechanics (Game Mechanics)|
 +
General Item Mechanics]]
 +
 
 +
 
 +
 
 +
'''Certified :'''
  
 
This attribute is present on all weapons and indicates whether the player has the necessary skill certification requirement to use the weapon by displaying a simple Yes or No. Players who are not certified to use a weapon will suffer a damage penalty when wielding the weapon.
 
This attribute is present on all weapons and indicates whether the player has the necessary skill certification requirement to use the weapon by displaying a simple Yes or No. Players who are not certified to use a weapon will suffer a damage penalty when wielding the weapon.
  
3. '''Condition:'''
+
'''Condition:'''
  
 
This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon.   
 
This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon.   
The left figure represents the current hitpoints on the weapon and the right represents the total max possible hitpoints.  A weapon will begin to lose damage potential if it falls below 25% of the max possible condition. If a weapon reaches 0 condition it will lose its damage.  
+
The left figure represents the current hitpoints on the weapon and the right represents the total max possible hitpoints.  A weapon will begin to lose damage potential if it falls below 25% of the max possible condition. If a weapon reaches 0 condition it will lose its damage. Items at 0 condition cannot be repaired.
  
4. '''Volumn'''
 
  
Represents the current container contents of the weapon.
 
  
 +
'''Volumn:'''
  
5. '''Uses Remaining'''
+
Represents the current container contents of the Item.
 +
 
 +
For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]]
 +
 
 +
 
 +
 
 +
 
 +
'''Uses Remaining'''
  
 
Attribute found only on consumables such as grenades or heavy weapons. This displays the amount of times the item can be used before it expires and is removed from the players inventory.
 
Attribute found only on consumables such as grenades or heavy weapons. This displays the amount of times the item can be used before it expires and is removed from the players inventory.
  
6. '''Object Creator'''
+
'''Object Creator:'''
  
This attribute appears only on crafted weapons, components or looted components. The crafter's name is listed here.  
+
This attribute appears only on crafted items or looted components. The crafter's name is listed here.
  
7. '''Serial Number'''
+
[[General Item Mechanics (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
  
This attribute only appears on crafted weapons. This represents the alphanumeric code given to the item.
 
  
8. '''Skill Mods:'''
 
  
This attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25.  Weapons are allowed up to 3 skill mods. The exception to this are the special Corsec loot weapons which have innate speed mods to them. These weapons can have up to 4 total skill mods.
+
'''Serial Number:'''
  
9. '''Armor Piercing'''
+
This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
 +
 
 +
 
 +
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
 +
 
 +
 
 +
 
 +
'''Skill Mods:'''
 +
 
 +
This attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25.  Weapons are allowed up to 3 skill mods. The exception to this are the special loot weapons which have innate modsifiers to them such as Corsec items for instance. These types of weapons can have up to 4 total skill mods.
 +
 
 +
 
 +
 
 +
 
 +
{| border="0" width="100%" cellpadding=6
 +
|-
 +
|valign=top|
 +
* '''[[Alertness (Skill Modifier)|Alertness]]'''
 +
* '''[[Berserk (Skill Modifier)|Berserk]]'''
 +
* '''[[Bleeding Resistance (Skill Modifier)|Bleeding Resistance]]'''
 +
* '''[[Camouflage (Skill Modifier)|Camouflage]]'''
 +
* '''[[Carbine Accuracy (Skill Modifier)|Carbine Accuracy]]'''
 +
* '''[[Carbine Accuracy While Moving (Skill Modifier)|Carbine Accuracy While Moving]]'''
 +
* '''[[Carbine Aiming (Skill Modifier)|Carbine Aiming]]'''
 +
* '''[[Carbine Speed (Skill Modifier)|Carbine Speed]]'''
 +
* '''[[Combat Bleeding Defense (Skill Modifier)|Combat Bleeding Defense]]'''
 +
* '''[[Cover (Skill Modifier)|Cover]]'''
 +
* '''[[Defense vs. Blind (Skill Modifier)|Defense vs. Blind]]'''
 +
* '''[[Defense vs. Dizzy (Skill Modifier)|Defense vs. Dizzy]]'''
 +
* '''[[Defense vs. Intimidate (Skill Modifier)|Defense vs. Intimidate]]'''
 +
* '''[[Defense vs. Knockdown (Skill Modifier)|Defense vs. Knockdown]]'''
 +
* '''[[Defense vs. Posture Change (Down) (Skill Modifier)|Defense vs. Posture Change (Down)]]'''
 +
* '''[[Defense vs. Posture Change (Up) (Skill Modifier)|Defense vs. Posture Change (Up)]]'''
 +
* '''[[Defense vs. Stun (Skill Modifier)|Defense vs. Stun]]'''
 +
* '''[[Disease Resistance (Skill Modifier)|Disease Resistance]]'''
 +
* '''[[Fire Resistance (Skill Modifier)|Fire Resistance]]'''
 +
* '''[[Foraging (Skill Modifier)|Foraging]]'''
 +
* '''[[General Ranged Aiming (Skill Modifier)|General Ranged Aiming]]'''
 +
* '''[[Group Terrain Negotiation (Skill Modifier)|Group Terrain Negotiation]]'''
 +
* '''[[Heavy Weapon Speed (Skill Modifier)|Heavy Weapon Speed]]'''
 +
* '''[[Heavy Weapon Accuracy (Skill Modifier)|Heavy Weapon Accuracy]]'''
 +
* '''[[Intimidation (Skill Modifier)|Intimidation]]'''
 +
* '''[[Melee Defense (Skill Modifier)|Melee Defense]]'''
 +
* '''[[One Handed Weapon Accuracy (Skill Modifier)|One Handed Weapon Accuracy]]'''
 +
* '''[[One Handed Melee Damage (Skill Modifier)|One Handed Melee Damage]]'''
 +
* '''[[One Handed Weapon Speed (Skill Modifier)|One Handed Weapon Speed]]'''
 +
* '''[[Pistol Accuracy (Skill Modifier)|Pistol Accuracy]]'''
 +
* '''[[Pistol Accuracy While Moving (Skill Modifier)|Pistol Accuracy While Moving]]'''
 +
* '''[[Pistol Accuracy While Standing (Skill Modifier)|Pistol Accuracy While Standing]]'''
 +
* '''[[Pistol Aiming (Skill Modifier)|Pistol Aiming]]'''
 +
* '''[[Pistol Speed (Skill Modifier)|Pistol Speed]]'''
 +
* '''[[Poison Resistance (Skill Modifier)|Poison Resistance]]'''
 +
* '''[[Polearm Accuracy (Skill Modifier)|Polearm Accuracy]]'''
 +
* '''[[Polearm Damage (Skill Modifier)|Polearm Damage]]'''
 +
* '''[[Polearm Speed (Skill Modifier)|Polearm Speed]]'''
 +
* '''[[Ranged Defense (Skill Modifier)|Ranged Defense]]'''
 +
* '''[[Rescue (Skill Modifier)|Rescue]]'''
 +
* '''[[Rifle Accuracy (Skill Modifier)|Rifle Accuracy]]'''
 +
* '''[[Rifle Accuracy While Moving (Skill Modifier)|Rifle Accuracy While Moving]]'''
 +
* '''[[Rifle Aiming (Skill Modifier)|Rifle Aiming]]'''
 +
* '''[[Rifle Speed (Skill Modifier)|Rifle Speed]]'''
 +
* '''[[Steady Aim Bonus (Skill Modifier)|Steady Aim Bonus]]'''
 +
* '''[[Terrain Negotiation (Skill Modifier)|Terrain Negotiation]]'''
 +
* '''[[Thrown Weapon Accuracy (Skill Modifier)|Thrown Weapon Accuracy]]'''
 +
* '''[[Two Handed Melee Accuracy (Skill Modifier)|Two Handed Melee Accuracy]]'''
 +
* '''[[Two Handed Melee Damage (Skill Modifier)|Two Handed Melee Damage]]'''
 +
* '''[[Two Handed Melee Speed (Skill Modifier)|Two Handed Melee Speed]]'''
 +
* '''[[Unarmed Accuracy (Skill Modifier)|Unarmed Accuracy]]'''
 +
* '''[[Unarmed Damage (Skill Modifier)|Unarmed Damage]]'''
 +
* '''[[Unarmed Speed (Skill Modifier)|Unarmed Speed]]'''
 +
* '''[[Volley Fire Bonus (Skill Modifier)|Volley Fire Bonus]]'''
 +
* '''[[Warcry (Skill Modifier)|Warcry]]'''
 +
 
 +
|}
 +
 
 +
 
 +
 
 +
 
 +
'''Armor Piercing'''
  
 
This attribute represents the armor piercing rating of the weapon. Some weapons have the ability to cause bonus damage in the form of armor piercing. Weapons that do not have this are represented as having none.
 
This attribute represents the armor piercing rating of the weapon. Some weapons have the ability to cause bonus damage in the form of armor piercing. Weapons that do not have this are represented as having none.
  
  
10. '''Attack Speed'''
+
'''Attack Speed'''
  
 
This attribute lists how fast the weapon will attack at. This value cannot go under 1 second.
 
This attribute lists how fast the weapon will attack at. This value cannot go under 1 second.
  
  
11. '''Damage'''
+
'''Damage'''
  
Damage is broken up into 4 parts consisting of the type of damage that the weapon does, the weapons  minimum to maximum damage range and the wound chance of the weapon.  There are a number of damage options available to weapons. These damage types come in the forms of kinetic, heat, energy, cold, stun, electricity, acid, blast and lightsaber damage. These damage types may offer special bonuses versus weak targets.  Wound chance represents the chance to cause a bleeding effect on a player when attacking with this weapon.  
+
Damage is broken up into 5 parts consisting of the type of damage that the weapon does, the weapons  minimum to maximum damage range, the radius of effect on the weapon, and the wound chance of the weapon.  There are a number of damage options available to weapons. These damage types come in the forms of kinetic, heat, energy, cold, stun, electricity, acid, blast and lightsaber damage. These damage types may offer special bonuses versus weak targets.  Wound chance represents the chance to cause a bleeding effect on a player when attacking with this weapon. The radius of effect seems to apply to certain carbines, heavy weapons and grenades. The radius indicates the area in which all targets in addition to the primary target will be hit within.  
  
12. '''Range modifiers:'''
+
These attribute make up the Damage category for weapons:
 +
 
 +
 
 +
'''Type:'''<br>
 +
'''Min:'''<br>
 +
'''Max:'''<br>
 +
'''Radius:'''<br>
 +
'''Wound:'''<br>
 +
 
 +
 
 +
 
 +
 
 +
'''Range modifiers:'''
  
 
This attribute appears on all weapons. This indicates the accuracy bonuses or penalties that a player suffers when using a weapon.  Point blank Range indicates the bonus or penalty applied to the player using this particular weapon at 0 meters from the target.  Ideal range indicates the accuracy modifier by using the weapon at its ideal location. Max range represents the accuracy modifier applied when the target is being attacked at the maximum possible range for the weapon to attack at.  
 
This attribute appears on all weapons. This indicates the accuracy bonuses or penalties that a player suffers when using a weapon.  Point blank Range indicates the bonus or penalty applied to the player using this particular weapon at 0 meters from the target.  Ideal range indicates the accuracy modifier by using the weapon at its ideal location. Max range represents the accuracy modifier applied when the target is being attacked at the maximum possible range for the weapon to attack at.  
  
13. '''Special Attack Cost'''
+
'''Point Blank:''' Lists the accuracy bonus/penalty of using this weapon at a range of 0m from the target.<br>
 +
'''Ideal:''' Lists the accuracy bonus/penalty of using this weapon at it's ideal range from the target.<br>
 +
'''Max:''' Lists the accuracy bonus/penalty of using this weapon at its maximum range from the target.<br>
 +
 
 +
 
 +
 
 +
'''Special Attack Cost'''
  
 
This represents the base HAM costs that a player expends when using specials with this weapon.  Special attack ham multipliers are calculated against this base ham cost for each stat pool in order to derive the value taken away from the player's pools.
 
This represents the base HAM costs that a player expends when using specials with this weapon.  Special attack ham multipliers are calculated against this base ham cost for each stat pool in order to derive the value taken away from the player's pools.
 +
 +
'''Health:'''<br>
 +
'''Action:'''<br>
 +
'''Mind:'''<br>
 +
  
  
14. '''Force Power Cost'''
+
'''Force Power Cost'''
  
  
 
This attribute is limited to light saber weapons only. This represents the base force power cost that a player expends when using specials with this weapon. Special attack force multipliers are calculated against this base cost on the weapon in order to derive the value taken away from the player's pool.
 
This attribute is limited to light saber weapons only. This represents the base force power cost that a player expends when using specials with this weapon. Special attack force multipliers are calculated against this base cost on the weapon in order to derive the value taken away from the player's pool.
  
15. '''Damage Over Time:'''
+
'''Damage Over Time:'''
  
This attribute is used when a weapon has a dot effect on it. Weapons are allowed to have 1 DOT effect added to them. This dot can be of any type such as poison, fire, or disease. The DOT effect can be to any random ham pool such as health, action or mind. The only exceptions to this are from night sister lances, donkuwah knives, Nyax Sword, curved nyax swords and janta knives which have an innate dots, and cannot have another dot of the same type spawned on the item.  These items can have 2 dots, but as mentioned the second dot must not be of the same time, i.e no health poison plus health poison 2nd dot allowed.
+
This Category attribute is used when a weapon has a dot effect on it. Weapons are allowed to have 1 DOT effect added to them. This dot can be of any type such as poison, fire, or disease. The DOT effect can be to any random ham pool such as health, action or mind. The only exceptions to this are from night sister lances, donkuwah knives, Nyax Sword, curved nyax swords and janta knives which have an innate dots, and cannot have another dot of the same type spawned on the item.  These items can have 2 dots, but as mentioned the second dot must not be of the same time, i.e no health poison plus health poison 2nd dot allowed.
  
 +
'''Type:''' Lists the type of dot being applied<br>
 +
'''Attribute:''' Lists the ham pool that will be affected<br>
 +
'''Strength:''' Lists the base damage value that the dot will use to calculate damage once it is applied.<br>
 +
'''Duration:''' Lists the duration in seconds that the dot will last once it has been applied.<br>
 +
'''Potency:''' Lists the value that will be used to calculate the chance for the dot to be applied.<br>
  
  
16. '''Power Up:'''
 
  
This attribute is seen on a weapon when a weapon power up has been placed on it. This attribute remains so long as the uses on the power up have not expired.  See using Power Ups for more information.
+
'''Power Up:'''
  
17. '''***Special Note***'''
+
This Category attribute is seen on a weapon when a weapon power up has been placed on it. This attribute remains so long as the uses on the power up have not expired.  See using Power Ups for more information.
 +
 
 +
 
 +
'''***Special Note***'''
  
 
This attribute appears when a player places an item within an anti decay kit.  
 
This attribute appears when a player places an item within an anti decay kit.  
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18. '''Weapon Attributes:'''
+
'''Weapon Attributes:'''
  
  
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[[image:Nightsisterlance3.jpg|200px|thumb|Night Sister Lance with 2 dots]]
 
[[image:Nightsisterlance3.jpg|200px|thumb|Night Sister Lance with 2 dots]]
  
|}
+
||
  
== Weapon Types ==
+
[[image:Jedi-TrainingLightsaber.jpg|200px|thumb|Light Saber]]
  
Below is a list of every usable weapon in the game.
 
 
 
{| align="center"
 
|-
 
 
||
 
||
{| class="anhsmalltable"
 
|- align="center" style="background-color:#ffffcc;"
 
|width="100px"|'''Weapon Name'''||'''Damage Type'''||'''Armor Piercing Rating'''||'''Method Obtained'''||'''Obtained From'''||'''Category'''
 
  
 
+
[[image:AcidStreamlauncher1.jpg|200px|thumb|Acid Stream Launcher Consumable]]
 
+
 
+
|----
+
|[[Loot Schematic61 (Example)|A Blacksun Razor Knuckler]]
+
|Heat
+
|Light
+
|Crafted
+
|A Razor Knuckler Schematic
+
|Melee Weapon
+
|----
+
|[[A Training Lightsaber (Schematic)|A Training Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Acid Stream Launcher (Schematic)|Acid Stream Launcher]]
+
|Acid
+
|Medium
+
|Crafted
+
|
+
|Heavy Weapon
+
|----
+
|[[Anti-Vehicular Mine (Schematic)|Anti-Vehicular Mine]]
+
|Head
+
|Light
+
|Crafted
+
|
+
|Mine
+
|----
+
|[[Beam Rifle (Schematic)|Beam Rifle]]
+
|Energy
+
|Light
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[Loot Schematic4 (Example)|Berserker Rifle]]
+
|Heat
+
|None
+
|Crafted
+
|Berserker Rifle Schematic
+
|Rifle
+
|----
+
|[[Black Metal Gaderiffi Baton (Quest Reward)|Black Metal Gaderiffi Baton]]
+
|Kinetic
+
|Light
+
|Quest
+
|Victor Visalis
+
|Melee Weapon
+
|----
+
|[[Loot Schematic22 (Example)|Black Sun Executioner's Hack]]
+
|Kinetic
+
|Medium
+
|Crafted
+
|Executioner's Hack Schematic
+
|2-Handed Melee Weapon
+
|----
+
|[[Bowcaster (Schematic)|Bowcaster]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[C12 Fragmentation Grenade (Schematic)|C12 Fragmentation Grenade]]
+
|Blast
+
|None
+
|Crafted, Looted
+
|
+
|Thrown Weapon
+
|----
+
|[[C22 Fragmentation Grenade (Schematic)|C22 Fragmentation Grenade]]
+
|Blast
+
|Light
+
|Crafted, Looted
+
|
+
|Thrown Weapon
+
|----
+
|[[CDEF Carbine (Schematic)|CDEF Carbine]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Carbine
+
|----
+
|[[CDEF Pistol (Schematic)|CDEF Pistol]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[CDEF Rifle (Schematic)|CDEF Rifle]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[Corsec CDEF Carbine (Looted Item)|Corsec CDEF Carbine]]
+
|Energy
+
|None
+
|Loot
+
|Corsec NPCs
+
|Carbine
+
|----
+
|[[Corsec CDEF Pistol (Looted Item)|Corsec CDEF Pistol]]
+
|Energy
+
|None
+
|Loot
+
|Corsec NPCs
+
|Pistol
+
|----
+
|[[Corsec Scout Blaster (Looted Item)|Corsec Scout Blaster]]
+
|Energy
+
|None
+
|Loot
+
|Corsec NPCs
+
|Pistol
+
|----
+
|[[CryoBan Grenade (Schematic)|CryoBan Grenade]]
+
|Cold
+
|Light
+
|Crafted, Looted
+
|
+
|Thrown Weapon
+
|----
+
|[[Curved Nyax Sword (Looted Item)|Curved Nyax Sword]]
+
|Kinetic
+
|None
+
|Loot
+
|Lord Nyax NPCs
+
|1-Handed Melee Weapon
+
|----
+
|[[Curved Sword (Schematic)|Curved Sword]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|1-Handed Melee Weapon
+
|----
+
|[[D18 Pistol (Schematic)|D18 Pistol]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Dagger (Schematic)|Dagger]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|1-Handed Melee Weapon
+
|----
+
|[[Loot Schematic16 (Example)|DE-10 Pistol]]
+
|Energy
+
|Light
+
|Crafted
+
|DE-10 Pistol Schematic
+
|Pistol
+
|----
+
|[[DH17 Carbine (Schematic)|DH17 Carbine]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Carbine
+
|----
+
|[[DH17 Pistol (Schematic)|DH17 Pistol]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[DH17 Short Carbine (Schematic)|DH17 Short Carbine]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Carbine
+
|----
+
|[[DL44 Metal Pistol (Schematic)|DL44 Metal Pistol]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[DL44 Pistol (Schematic)|DL44 Pistol]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[DLT20 Rifle (Schematic)|DLT20 Rifle]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[DLT20a Rifle (Schematic)|DLT20a Rifle]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[Donkuwah Knife (Looted Item)|Donkuwah Knife]]
+
|Kinetic
+
|None
+
|Loot
+
|Donkuwah NPCs
+
|1-Handed Melee Weapon
+
|----
+
|[[Double-Bladed Fifth Generation Lightsaber (Schematic)|Double-Bladed Fifth Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Double-Bladed First Generation Lightsaber (Schematic)|Double-Bladed First Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Double-Bladed Fourth Generation Lightsaber (Schematic)|Double-Bladed Fourth Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Double-Bladed Second Generation Lightsaber (Schematic)|Double-Bladed Second Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Double-Bladed Third Generation Lightsaber (Schematic)|Double-Bladed Third Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[DRX Mine (Schematic)|DRX Mine]]
+
|Blast
+
|Medium
+
|Crafted
+
|
+
|Mine
+
|----
+
|[[DX2 Pistol (Schematic)|DX2 Pistol]]
+
|Acid
+
|Light
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[DXR6 Carbine (Schematic)|DXR6 Carbine]]
+
|Acid
+
|Light
+
|Crafted, Looted
+
|
+
|Carbine
+
|----
+
|[[E11 Carbine (Schematic)|E11 Carbine]]
+
|Energy
+
|Light
+
|Crafted, Looted
+
|
+
|Carbine
+
|----
+
|[[E11 Rifle (Schematic)|E11 Rifle]]
+
|Energy
+
|Medium
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[EE3 Carbine (Schematic)|EE3 Carbine]]
+
|Heat
+
|None
+
|Crafted, Looted
+
|
+
|Carbine
+
|----
+
|[[Elite Carbine (Schematic)|Elite Carbine]]
+
|Energy
+
|Light
+
|Crafted, Looted
+
|
+
|Carbine
+
|----
+
|[[Quest Schematic24 (Example)|Enhanced E11 Carbine]]
+
|Energy
+
|Light
+
|Crafted
+
|Schematic: Enhanced E11 Carbine
+
|Carbine
+
|----
+
|[[Quest_Schematic26 (Example)|Featherweight FWG5 Pistol]]
+
|Heat
+
|None
+
|Crafted
+
|Schematic: Featherweight FWG5 Pistol
+
|Pistol
+
|----
+
|[[Fifth Generation Lightsaber (Schematic)|Fifth Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[First Generation Lightsaber (Schematic)|First Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Flame Thrower (Schematic)|Flame Thrower]]
+
|Heat
+
|None
+
|Crafted, Looted
+
|
+
|Special Heavy Weapon
+
|----
+
|[[Fourth Generation Lightsaber (Schematic)|Fourth Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[FWG5 Pistol (Schematic)|FWG5 Pistol]]
+
|Heat
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Gaderiffi Baton (Schematic)|Gaderiffi Baton]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|Melee Weapon
+
|----
+
|[[Gamorrean Battleaxe (Quest Reward)|Gamorrean Battleaxe]]
+
|Kinetic
+
|Medium
+
|Quest
+
|Barada as part of Jabba's Themepark
+
|2-Handed Melee Weapon
+
|----
+
|[[Loot Schematic28 (Example)|Geonosian Sonic Blaster]]
+
|Stun
+
|None
+
|Crafted, Looted
+
|Geonosian Sonic Blaster Schematic, Crazed Geonosian Guard, Mercenary Sentry
+
|Pistol
+
|----
+
|[[Glop Grenade (Schematic)|Glop Grenade]]
+
|Acid
+
|None
+
|Crafted, Looted
+
|
+
|Thrown Weapon
+
|----
+
|[[Grooved Two-handed Sword (Quest Reward)|Grooved Two-handed Sword]]
+
|Kinetic
+
|Medium
+
|Quest
+
|Jan Dodonna as part of Rebel Themepark, Emperor Palpatine as part of Imperial Themepark
+
|2-Handed Melee Weapon
+
|----
+
|[[Heavy Acid Rifle (Schematic)|Heavy Acid Rifle]]
+
|Acid
+
|None
+
|Crafted, Looted
+
|
+
|Special Heavy Weapon
+
|----
+
|[[Heavy Axe (Schematic)|Heavy Axe]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|2-Handed Melee Weapon
+
|----
+
|[[Heavy Particle Beam Cannon (Schematic)|Heavy Particle Beam Cannon]]
+
|Energy
+
|Heavy
+
|Crafted
+
|
+
|Heavy Weapon
+
|----
+
|[[Imperial Detonator (Schematic)|Imperial Detonator]]
+
|Blast
+
|Light
+
|Crafted, Looted
+
|
+
|Thrown Weapon
+
|----
+
|[[Jagged Vibroblade (Quest Reward)|Jagged Vibroblade]]
+
|Kinetic
+
|Light
+
|Quest
+
|Jan Dodonna as part of Rebel Themepark
+
|1-Handed Melee Weapon
+
|----
+
|[[Janta Knife (Looted Item)|Janta Knife]]
+
|Kinetic
+
|None
+
|Loot
+
|Janta NPCs
+
|1-Handed Melee Weapon
+
|----
+
|[[Janta Staff (Looted Item)|Janta Staff]]
+
|Kinetic
+
|
+
|Loot
+
|Janta NPCs
+
|Polearm
+
|----
+
|[[Jawa Ion Rifle (Schematic)|Jawa Ion Rifle]]
+
|Stun
+
|Light
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[Lance (Schematic)|Lance]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|Polearm
+
|----
+
|[[Laser Carbine (Schematic)|Laser Carbine]]
+
|Energy
+
|Medium
+
|Crafted, Looted
+
|
+
|Carbine
+
|----
+
|[[Laser Rifle (Schematic)|Laser Rifle]]
+
|Energy
+
|Medium
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[Launcher Pistol (Schematic)|Launcher Pistol]]
+
|Blast
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Light Lightning Cannon (Schematic)|Light Lightning Cannon]]
+
|Electricity
+
|Light
+
|Crafted, Looted
+
|
+
|Special Heavy Weapon
+
|----
+
|[[Lightning Beam Cannon (Schematic)|Lightning Beam Cannon]]
+
|Electricity
+
|Light
+
|Crafted
+
|
+
|Heavy Weapon
+
|----
+
|[[Lithitanium Carbine (Quest Reward)|Lithitanium Carbine]]
+
|Energy
+
|Light
+
|Quest
+
|Victor Visalis
+
|Carbine
+
|----
+
|[[Lithitanium Rifle (Quest Reward)|Lithitanium Rifle]]
+
|Energy
+
|Light
+
|Quest
+
|Victor Visalis
+
|Rifle
+
|----
+
|[[Long Vibro Axe (Schematic)|Long Vibro Axe]]
+
|Kinetic
+
|Medium
+
|Crafted, Looted
+
|
+
|Polearm
+
|----
+
|[[Metal Staff (Schematic)|Metal Staff]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|Polearm
+
|----
+
|[[Quest Schematic28 (Example)|Modified Republic Blaster]]
+
|Energy
+
|Light
+
|Crafted
+
|Schematic: Modified Republic Blaster
+
|Pistol
+
|----
+
|[[Loot Schematic39 (Example)|Nightsister Energy Lance]]
+
|Energy
+
|Light
+
|Crafted
+
|Nightsister Energy Lance Schematic
+
|Polearm
+
|----
+
|[[Nightsister Lance (Looted Item)|Nightsister Lance]]
+
|Kinetic
+
|None
+
|Loot
+
|Nightsister NPCs
+
|Polearm
+
|----
+
|[[Nyax Sword (Looted Item)|Nyax Sword]]
+
|Kinetic
+
|None
+
|Loot
+
|Lord Nyax NPCs
+
|1-Handed Melee Weapon
+
|----
+
|[[Nym's Slug-thrower Carbine (Quest Reward)|Nym's Slug-thrower Carbine]]
+
|Acid
+
|Light
+
|Quest
+
|Nym
+
|Carbine
+
|----
+
|[[Power Hammer (Schematic)|Power Hammer]]
+
|Blast
+
|Medium
+
|Crafted, Looted
+
|
+
|2-Handed Melee Weapon
+
|----
+
|[[Power5 Pistol (Schematic)|Power5 Pistol]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Proton Grenade (Schematic)|Proton Grenade]]
+
|Heat
+
|Light
+
|Crafted, Looted
+
|
+
|Thrown Weapon
+
|----
+
|[[Rantok (Quest Item)|Rantok]]
+
|Kinetic
+
|None
+
|Loot
+
|Valarian Warehouse (part of Jabba's Themepark
+
|1-Handed Melee Weapon
+
|----
+
|[[Reinforced Combat Staff (Schematic)|Reinforced Combat Staff]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|Polearm
+
|----
+
|[[Republic Blaster (Schematic)|Republic Blaster]]
+
|Energy
+
|Light
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Rocket Launcher (Schematic)|Rocket Launcher]]
+
|Blast
+
|Heavy
+
|Crafted
+
|
+
|Heavy Weapon
+
|----
+
|[[Ryyk Blade (Schematic)|Ryyk Blade]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|1-Handed Melee Weapon
+
|----
+
|Savage Blackmetal Mace
+
|
+
|
+
|
+
|
+
|
+
|----
+
|[[Scatter Pistol (Schematic)|Scatter Pistol]]
+
|Acid
+
|Light
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Scout Blaster (Schematic)Scout Blaster]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Quest Schematic42 (Example)|Scythe Blade]]
+
|Kinetic
+
|Medium
+
|Crafted
+
|Scythe Blade Schematic
+
|2-Handed Melee Weapon
+
|----
+
|[[Second Generation Lightsaber (Schematic)|Second Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[SG82 Rifle (Schematic)|SG82 Rifle]]
+
|Cold
+
|None
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[Spraystick (Schematic)|Spraystick]]
+
|Energy
+
|None
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[SR Combat Pistol (Schematic)|SR Combat Pistol]]
+
|Energy
+
|Light
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Stone Knife (Looted Item)|Stone Knife]]
+
|Kinetic
+
|None
+
|Loot
+
|
+
|1-Handed Melee Weapon
+
|----
+
|[[Striker Pistol (Schematic)Striker Pistol]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Stun Baton (Schematic)|Stun Baton]]
+
|Stun
+
|None
+
|Crafted, Looted
+
|
+
|Melee Weapon
+
|----
+
|[[Survival Knife (Schematic)|Survival Knife]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|1-Handed Melee Weapon
+
|----
+
|[[Sword (Schematic)|Sword]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|1-Handed Melee Weapon
+
|----
+
|[[T21 Rifle (Schematic)|T21 Rifle]]
+
|Energy
+
|Heavy
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[Tangle Pistol (Schematic)|Tangle Pistol]]
+
|Stun
+
|None
+
|Crafted, Looted
+
|
+
|Pistol
+
|----
+
|[[Quest Schematic7 (Example)|Tenloss DXR-6 Disruptor Rifle]]
+
|Acid
+
|Medium
+
|Crafted, Looted
+
|Geonosian Tenloss DXR-6 Schematic, Mercenary Sentry
+
|Rifle
+
|----
+
|[[Thermal Detonator (Schematic)|Thermal Detonator]]
+
|Blast
+
|Medium
+
|Crafted, Looted
+
|
+
|Thrown Weapon
+
|----
+
|[[Third Generation Lightsaber (Schematic)|Third Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Tusken King's Rifle (Quest Item)|Tusken King's Rifle]]
+
|Kinetic
+
|None
+
|Quest
+
|Borvo The Hutt's Quest as part of Huff Darklighter chain
+
|Rifle
+
|----
+
|[[Tusken Rifle (Schematic)|Tusken Rifle]]
+
|Kinetic
+
|Light
+
|Crafted, Looted
+
|
+
|Rifle
+
|----
+
|[[Two-handed Axe (Schematic)|Two-handed Axe]]
+
|Kinetic
+
|Medium
+
|Crafted, Looted
+
|
+
|2-Handed Melee Weapon
+
|----
+
|[[Two-handed Cleaver (Schematic)|Two-handed Cleaver]]
+
|Kinetic
+
|Medium
+
|Crafted, Looted
+
|
+
|2-Handed Melee Weapon
+
|----
+
|[[Two-handed Curved Sword (Schematic)|Two-handed Curved Sword]]
+
|Kinetic
+
|Medium
+
|Crafted, Looted
+
|
+
|2-Handed Melee Weapon
+
|----
+
|[[Two-Handed Fifth Generation Lightsaber (Schematic)|Two-Handed Fifth Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Two-Handed First Generation Lightsaber (Schematic)|Two-Handed First Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Two-Handed Fourth Generation Lightsaber (Schematic)|Two-Handed Fourth Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Two-Handed Second Generation Lightsaber (Schematic)|Two-Handed Second Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Two-Handed Third Generation Lightsaber (Schematic)|Two-Handed Third Generation Lightsaber]]
+
|Lightsaber
+
|Medium
+
|Crafted
+
|
+
|
+
|----
+
|[[Vibro Axe (Schematic)|Vibro Axe]]
+
|Kinetic
+
|Light
+
|Crafted, Looted
+
|
+
|2-Handed Melee Weapon
+
|----
+
|[[Vibro Knuckler (Schematic)|Vibro Knuckler]]
+
|Kinetic
+
|Light
+
|Crafted, Looted
+
|
+
|Melee Weapon
+
|----
+
|[[Vibro Lance (Schematic)|Vibro Lance]]
+
|Electricity
+
|Light
+
|Crafted, Looted
+
|
+
|Polearm
+
|----
+
|[[Vibroblade (Schematic)|Vibroblade]]
+
|Kinetic
+
|Light
+
|Crafted, Looted
+
|
+
|1-Handed Melee Weapon
+
|----
+
|[[Wood Staff (Schematic)|Wood Staff]]
+
|Kinetic
+
|None
+
|Crafted, Looted
+
|
+
|Polearm
+
|----
+
|[[XG Mine (Schematic)|XG Mine]]
+
|Blast
+
|Light
+
|Crafted
+
|
+
|Mine
+
|----
+
|[[Zicx-bug Bomb (Quest Reward)|Zicx-bug Bomb]]
+
|Blast
+
|Medium
+
|Quest
+
|Goru Rainstealer
+
|Thrown Weapon
+
|----
+
|}
+
 
|}
 
|}
  

Latest revision as of 10:02, 26 April 2008




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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Description

For a listing of weapons please see Weapons Listing

Related Tags

25% This document has been partially completed.

Mechanics This document is about game mechanics.

Weapon Mechanics Overview

Weapons are broken up into two main categories: melee weapons and ranged weapons. Melee weapons require you to be close to your enemy and ranged weapons will fire a projectile from a distance.
Melee weapons can be broken down into sub-categories. They are as follows:

Unarmed Combat - Fighting with no weapon equipped is considered melee combat. Brawling is the fastest melee style, but the lowest potential for damage output.

One-handed Sword - One-handed melee weapons are usually bladed and easy to swing. A one-handed weapon is a little slower than brawling, but the weapon will cause more damage than your fists.

Two-handed Sword - Similar to one-handed weapons, these are usually bladed but they are someone heaver. That makes them slower than their one-handed counterparts, but the extra weight allows more damage to be dealt.

Polearm - The largest of the melee weapons, these can be either bladed or blunt. These can sometimes be difficult to wield and as a result they are generally the slowest melee weapons to use. However, the sheer size of these weapons makes them the most dangerous to your enemies.



Ranged weapons are also broken down into sub-categories. They are as follows:


Pistol - These small weapons are easy to carry and even easier to conceal. Their small size yields a relatively low damage output, but they recharge quickly allowing for a rapid rate of fire. The effectiveness of a pistol drops off at long ranges; they are usually used only for short range combat.


Carbine - These are good mid-range weapons. Carbines have a little trouble hitting targets at very long or very short distances, so at these ranges you may want to aim carefully. The capabilities of a carbine weapon allow for moderate damage output along with a fairly decent recharge rate.

Rifle - Made to destroy enemies from afar, these weapons are most effective from long ranges. The sheer power behind a rifle makes it difficult to attack targets at a short range, but from a distance, a rifle has the highest damage potential of any ranged weapon. This does not come without a price however, as the power drain on a rifle makes for a long recharge time and a slow rate of fire.

Additionally, there is also a category of weapons known as munitions and heavy weapons. These generally include grenades and rocket launchers, and can only be used effectively by a few professions. The disadvantage to these types of weapons is that they are expendable, and can be used only a limited number of times.

Simply examine a weapon if you wish to check the damage output, attack speed, and range information.

Weapon Attributes

Weapon attributes are the modifiers and statistics found on a weapon. Weapons come from three sources: Crafting, Loot and as part of Quest rewards. Every type of weapon has a unique range of stats which can vary depending on the resources used in crafting or the luck of the player when the game randomly generates stats on a weapon that is given as loot.

The attributes are, divided into the following categories.


Variation Of:

This attribute spawns on any weapon that has had its base type name changed. For player crafted weapons this type change occurs when the player renames the weapon 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 weapon now indicates that it is a variation of the specific type that it originated as. For looted weapons, this attribute occurs only on weapons that have been given the exceptional or legendary tags.



For more information about the Variation Of attribute, see General Item Mechanics


Certified :

This attribute is present on all weapons and indicates whether the player has the necessary skill certification requirement to use the weapon by displaying a simple Yes or No. Players who are not certified to use a weapon will suffer a damage penalty when wielding the weapon.

Condition:

This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon. The left figure represents the current hitpoints on the weapon and the right represents the total max possible hitpoints. A weapon will begin to lose damage potential if it falls below 25% of the max possible condition. If a weapon reaches 0 condition it will lose its damage. Items at 0 condition cannot be repaired.


Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics



Uses Remaining

Attribute found only on consumables such as grenades or heavy weapons. This displays the amount of times the item can be used before it expires and is removed from the players inventory.

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


Skill Mods:

This attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25. Weapons are allowed up to 3 skill mods. The exception to this are the special loot weapons which have innate modsifiers to them such as Corsec items for instance. These types of weapons can have up to 4 total skill mods.





Armor Piercing

This attribute represents the armor piercing rating of the weapon. Some weapons have the ability to cause bonus damage in the form of armor piercing. Weapons that do not have this are represented as having none.


Attack Speed

This attribute lists how fast the weapon will attack at. This value cannot go under 1 second.


Damage

Damage is broken up into 5 parts consisting of the type of damage that the weapon does, the weapons minimum to maximum damage range, the radius of effect on the weapon, and the wound chance of the weapon. There are a number of damage options available to weapons. These damage types come in the forms of kinetic, heat, energy, cold, stun, electricity, acid, blast and lightsaber damage. These damage types may offer special bonuses versus weak targets. Wound chance represents the chance to cause a bleeding effect on a player when attacking with this weapon. The radius of effect seems to apply to certain carbines, heavy weapons and grenades. The radius indicates the area in which all targets in addition to the primary target will be hit within.

These attribute make up the Damage category for weapons:


Type:
Min:
Max:
Radius:
Wound:



Range modifiers:

This attribute appears on all weapons. This indicates the accuracy bonuses or penalties that a player suffers when using a weapon. Point blank Range indicates the bonus or penalty applied to the player using this particular weapon at 0 meters from the target. Ideal range indicates the accuracy modifier by using the weapon at its ideal location. Max range represents the accuracy modifier applied when the target is being attacked at the maximum possible range for the weapon to attack at.

Point Blank: Lists the accuracy bonus/penalty of using this weapon at a range of 0m from the target.
Ideal: Lists the accuracy bonus/penalty of using this weapon at it's ideal range from the target.
Max: Lists the accuracy bonus/penalty of using this weapon at its maximum range from the target.


Special Attack Cost

This represents the base HAM costs that a player expends when using specials with this weapon. Special attack ham multipliers are calculated against this base ham cost for each stat pool in order to derive the value taken away from the player's pools.

Health:
Action:
Mind:


Force Power Cost


This attribute is limited to light saber weapons only. This represents the base force power cost that a player expends when using specials with this weapon. Special attack force multipliers are calculated against this base cost on the weapon in order to derive the value taken away from the player's pool.

Damage Over Time:

This Category attribute is used when a weapon has a dot effect on it. Weapons are allowed to have 1 DOT effect added to them. This dot can be of any type such as poison, fire, or disease. The DOT effect can be to any random ham pool such as health, action or mind. The only exceptions to this are from night sister lances, donkuwah knives, Nyax Sword, curved nyax swords and janta knives which have an innate dots, and cannot have another dot of the same type spawned on the item. These items can have 2 dots, but as mentioned the second dot must not be of the same time, i.e no health poison plus health poison 2nd dot allowed.

Type: Lists the type of dot being applied
Attribute: Lists the ham pool that will be affected
Strength: Lists the base damage value that the dot will use to calculate damage once it is applied.
Duration: Lists the duration in seconds that the dot will last once it has been applied.
Potency: Lists the value that will be used to calculate the chance for the dot to be applied.


Power Up:

This Category attribute is seen on a weapon when a weapon power up has been placed on it. This attribute remains so long as the uses on the power up have not expired. See using Power Ups for more information.


***Special Note***

This attribute appears when a player places an item within an anti decay kit.


Weapon Attributes:


This attribute appears when a player has had their weapon sliced by a smuggler.



Player Crafted Unnamed Item
Player Crafted renamed Item
Exceptional Weapon with Powerup, Dot, Mods, Sliced and Anti Decay Kit


Night Sister Lance with 2 dots
Light Saber
Acid Stream Launcher Consumable

Source References

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