Difference between revisions of "Armorsmith Layer Component Crafting (Game Mechanics)"

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(New page: All layers cover a protection (acid, heat, energy, kinetic, cold, stun, blast, etc.) and will move that protection from whats called a base protection, to a special protection. There is a ...)
 
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All layers cover a protection (acid, heat, energy, kinetic, cold, stun, blast, etc.) and will move that protection from whats called a base protection, to a special protection. There is a special protection specific to a given armor before any additional ones added via layer or enhancement. Ie, ubese is kinetic, bone is energy. Once a protection is moved it cannot be improved on by a slicer. A base protection is everything else that the armor covers. Of course not all armors cover all damage types. So if you layer your armor, that layer's protection cannot be improved on subsequently by a slicer. Also, each segment has an option to add a special segment enhancement in addition to layers. This coverage will also make that protection untouchable by slicer.
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Armorsmiths require OQ/shock for the resists and OQ/MAL/UT for encumbrance and integrity.
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{{PageHeader|Game Mechanics|Mechanics Category}}
Armor segments can take 0-3 layers (ubese 1, padded 2, comp and RIS 3). Each layer adds to the cumulative encumbrance, but it is not a pure calculation. If your 3 layers add up to 12 encumbrance in each HAM category, your segment may go up by 12/12/12
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== Description ==
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Template (Game Messages)
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== Related Tags ==
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== Armorsmith Layer Component Experimentation Mechanics ==
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Layers are an optional sub-component that can be added to armor segments. All layers cover a protection (acid, heat, energy, kinetic, cold, stun, blast, electricity) and will move that protection from whats called a base protection, to a special protection. There is a special protection specific to a given armor before any additional ones added via layer or enhancement. Ie, ubese is kinetic, bone is energy. Once a protection is moved it cannot be improved on by a slicer. A base protection is everything else that the armor covers. Of course not all armors cover all damage types. So if you layer your armor, that layer's protection cannot be improved on subsequently by a slicer. Armor segments can take 0-3 layers (ubese 1, padded 2, composite and RIS 3). Each layer adds to the cumulative encumbrance. If your 3 layers add up to 12 encumbrance in each HAM category, your segment may go up by 12 Health, Action and Mind Encumberance.
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== Items Affected ==
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1. [[Acid Protection Armor Layer (Schematic)|Acid Protection Armor Layer]]<br>
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2. [[Blast Protection Armor Layer (Schematic)|Blast Protection Armor Layer]]<br>
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3. [[Cold Protection Armor Layer (Schematic)|Cold Protection Armor Layer]]<br>
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4. [[Electrical Protection Armor Layer (Schematic)|Electrical Protection Armor Layer]]<br>
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5. [[Energy Protection Armor Layer (Schematic)|Energy Protection Armor Layer]]<br>
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6. [[Heat Protection Armor Layer (Schematic)|Heat Protection Armor Layer]]<br>
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7. [[Kinetic Protection Armor Layer (Schematic)|Kinetic Protection Armor Layer]]<br>
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8. [[Stun Protection Armor Layer (Schematic)|Stun Protection Armor Layer]]<br>
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9. [[R.I.S. Armor Layer (Schematic)|R.I.S. Armor Layer]]<br>
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== Experimentation Lines ==
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There are 4 lines of experimentation available to these items.
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'''1. Experimental Durability'''<br>
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'''2. Experimental Quality'''<br>
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'''3. Experimental Resistance'''<br>
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'''4. Misc'''<br>
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The Experimental Durability line has 4 experimental attributes. The first of these is Armor Action Encumberance. Armor Action Encumberance depends on 50% MA and 50% OQ.  Experimentation on Experimental Durability will decrease the Action Encumberance attribute on the item. The second attribute is Armor Health Encumberance. Armor Health Encumberance depends on 50% MA and 50% OQ.  Experimentation on Experimental Durability will decrease the Health Encumberance attribute on the item. The third attribute is Armor Integrity. Armor Integrity depends on 50% OQ and 50% UT.  Experimentation on Experimental Durability will increase the Integrity attribute on the item. The Fourth attribute is Armor Mind Encumberance. Armor Mind Encumberance depends on 50% MA and 50% OQ.  Experimentation on Experimental Durability will decrease the Mind Encumberance attribute on the item.
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The Experimental Quality line depends on 50% OQ and 50% SR.  Experimentation on this line will increase the Base Effectiveness attribute.
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Experimental Resistance
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1. The Experimental Resistance line for Kinetic, Blast, Stun, Electrical, Energy, Heat, Cold and Acid Protection Layers depend on 50% OQ and 50% SR. Experimentation on this line will increase the Kinetic Effectiveness, Blast Effectiveness, Stun Effectiveness, Electrical Effectiveness, Heat Effectiveness, Cold Effectiveness, Acid Effectiveness, and Energy Effectiveness attributes on these items.
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2. The Experimental Resistance line for R.I.S Armor Layer depends on 50% OQ and 50% SR. Experimentation on this line does not increase any resistance.
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The Misc line depends on 50% OQ and 50% SR. Experimentation on this line will increase the Integrity attribute on these items.
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== Item Attributes ==
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'''Variation Of:'''
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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.
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For more information about the Variation Of attribute, see [[General Item Mechanics (Game Mechanics)|
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General Item Mechanics]]
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'''Volumn:'''
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Represents the current container contents of the Item.
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For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]]
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'''Object Creator:'''
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This attribute appears only on crafted items or looted components. The crafter's name is listed here.
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[[General Item Mechanics (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
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'''Serial Number:'''
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This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
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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
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'''Base Effectiveness:'''
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This attribute indicates the amount of resistance that will be added to the general resist attributes on the armor.  Each armor has a certain number of resistances that are placed into the general effectiveness category. The value listed here will be added directly to each of the values on the resistances found under the armor's Effectiveness category. Resists found under this category can be augmented further by a smuggler slicing the armor.
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'''Integrity:'''
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This attribute indicates the amount of condition that will be added to the armor by this component. Each point here, represents 1 point of condition.
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'''Health Encumberance:'''
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This attribute indicates the amount of points that will be subtracted from the player's health pool secondaries if the item is placed inside the armor.
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'''Action Encumberance:'''
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This attribute indicates the amount of points that will be subtracted from the player's action pool secondaries if the item is placed inside the armor.
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'''Mind Encumberance:'''
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This attribute indicates the amount of points that will be subtracted from the player's mind pool secondaries if the item is placed inside the armor.
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'''Kinetic Effectiveness'''
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This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers.  The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.
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'''Blast Effectiveness'''
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This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers.  The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.
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'''Stun Effectiveness'''
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This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers.  The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.
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'''Electrical Effectiveness'''
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This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers.  The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.
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'''Heat Effectiveness'''
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This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers.  The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.
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'''Cold Effectiveness'''
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This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers.  The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.
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'''Acid Effectiveness'''
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This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers.  The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.
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'''Energy Effectiveness'''
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This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers.  The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.
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==Source References==
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Latest revision as of 05:54, 18 April 2008




Game Mechanics - Mechanics Category

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Armorsmith Layer Component Experimentation Mechanics

Layers are an optional sub-component that can be added to armor segments. All layers cover a protection (acid, heat, energy, kinetic, cold, stun, blast, electricity) and will move that protection from whats called a base protection, to a special protection. There is a special protection specific to a given armor before any additional ones added via layer or enhancement. Ie, ubese is kinetic, bone is energy. Once a protection is moved it cannot be improved on by a slicer. A base protection is everything else that the armor covers. Of course not all armors cover all damage types. So if you layer your armor, that layer's protection cannot be improved on subsequently by a slicer. Armor segments can take 0-3 layers (ubese 1, padded 2, composite and RIS 3). Each layer adds to the cumulative encumbrance. If your 3 layers add up to 12 encumbrance in each HAM category, your segment may go up by 12 Health, Action and Mind Encumberance.

Items Affected

1. Acid Protection Armor Layer
2. Blast Protection Armor Layer
3. Cold Protection Armor Layer
4. Electrical Protection Armor Layer
5. Energy Protection Armor Layer
6. Heat Protection Armor Layer
7. Kinetic Protection Armor Layer
8. Stun Protection Armor Layer
9. R.I.S. Armor Layer

Experimentation Lines

There are 4 lines of experimentation available to these items.


1. Experimental Durability
2. Experimental Quality
3. Experimental Resistance
4. Misc


The Experimental Durability line has 4 experimental attributes. The first of these is Armor Action Encumberance. Armor Action Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Action Encumberance attribute on the item. The second attribute is Armor Health Encumberance. Armor Health Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Health Encumberance attribute on the item. The third attribute is Armor Integrity. Armor Integrity depends on 50% OQ and 50% UT. Experimentation on Experimental Durability will increase the Integrity attribute on the item. The Fourth attribute is Armor Mind Encumberance. Armor Mind Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Mind Encumberance attribute on the item.


The Experimental Quality line depends on 50% OQ and 50% SR. Experimentation on this line will increase the Base Effectiveness attribute.


Experimental Resistance

1. The Experimental Resistance line for Kinetic, Blast, Stun, Electrical, Energy, Heat, Cold and Acid Protection Layers depend on 50% OQ and 50% SR. Experimentation on this line will increase the Kinetic Effectiveness, Blast Effectiveness, Stun Effectiveness, Electrical Effectiveness, Heat Effectiveness, Cold Effectiveness, Acid Effectiveness, and Energy Effectiveness attributes on these items.


2. The Experimental Resistance line for R.I.S Armor Layer depends on 50% OQ and 50% SR. Experimentation on this line does not increase any resistance.


The Misc line depends on 50% OQ and 50% SR. Experimentation on this line will increase the Integrity 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



Base Effectiveness:

This attribute indicates the amount of resistance that will be added to the general resist attributes on the armor. Each armor has a certain number of resistances that are placed into the general effectiveness category. The value listed here will be added directly to each of the values on the resistances found under the armor's Effectiveness category. Resists found under this category can be augmented further by a smuggler slicing the armor.


Integrity:

This attribute indicates the amount of condition that will be added to the armor by this component. Each point here, represents 1 point of condition.


Health Encumberance:

This attribute indicates the amount of points that will be subtracted from the player's health pool secondaries if the item is placed inside the armor.


Action Encumberance:


This attribute indicates the amount of points that will be subtracted from the player's action pool secondaries if the item is placed inside the armor.

Mind Encumberance:


This attribute indicates the amount of points that will be subtracted from the player's mind pool secondaries if the item is placed inside the armor.


Kinetic Effectiveness

This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.


Blast Effectiveness

This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.

Stun Effectiveness

This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.


Electrical Effectiveness

This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.



Heat Effectiveness


This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.



Cold Effectiveness


This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.



Acid Effectiveness


This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.


Energy Effectiveness


This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.

Source References

Source Source in Context
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