Difference between revisions of "Projectile Barrel Crafting (Game Mechanics)"

From SWGANH Wiki
Jump to: navigation, search
(Item Attributes)
 
(9 intermediate revisions by the same user not shown)
Line 50: Line 50:
 
{| align="center"
 
{| align="center"
 
|-
 
|-
||{{D0%}}
+
||{{D25%}}
 
|-
 
|-
 
||{{GameMechanics}}
 
||{{GameMechanics}}
Line 57: Line 57:
 
|}
 
|}
  
= Game Mechanics =
+
== Projectile Barrel Experimentation Mechanics ==
  
  
  
 +
== Items Affected ==
 +
 +
1. [[Advanced Projectile Pistol Barrel (Schematic)|Advanced Projectile Pistol Barrel]]<br>
 +
2. [[Projectile Pistol Barrel (Schematic)|Projectile Pistol Barrel]]<br>
 +
3. [[Advanced Projectile Rifle Barrel (Schematic)|Advanced Projectile Rifle Barrel]]<br>
 +
4. [[Projectile Rifle Barrel (Schematic)|Projectile Rifle Barrel]]<br>
 +
 +
== Experimentation Lines ==
 +
 +
 +
These items have 3 experimental lines.
 +
 +
 +
'''1. Experimental Damage'''<br>
 +
'''2. Experimental Durability'''<br>
 +
'''3. Experimental Range'''<br>
 +
 +
 +
 +
 +
The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% HR and 50% SR. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 50% HR and 50% SR. Experimentation on this line will increase the Max attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 50% HR and 50% SR. Experimentation on this line will increase the Min attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 50% HR and 50% SR. Experimentation on this line will increase the Wound attribute.
 +
 +
 +
 +
The Experimental Durability line depends on 50% HR and 50% SR. Experimentation on this line will increase the Unit Integrity attribute on these items.
 +
 +
 +
The Experimental Range line depends on 50% HR and 50% SR. Experimentation on this line increases the value of the Ideal Range Mod 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 (Game Mechanics)|
 +
General Item Mechanics]]
 +
 +
 +
 +
'''Volumn:'''
 +
 +
Represents the current container contents of the Item.
 +
 +
For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]]
 +
 +
 +
 +
'''Object Creator:'''
 +
 +
This attribute appears only on crafted items or looted components. The crafter's name is listed here.
 +
 +
[[General Item Mechanics (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|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 (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
 +
 +
 +
 +
'''Minimum Damge:'''
 +
 +
 +
This attribute represents the value that will be added to the weapon's minimum damage range.
 +
 +
 +
'''Maximum Damage:'''
 +
 +
 +
This attribute represents the value that will be added to the weapon's maximum damage range.
 +
 +
 +
'''Attack Speed:'''
 +
 +
 +
This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value.
 +
 +
 +
'''Wound:'''
 +
 +
This attribute represents a percentage increase in the chance to cause a bleeding effect on a target using a particular weapon. For example if a base chance to inflict a bleed was 10%, and a 150% Wound modified weapon was factored into this, then the new chance to inflict a bleed will be 25%.
 +
 +
 +
'''Ideal Range Mod:'''
 +
 +
 +
This represents the bonus that is added to the attack hit chance on the Ideal rand mod for a given weapon. A higher value in this means that the weapon will have a higher accuracy of attack at a given range.
 +
 +
<br><br>
  
 
==Source References==
 
==Source References==

Latest revision as of 05:11, 21 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.


Navigation

Description

Template (Game Messages)

Related Tags

25% This document has been partially completed.

Mechanics This document is about game mechanics.

Projectile Barrel Experimentation Mechanics

Items Affected

1. Advanced Projectile Pistol Barrel
2. Projectile Pistol Barrel
3. Advanced Projectile Rifle Barrel
4. Projectile Rifle Barrel

Experimentation Lines

These items have 3 experimental lines.


1. Experimental Damage
2. Experimental Durability
3. Experimental Range



The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% HR and 50% SR. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 50% HR and 50% SR. Experimentation on this line will increase the Max attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 50% HR and 50% SR. Experimentation on this line will increase the Min attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 50% HR and 50% SR. Experimentation on this line will increase the Wound attribute.


The Experimental Durability line depends on 50% HR and 50% SR. Experimentation on this line will increase the Unit Integrity attribute on these items.


The Experimental Range line depends on 50% HR and 50% SR. Experimentation on this line increases the value of the Ideal Range Mod 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


Minimum Damge:


This attribute represents the value that will be added to the weapon's minimum damage range.


Maximum Damage:


This attribute represents the value that will be added to the weapon's maximum damage range.


Attack Speed:


This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value.


Wound:

This attribute represents a percentage increase in the chance to cause a bleeding effect on a target using a particular weapon. For example if a base chance to inflict a bleed was 10%, and a 150% Wound modified weapon was factored into this, then the new chance to inflict a bleed will be 25%.


Ideal Range Mod:


This represents the bonus that is added to the attack hit chance on the Ideal rand mod for a given weapon. A higher value in this means that the weapon will have a higher accuracy of attack at a given range.



Source References

Source Source in Context