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− | {{PageHeader|Game Mechanics|Mechanics Category}} | + | {{PageHeader|Game Mechanics|Melee Weapon Crafting}} |
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− | == Ranged Weapon Experimentation Mechanics == | + | == Melee Weapon Experimentation Mechanics == |
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| == Items Affected == | | == Items Affected == |
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− | | + | 1. [[Dagger (Schematic)|Dagger]]<br> |
− | 1. [[Enhanced E11 Carbine (Schematic)|Enhanced E11 Carbine]]<br> | + | 2. [[Survival Knife (Schematic)|Survival Knife]]<br> |
− | 2. [[CDEF Carbine (Schematic)|CDEF Carbine]]<br> | + | 3. [[Metal Staff (Schematic)|Metal Staff]]<br> |
− | 3. [[DH17 Carbine (Schematic)|DH17 Carbine]]<br> | + | 4. [[Reinforced Combat Staff (Schematic)|Reinforced Combat Staff]]<br> |
− | 4. [[DH17 Short Carbine (Schematic)|DH17 Short Carbine]]<br>
| + | 5. [[Wood Staff (Schematic)|Wood Staff]]<br> |
− | 5. [[DXR6 Carbine (Schematic)|DXR6 Carbine]]<br>
| + | 6. [[Heavy Axe (Schematic)|Heavy Axe]]<br> |
− | 6. [[E11 Carbine (Schematic)|E11 Carbine]]<br>
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− | 7. [[EE3 Carbine (Schematic)|EE3 Carbine]]<br>
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− | 8. [[Elite Carbine (Schematic)|Elite Carbine]]<br>
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− | 9. [[Laser Carbine (Schematic)|Laser Carbine]]<br>
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− | 10. [[DE-10 Pistol (Schematic)|DE-10 Pistol]]<br>
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− | 11. [[Featherweight FWG5 Pistol (Schematic)|Featherweight FWG5 Pistol]]<br>
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− | 12. [[Modified Republic Blaster (Schematic)|Modified Republic Blaster]]<br>
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− | 13. [[CDEF Pistol (Schematic)|CDEF Pistol]]<br>
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− | 14. [[D18 Pistol (Schematic)|D18 Pistol]]<br>
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− | 15. [[DH17 Pistol (Schematic)|DH17 Pistol]]<br>
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− | 16. [[DL44 Metal Pistol (Schematic)|DL44 Metal Pistol]]<br>
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− | 17. [[DL44 Pistol (Schematic)|DL44 Pistol]]<br>
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− | 18. [[DX2 Pistol (Schematic)|DX2 Pistol]]<br>
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− | 19. [[FWG5 Pistol (Schematic)|FWG5 Pistol]]<br>
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− | 20. [[Geonosian Sonic Blaster (Schematic)|Geonosian Sonic Blaster]]<br>
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− | 21. [[Launcher Pistol (Schematic)|Launcher Pistol]]<br>
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− | 22. [[Power5 Pistol (Schematic)|Power5 Pistol]]<br>
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− | 23. [[Republic Blaster (Schematic)|Republic Blaster]]<br>
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− | 24. [[Scatter Pistol (Schematic)|Scatter Pistol]]<br>
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− | 25. [[Scout Blaster (Schematic)|Scout Blaster]]<br>
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− | 26. [[SR Combat Pistol (Schematic)|SR Combat Pistol]]<br>
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− | 27. [[Striker Pistol (Schematic)|Striker Pistol]]<br>
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− | 28. [[Tangle Pistol (Schematic)|Tangle Pistol]]<br>
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− | 29. [[Berserker Rifle (Schematic)|Berserker Rifle]]<br>
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− | 30. [[Beam Rifle (Schematic)|Beam Rifle]]<br>
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− | 31. [[Bowcaster (Schematic)|Bowcaster]]<br>
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− | 32. [[CDEF Rifle (Schematic)|CDEF Rifle]]<br>
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− | 33. [[DLT20 Rifle (Schematic)|DLT20 Rifle]]<br>
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− | 34. [[DLT20a Rifle (Schematic)|DLT20a Rifle]]<br>
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− | 35. [[E11 Rifle (Schematic)|E11 Rifle]]<br>
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− | 36. [[Jawa Ion Rifle (Schematic)|Jawa Ion Rifle]]<br>
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− | 37. [[Laser Rifle (Schematic)|Laser Rifle]]<br>
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− | 38. [[SG82 Rifle (Schematic)|SG82 Rifle]]<br>
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− | 39. [[Spraystick (Schematic)|Spraystick]]<br>
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− | 40. [[T21 Rifle (Schematic)|T21 Rifle]]<br>
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− | 41. [[Tenloss DXR-6 Disruptor Rifle (Schematic)|Tenloss DXR-6 Disruptor Rifle]]<br>
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− | 42. [[Tusken Rifle (Schematic)|Tusken Rifle]]<br>
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| == Experimentation Lines == | | == Experimentation Lines == |
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− | The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% CD and 50% OQ. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 50% CD and 50% OQ. Experimentation on this line will increase the Max attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 50% CD and 50% OQ. Experimentation on this line will increase the Min attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 50% CD and 50% OQ. Experimentation on this line will increase the Wound attribute. | + | The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 100% SR. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 100% SR. Experimentation on this line will increase the Max attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 100% SR. Experimentation on this line will increase the Min attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 100% SR. Experimentation on this line will increase the Wound attribute. |
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− | The Experimental Durability line depends on 50% CD and 50% OQ. Experimentation on this line will increase the Unit Integrity attribute on these items. | + | The Experimental Durability line depends on 100% SR. Experimentation on this line will increase the Condition attribute on these items. |
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− | The Experimental Effeciency line has three experimental properties. The first of these is Attack Health Cost. Attack Health Cost depends on 50% CD and 50% OQ. Experimentation on this line decreases the Health attribute on these items. The second experimental property is Attack Action Cost. Attack Action Cost depends on 50% CD and 50% OQ. Experimentation on this line decreases the Action attribute on these items. The third experimental property is Attack Mind Cost. Attack Mind Cost depends on 50% CD and 50% OQ. Experimentation on this line decreases the Mind attribute on these items. | + | The Experimental Effeciency line has three experimental properties. The first of these is Attack Health Cost. Attack Health Cost depends on 100% SR. Experimentation on this line decreases the Health attribute on these items. The second experimental property is Attack Action Cost. Attack Action Cost depends on 100% SR. Experimentation on this line decreases the Action attribute on these items. The third experimental property is Attack Mind Cost. Attack Mind Cost depends on 100% SR. Experimentation on this line decreases the Mind attribute on these items. |
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| The Experimental Range line has Three properties. | | The Experimental Range line has Three properties. |
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− | The first of these is the Minumum Range Modifier. This property can be found on, [[Scout Blaster (Schematic)|Scout Blaster]], [[SR Combat Pistol (Schematic)|SR Combat Pistol]], [[Scatter Pistol (Schematic)|Scatter Pistol]], [[Tenloss DXR-6 Disruptor Rifle (Schematic)|Tenloss DXR-6 Disruptor Rifle]]. The Minumum Range Modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Point Blank attribute on these items.
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| + | The First property is Maximum Range Modifier. The Maximum Range Modifier experimental property depends on 100% SR. Experimentation on this line increases the value of the Max attribute on these items. |
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− | The second property is Medium Range Modifier. This property can be found on all ranged weapons with the exception of [[Scout Blaster (Schematic)|Scout Blaster]], [[SR Combat Pistol (Schematic)|SR Combat Pistol]]. The Medium Range Modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Ideal attribute on these items. | + | The second property is Medium Range Mod. The Medium Range Mod experimental property depends on 100% SR. Experimentation on this line increases the value of the Ideal attribute on these items. |
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− | The third property is Maximum Range Modifier. This property can be found on [[Scatter Pistol (Schematic)|Scatter Pistol]], [[Tenloss DXR-6 Disruptor Rifle (Schematic)|Tenloss DXR-6 Disruptor Rifle]]. The Maximum Range Modifier experimental property depends on 50% CD and 50% OQ. Experimentation on this line increases the value of the Max attribute on these items. | + | The third of these is the Minumum Range Modifier. The Minumum Range Modifier experimental property depends on 100% SR. Experimentation on this line increases the value of the Point Blank attribute on these items. |
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− | == Transferred Component Attributes ==
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− | '''Unit Integrity:'''
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− | The value listed by this attribute indicates the amount that will be added to the final weapon's Condition attribute when the component is included. Each point in unity integrity translates to 1 point added to Condition. Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]], [[Advanced Weapon Scope (Schematic)|Advanced Weapon Scope]], [[Weapon Scope (Schematic)|Weapon Scope]], [[Advanced Projectile Feed Mechanism (Schematic)|Advanced Projectile Feed Mechanism]], [[Projectile Feed Mechanism (Schematic)|Projectile Feed Mechanism]], [[Advanced Blaster Power Handler (Schematic)|Advanced Blaster Power Handler]], [[Blaster Power-handler (Schematic)|Blaster Power-handler]], [[Advanced Chemical Dispersion Mechanism (Schematic)|Advanced Chemical Dispersion Mechanism]], [[Chemical-dispersion Mechanism (Schematic)|Chemical-dispersion Mechanism]] components will increase the Condition attribute on ranged weapons.
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− | '''Minimum Damge:'''
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− | This attribute represents the value that will be added to the weapon's minimum damage range.
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− | Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]], [[Advanced Projectile Pistol Barrel (Schematic)|Advanced Projectile Pistol Barrel]], [[Projectile Pistol Barrel (Schematic)|Projectile Pistol Barrel]], [[Advanced Projectile Rifle Barrel (Schematic)|Advanced Projectile Rifle Barrel]], [[Projectile Rifle Barrel (Schematic)|Projectile Rifle Barrel]], [[Advanced Projectile Feed Mechanism (Schematic)|Advanced Projectile Feed Mechanism]], [[Projectile Feed Mechanism (Schematic)|Projectile Feed Mechanism]], [[Advanced Blaster Pistol Barrel (Schematic)|Advanced Blaster Pistol Barrel]], [[Blaster-pistol Barrel (Schematic)|Blaster-pistol Barrel]], [[Advanced Blaster Rifle Barrel (Schematic)|Advanced Blaster Rifle Barrel]], [[Blaster-rifle Barrel (Schematic)|Blaster-rifle Barrel]], [[Advanced Blaster Power Handler (Schematic)|Advanced Blaster Power Handler]], [[Blaster Power-handler (Schematic)|Blaster Power-handler]], [[Advanced Chemical Dispersion Mechanism (Schematic)|Advanced Chemical Dispersion Mechanism]], [[Chemical-dispersion Mechanism (Schematic)|Chemical-dispersion Mechanism]], [[Form-fitted Weapon Stock (Looted Item)|Form-fitted Weapon Stock]], [[High Capacity Blaster Power Handler (Quest Reward)|High Capacity Blaster Power Handler]], [[High Caliber Projectile Pistol Barrel (Quest Reward)|High Caliber Projectile Pistol Barrel]], [[High Caliber Projectile Rifle Barrel (Quest Reward)|High Caliber Projectile Rifle Barrel]], [[High Velocity Blaster Pistol Barrel (Quest Reward)|High Velocity Blaster Pistol Barrel]] components will increase the Min attribute on ranged weapons.
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− | '''Maximum Damage:'''
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− | This attribute represents the value that will be added to the weapon's maximum damage range.
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− | Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]], [[Advanced Projectile Pistol Barrel (Schematic)|Advanced Projectile Pistol Barrel]], [[Projectile Pistol Barrel (Schematic)|Projectile Pistol Barrel]], [[Advanced Projectile Rifle Barrel (Schematic)|Advanced Projectile Rifle Barrel]], [[Projectile Rifle Barrel (Schematic)|Projectile Rifle Barrel]], [[Advanced Projectile Feed Mechanism (Schematic)|Advanced Projectile Feed Mechanism]], [[Projectile Feed Mechanism (Schematic)|Projectile Feed Mechanism]], [[Advanced Blaster Pistol Barrel (Schematic)|Advanced Blaster Pistol Barrel]], [[Blaster-pistol Barrel (Schematic)|Blaster-pistol Barrel]], [[Advanced Blaster Rifle Barrel (Schematic)|Advanced Blaster Rifle Barrel]], [[Blaster-rifle Barrel (Schematic)|Blaster-rifle Barrel]], [[Advanced Blaster Power Handler (Schematic)|Advanced Blaster Power Handler]], [[Blaster Power-handler (Schematic)|Blaster Power-handler]], [[Advanced Chemical Dispersion Mechanism (Schematic)|Advanced Chemical Dispersion Mechanism]], [[Chemical-dispersion Mechanism (Schematic)|Chemical-dispersion Mechanism]], [[Form-fitted Weapon Stock (Looted Item)|Form-fitted Weapon Stock]], [[High Capacity Blaster Power Handler (Quest Reward)|High Capacity Blaster Power Handler]], [[High Caliber Projectile Pistol Barrel (Quest Reward)|High Caliber Projectile Pistol Barrel]], [[High Caliber Projectile Rifle Barrel (Quest Reward)|High Caliber Projectile Rifle Barrel]], [[High Velocity Blaster Pistol Barrel (Quest Reward)|High Velocity Blaster Pistol Barrel]] components will increase the Max attribute on ranged weapons.
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− | '''Attack Speed:'''
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− | This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value. Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]], [[Advanced Projectile Pistol Barrel (Schematic)|Advanced Projectile Pistol Barrel]], [[Projectile Pistol Barrel (Schematic)|Projectile Pistol Barrel]], [[Advanced Projectile Rifle Barrel (Schematic)|Advanced Projectile Rifle Barrel]], [[Projectile Rifle Barrel (Schematic)|Projectile Rifle Barrel]], [[Advanced Projectile Feed Mechanism (Schematic)|Advanced Projectile Feed Mechanism]], [[Projectile Feed Mechanism (Schematic)|Projectile Feed Mechanism]], [[Advanced Blaster Pistol Barrel (Schematic)|Advanced Blaster Pistol Barrel]], [[Blaster-pistol Barrel (Schematic)|Blaster-pistol Barrel]], [[Advanced Blaster Rifle Barrel (Schematic)|Advanced Blaster Rifle Barrel]], [[Blaster-rifle Barrel (Schematic)|Blaster-rifle Barrel]], [[Advanced Blaster Power Handler (Schematic)|Advanced Blaster Power Handler]], [[Blaster Power-handler (Schematic)|Blaster Power-handler]], [[Form-fitted Weapon Stock (Looted Item)|Form-fitted Weapon Stock]], [[High Capacity Blaster Power Handler (Quest Reward)|High Capacity Blaster Power Handler]]
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− | [[High Caliber Projectile Pistol Barrel (Quest Reward)|High Caliber Projectile Pistol Barrel]], [[High Caliber Projectile Rifle Barrel (Quest Reward)|High Caliber Projectile Rifle Barrel]], [[High Velocity Blaster Pistol Barrel (Quest Reward)|High Velocity Blaster Pistol Barrel]] components will increase the Attack Speed attribute on ranged weapons.
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− | '''Wound:'''
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− | 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%. Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]] , [[Advanced Weapon Scope (Schematic)|Advanced Weapon Scope]], [[Weapon Scope (Schematic)|Weapon Scope]], [[Advanced Projectile Pistol Barrel (Schematic)|Advanced Projectile Pistol Barrel]], [[Projectile Pistol Barrel (Schematic)|Projectile Pistol Barrel]], [[Advanced Projectile Rifle Barrel (Schematic)|Advanced Projectile Rifle Barrel]], [[Projectile Rifle Barrel (Schematic)|Projectile Rifle Barrel]], [[Advanced Blaster Pistol Barrel (Schematic)|Advanced Blaster Pistol Barrel]], [[Blaster-pistol Barrel (Schematic)|Blaster-pistol Barrel]], [[Advanced Blaster Rifle Barrel (Schematic)|Advanced Blaster Rifle Barrel]], [[Blaster-rifle Barrel (Schematic)|Blaster-rifle Barrel]], [[Form-fitted Weapon Stock (Looted Item)|Form-fitted Weapon Stock]], [[High Caliber Projectile Pistol Barrel (Quest Reward)|High Caliber Projectile Pistol Barrel]], [[High Caliber Projectile Rifle Barrel (Quest Reward)|High Caliber Projectile Rifle Barrel]], [[High Velocity Blaster Pistol Barrel (Quest Reward)|High Velocity Blaster Pistol Barrel]], [[Precision Tuned Weapon Scope (Quest Reward)|Precision Tuned Weapon Scope]] components will increase the Wound attribute on ranged weapons.
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− | '''Ideal Range Mod:'''
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− | 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. Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]], [[Advanced Weapon Scope (Schematic)|Advanced Weapon Scope]], [[Weapon Scope (Schematic)|Weapon Scope]], [[Advanced Projectile Pistol Barrel (Schematic)|Advanced Projectile Pistol Barrel]], [[Projectile Pistol Barrel (Schematic)|Projectile Pistol Barrel]], [[Advanced Projectile Rifle Barrel (Schematic)|Advanced Projectile Rifle Barrel]], [[Projectile Rifle Barrel (Schematic)|Projectile Rifle Barrel]], [[Advanced Blaster Pistol Barrel (Schematic)|Advanced Blaster Pistol Barrel]], [[Blaster-pistol Barrel (Schematic)|Blaster-pistol Barrel]], [[Advanced Blaster Rifle Barrel (Schematic)|Advanced Blaster Rifle Barrel]], [[Blaster-rifle Barrel (Schematic)|Blaster-rifle Barrel]], [[Form-fitted Weapon Stock (Looted Item)|Form-fitted Weapon Stock]], [[High Caliber Projectile Pistol Barrel (Quest Reward)|High Caliber Projectile Pistol Barrel]], [[High Velocity Blaster Pistol Barrel (Quest Reward)|High Velocity Blaster Pistol Barrel]]
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− | [[Precision Tuned Weapon Scope (Quest Reward)|Precision Tuned Weapon Scope]] components will increase the Ideal attribute on ranged weapons.
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− | '''Min:'''
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− | This attribute represents the value that will be added to the weapon's minimum damage range.
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− | Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]] components will increase the Min attribute on ranged weapons.
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− | '''Max:'''
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− | This attribute represents the value that will be added to the weapon's maximum damage range.
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− | Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]] components will increase the Max attribute on ranged weapons.
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− | '''Special Move Health Cost:'''
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− | This attribute represents the health point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack. Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]], [[Advanced Weapon Scope (Schematic)|Advanced Weapon Scope]], [[Weapon Scope (Schematic)|Weapon Scope]],[[Precision Tuned Weapon Scope (Quest Reward)|Precision Tuned Weapon Scope]] components will increase the Health attribute on ranged weapons.
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− | Adding in [[Advanced Projectile Feed Mechanism (Schematic)|Advanced Projectile Feed Mechanism]], [[Projectile Feed Mechanism (Schematic)|Projectile Feed Mechanism]] components will decrease the Health attribute on the weapon.
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− | '''Special Move Action Cost:'''
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− | This attribute represents the action point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack. Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]], [[Advanced Weapon Scope (Schematic)|Advanced Weapon Scope]], [[Weapon Scope (Schematic)|Weapon Scope]], [[Precision Tuned Weapon Scope (Quest Reward)|Precision Tuned Weapon Scope]] components will increase the Action attribute on ranged weapons.
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− | '''Special Move Mind Cost:'''
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− | This attribute represents the mind point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack. Adding in [[Advanced Weapon Stock (Schematic)|Advanced Weapon Stock]], [[Rifle Stock (Schematic)|Rifle Stock]], [[Advanced Weapon Scope (Schematic)|Advanced Weapon Scope]], [[Weapon Scope (Schematic)|Weapon Scope]], [[Precision Tuned Weapon Scope (Quest Reward)|Precision Tuned Weapon Scope]] components will increase the Mind attribute on ranged weapons.
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| ==Source References== | | ==Source References== |