Difference between revisions of "Reinforcement Core Items (Game Mechanics)"

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The Experimental Durability line depends on 100% SR. Experimentation on this line will increase the Unit Integrity attribute on these items.
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The Experimental Durability line depends on 100% SR. Experimentation on this line will increase the Condition attribute on these items.
  
  

Latest revision as of 23:13, 21 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Reinforcement Core Item Experimentation Mechanics

Items Affected

1. Gaderiffi Baton
2. Stun Baton
3. Power Hammer
4. Two-handed Axe

Experimentation Lines

These items have 4 experimental lines.


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


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.


The Experimental Durability line depends on 100% SR. Experimentation on this line will increase the Condition 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.


The Experimental Range line has Three properties.


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.

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.


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.



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


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


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


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


Damage

The Damage attribute is one of several category labels on weapons. It contains the Type, Min, Max, and Wound attributes for these items.


Type:

Type refers to one of a number of damage variations found on weapons. 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.


Min:


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


Max


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



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%.



Range Modifiers:


The Range Modifiers attribute is one of several category labels on weapons. It contains the Point Blank, Idea, and Max attributes for these items.


Point Blank:


This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its zero mod range on a target. The point blank range for all items is 0 meters from a target. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target.


Ideal:

This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its medium mod range on a target. The ideal range differs between various items. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target.


Max:


This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its maximum range on a target. The max range differs between items as some have a higher range to attack targets than others but can go up to as far as 64 meters. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target.



Special Attack Cost:


The Special Attack Cost attribute is one of several category labels on weapons. It contains the Health, Action and Mind attributes.


Health:

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.


Action:

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.


Mind:

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.




Transferred Component Attributes

Unit Integrity:

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 Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, components will increase the Condition attribute on these items.


Minimum Damge:


This attribute represents the value that will be added to the weapon's minimum damage range. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core,Acklay Bones, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Min attribute on ranged weapons.


Maximum Damage:


This attribute represents the value that will be added to the weapon's maximum damage range. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Acklay Bones, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Max attribute on ranged weapons.


Attack Speed:


This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will decrease the Attack Speed attribute on ranged weapons.


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%. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Wound attribute on ranged weapons.


Zero Range Mod:

This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its zero mod range on a target. The point blank range for all items is 0 meters from a target. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target. A higher value in this means that the weapon will have a higher accuracy of attack at a given range. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core components will increase the Point Blank attribute in these items.


Maximum Range Mod:

This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its maximum range on a target. The max range differs between items as some have a higher range to attack targets than others but can go up to as far as 64 meters. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core components will increase the Max attribute in these items.


Ideal Range Mod:


This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its medium mod range on a target. The ideal range differs between various items. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target. A higher value in this means that the weapon will have a higher accuracy of attack at a given range. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Ideal attribute in these items.



Special Move Health Cost:

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 Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Health attribute on these items.


Special Move Action Cost:

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 Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Action attribute on these items.


Special Move Mind Cost:

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 Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Mind attribute on these items.

Source References

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