Difference between revisions of "Warhead Component Crafting (Game Mechanics)"

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(Items Affected)
(Experimentation Lines)
 
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These items have 4 experimental lines.
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These items have 1 experimental line.
  
  
 
'''1. Experimental Damage'''<br>
 
'''1. Experimental Damage'''<br>
'''2. Experimental Durability'''<br>
 
'''3. Experimental Effeciency'''<br>
 
'''4. Experimental Range'''<br>
 
  
  
  
The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% CD and 50% UT. 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% UT. 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% UT. 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% UT. Experimentation on this line will increase the Wound attribute.
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The Experimental Damage line has three experimental properties. The first property is Maximum Damage. Maximum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Maximum Damage attribute on these items. The second property is Minimum Damage. Minumum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Minimum Damge attribute on these items. The third property is Wound Chance. Wound Chance depends on 50% DR and 50% OQ. Experimentation on this line will increase the Wound attribute.
  
  
 
The Experimental Durability line depends on 50% CD and 50% UT. 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 50% CD and 50% UT. 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% UT. 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% UT. 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 50% CD and 50% UT. Experimentation on this line increases the value of the Max attribute on these items.
 
 
 
 
The second property is Medium Range Modifier. The Medium Range Modifier experimental property depends on 50% CD and 50% UT. 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 50% CD and 50% UT. Experimentation on this line increases the value of the Point Blank attribute on these items.
 
  
  
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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
 
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
  
 
 
 
'''Attack Speed:'''
 
 
 
 
This attribute represents the value that will be used to calculate the rate of attack while using this weapon.
 
  
  
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'''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.
 
 
 
 
 
 
'''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.
 
 
 
 
 
'''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.
 
 
 
 
 
 
 
 
 
 
'''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.
 
 
 
'''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.
 
 
 
'''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.
 
  
  
 
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==Source References==
 
==Source References==

Latest revision as of 02:28, 22 April 2008




Game Mechanics - Mechanics Category

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Warhead Component Experimentation Mechanics

Items Affected

1. Light Warhead Mechanism
2. Medium Warhead Mechanism
3. Heavy Warhead Mechanism

Experimentation Lines

These items have 1 experimental line.


1. Experimental Damage


The Experimental Damage line has three experimental properties. The first property is Maximum Damage. Maximum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Maximum Damage attribute on these items. The second property is Minimum Damage. Minumum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Minimum Damge attribute on these items. The third property is Wound Chance. Wound Chance depends on 50% DR and 50% OQ. Experimentation on this line will increase the Wound attribute.







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.



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%.







Source References

Source Source in Context
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