Difference between revisions of "Mine Crafting (Game Mechanics)"
(New page: {{PageCleanup}} {{PageHeader|Game Mechanics|Mechanics Category}} {| border="0" width="100%" cellpadding=6 |- |valign=top| =Navigation= {| align="center" width="280px" |- || {{Auction (Mes...) |
(→Transferred Component Attributes) |
||
(3 intermediate revisions by the same user not shown) | |||
Line 65: | Line 65: | ||
− | 1. [[ | + | 1. [[Anti-Vehicular Mine (Schematic)|Anti-Vehicular Mine]]<br> |
− | 2. [[ | + | 2. [[DRX Mine (Schematic)|DRX Mine]]<br> |
− | 3. [[ | + | 3. [[XG Mine (Schematic)|XG Mine]]<br> |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
== Experimentation Lines == | == Experimentation Lines == | ||
Line 78: | Line 74: | ||
− | These items have | + | These items have 1 experimental line. |
'''1. Experimental Damage'''<br> | '''1. Experimental Damage'''<br> | ||
− | |||
− | |||
+ | The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% SR 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% SR 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% SR 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% SR and 50% UT. Experimentation on this line will increase the Wound attribute. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
<br><br> | <br><br> | ||
Line 122: | Line 100: | ||
General Item Mechanics]] | General Item Mechanics]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 145: | Line 118: | ||
'''Uses Remaining:''' | '''Uses Remaining:''' | ||
− | This attribute indicates the total number of times that this item can be used before it will be removed from the player's inventory. | + | This attribute indicates the total number of times that this item can be used before it will be removed from the player's inventory. Mines are created with 5 uses per item. |
Line 175: | Line 148: | ||
− | This attribute represents the value that will be used to calculate the rate | + | This attribute represents the value that will be used to calculate the rate at which the minefield will 'reload' mines. Once a minefield has been detonated (by a player moving through it) the listed attack speed rate on the mine will need to process before another mine in the field can be activated. |
Line 203: | Line 176: | ||
'''Radius:''' | '''Radius:''' | ||
− | This attribute represents the area of effect around the target that will be encompassed by the weapons's effect. Anything within this area will be damaged by the effect. Radius varies depending on the item used. The radii for each | + | This attribute represents the area of effect around the target that will be encompassed by the weapons's effect. Anything within this area will be damaged by the effect. Radius varies depending on the item used. The radii for each mine is as follows: |
− | 1. | + | 1. Anti-Vehicular - 15 meters<br> |
− | 2. | + | 2. DRX Mine- 8 meters<br> |
− | 3. | + | 3. XG Mine - (Unknown) Possibly 5 or 8<br> |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
Line 221: | Line 190: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 283: | Line 204: | ||
This attribute represents the value that will be added to the weapon's minimum damage range. | This attribute represents the value that will be added to the weapon's minimum damage range. | ||
− | Adding in | + | Adding in [[Medium Warhead Mechanism (Schematic)|Medium Warhead Mechanism]], [[Warhead Fusing Mechanism (Schematic)|Warhead Fusing Mechanism]], [[Warhead Stabilizing Device (Schematic)|Warhead Stabilizing Device]] components will increase the Min attribute. |
Line 292: | Line 213: | ||
This attribute represents the value that will be added to the weapon's maximum damage range. | This attribute represents the value that will be added to the weapon's maximum damage range. | ||
− | Adding in | + | Adding in [[Medium Warhead Mechanism (Schematic)|Medium Warhead Mechanism]], [[Warhead Fusing Mechanism (Schematic)|Warhead Fusing Mechanism]], [[Warhead Stabilizing Device (Schematic)|Warhead Stabilizing Device]] components will increase the Max attribute. |
Line 306: | Line 227: | ||
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 [[Warhead Fusing Mechanism (Schematic)|Warhead Fusing Mechanism]], [[Warhead Stabilizing Device (Schematic)|Warhead Stabilizing Device]] components will increase the Wound attribute. | 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 [[Warhead Fusing Mechanism (Schematic)|Warhead Fusing Mechanism]], [[Warhead Stabilizing Device (Schematic)|Warhead Stabilizing Device]] components will increase the Wound attribute. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Source References== | ==Source References== |
Latest revision as of 03:47, 22 April 2008
This article or section needs proper wiki formatting. |
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.
|
Grenade Crafting Experimentation MechanicsGrenades and Mines appear to require a conversion on the values listed in their corresponding iffs for their speed attributes. According to the iff for C12 Fragmentation grenades the speed attribute ranges from 25 to 55. This translates to 2.5 speed to 5.5 speed delay. Experimentation on these item properties would reduce the speed delay value from 5.5 on down to the minimum of 2.5. This principal applies to the other grenade munitions as well. Items Affected1. Anti-Vehicular Mine Experimentation LinesThese items have 1 experimental line.
Item AttributesVariation Of:
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
This attribute indicates the total number of times that this item can be used before it will be removed from the player's inventory. Mines are created with 5 uses per item.
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.
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 used to calculate the rate at which the minefield will 'reload' mines. Once a minefield has been detonated (by a player moving through it) the listed attack speed rate on the mine will need to process before another mine in the field can be activated.
The Damage attribute is one of several category labels on ranged weapons. It contains the Type, Min, Max, and Wound attributes for these items.
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.
Radius: This attribute represents the area of effect around the target that will be encompassed by the weapons's effect. Anything within this area will be damaged by the effect. Radius varies depending on the item used. The radii for each mine is as follows: 1. Anti-Vehicular - 15 meters
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%.
Transferred Component AttributesMinimum Damge:
Attack Speed:
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 Warhead Fusing Mechanism, Warhead Stabilizing Device components will increase the Wound attribute. Source References
|
Bold text |