Difference between revisions of "Missle Pack Crafting (Game Mechanics)"

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(Experimentation Lines)
 
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'''1. Ammunition Quantity'''<br>
 
'''1. Ammunition Quantity'''<br>
'''2. Chaff Maximum Effectiveness'''<br>
+
'''2. Experimental Damage Max'''<br>
'''3. Chaff Minimum Effectiveness'''<br>
+
'''3. Experimental Damage Minimum'''<br>
'''4. Misc'''<br>
+
'''4. Experimental Firing Rate'''<br>
 +
'''5. Misc'''<br>
  
  
  
  
The Ammunition Quantity line depends on 50% CD and 50% OQ. Experimentation on this line will increase the Amunition attribute on these items.
+
The Ammunition Quantity line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Amunition attribute on these items.
  
  
The Chaff Maximum Effectiveness line depends on 50% CD and 50% OQ. Experimentation on this line will increase the Maximum Chaff Effectiveness attribute on these items.
+
The Experimental Damage Max line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Maximum Damage attribute on these items.
  
  
  
  
The Chaff Minimum Effectiveness line depends on 50% CD and 50% OQ. Experimentation on this line will increase the Minimum Chaff Effectiveness attribute on these items.
+
The Experimental Damage Minimum line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Minimum Damage attribute on these items.
  
  
The Misc line depends on 50% CD and 50% OQ. Experimentation on this line will decrease the Refire Rate attribute on these items.
+
The Experimental Firing Rate line depends on 50% OQ and 50% PE. Experimentation on this line will decrease the Refire Rate attribute on these items.
 +
 
 +
 
 +
The Misc line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Shield Effectiveness attribute on these items.
  
 
== Item Attributes ==
 
== Item Attributes ==
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'''Minimum Chaff Effectiveness:'''
+
'''Minimum Damage:'''
  
Countermeasure Launcher stats are the same as Ordnance stats, except that Damage has been replaced by Effectiveness.  For Effectiveness, a higher number = better.  This represents a player's "saving throw" of spoofing an incoming missile .  
+
This attribute represents the lowest amount of damage in the damage range of this weapon of which will be applied to the target.
  
 +
'''Maximum Damage:'''
  
'''Maximum Chaff Effectiveness:'''
 
  
 
+
This attribute represents the highest amount of damage in the damage range of this weapon of which will be applied to the target.
Countermeasure Launcher stats are the same as Ordnance stats, except that Damage has been replaced by Effectiveness.  For Effectiveness, a higher number = better.  This represents a player's "saving throw" of spoofing an incoming missile .  
+
  
  
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'''Ammunition:'''
 
  
This attribute indicates the remaining count of items left in the weapon pack before it expires and is removed from the player's inventory.
+
'''Shield Effectiveness:'''
  
 +
This is a weapons modifier vs. shields.  If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus shield hitpoints.  This number is considerably higher for ion cannons and lower for disruptors.  A number of greater than 1.0 would mean you actually do EXTRA damage to that component.
  
 +
'''Armor Effectiveness:'''
 +
 +
 +
This is a weapons modifier vs. armor.  If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus armor hitpoints.  This number is considerably higher for disruptors and lower for ion cannons.  A number of greater than 1.0 would mean you actually do EXTRA damage to that component.
 +
 +
 +
'''Ammunition:'''
 +
 +
This attribute indicates the remaining count of items left in the weapon pack before it expires and is removed from the player's inventory.
  
 
==Source References==
 
==Source References==

Latest revision as of 16:56, 10 May 2008




Game Mechanics - Mechanics Category

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Description

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Missle Pack Crafting Experimentation Mechanics

Items Affected

1. Mark I Concussion Missile Pack
2. Mark II Concussion Missile Pack
3. Mark III Concussion Missile Pack
4. Mark I Image-Rec Missile Pack
5. Mark II Image-Rec Missile Pack
6. Mark I Proton Missile Pack
7. Mark II Proton Missile Pack
8. Mark III Proton Missile Pack
9. Mark IV Proton Missile Pack
10. Mark I Seismic Missile Pack
11. Mark II Seismic Missile Pack
12. Mark III Seismic Missile Pack
13. Mark I Spacebomb Pack
14. Mark II Spacebomb Pack


Experimentation Lines

These items have 3 lines of experimentation available.


1. Ammunition Quantity
2. Experimental Damage Max
3. Experimental Damage Minimum
4. Experimental Firing Rate
5. Misc



The Ammunition Quantity line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Amunition attribute on these items.


The Experimental Damage Max line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Maximum Damage attribute on these items.



The Experimental Damage Minimum line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Minimum Damage attribute on these items.


The Experimental Firing Rate line depends on 50% OQ and 50% PE. Experimentation on this line will decrease the Refire Rate attribute on these items.


The Misc line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Shield Effectiveness 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 Damage:

This attribute represents the lowest amount of damage in the damage range of this weapon of which will be applied to the target.

Maximum Damage:


This attribute represents the highest amount of damage in the damage range of this weapon of which will be applied to the target.


Refire Rate:

This is the time delay between shots from a projectile weapon. A lower number is better.


Shield Effectiveness:

This is a weapons modifier vs. shields. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus shield hitpoints. This number is considerably higher for ion cannons and lower for disruptors. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.

Armor Effectiveness:


This is a weapons modifier vs. armor. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus armor hitpoints. This number is considerably higher for disruptors and lower for ion cannons. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.


Ammunition:

This attribute indicates the remaining count of items left in the weapon pack before it expires and is removed from the player's inventory.

Source References

Source Source in Context