Difference between revisions of "Personal Shield Generator Crafting (Game Mechanics)"

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(Source References)
 
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1. [[Bone Armor Left Bicep (Schematic)|Bone Armor Left Bicep]]<br>
+
1. [[Personal Shield Generator Imperial Test Prototype (Schematic)|Personal Shield Generator Imperial Test Prototype]]<br>
2. [[Bone Armor Right Bicep (Schematic)|Bone Armor Right Bicep]]<br>
+
2. [[Personal Shield Generator Mk.1 (Schematic)|Personal Shield Generator Mk.1]]<br>
3. [[Bone Armor Boots (Schematic)|Bone Armor Boots]]<br>
+
3. [[Personal Shield Generator Mk.2 (Schematic)|Personal Shield Generator Mk.2]]<br>
4. [[Bone Armor Left Bracer (Schematic)|Bone Armor Left Bracer]]<br>
+
4. [[Personal Shield Generator Mk.3 (Schematic)|Personal Shield Generator Mk.3]]<br>
5. [[Bone Armor Right Bracer (Schematic)|Bone Armor Right Bracer]]<br>
+
6. [[Bone Armor Chest Plate (Schematic)|Bone Armor Chest Plate]]<br>
+
7. [[Bone Armor Gloves (Schematic)|Bone Armor Gloves]]<br>
+
8. [[Bone Armor Helmet (Schematic)|Bone Armor Helmet]]<br>
+
9. [[Bone Armor Leggings (Schematic)|Bone Armor Leggings]]<br>
+
  
 
== Experimentation Lines ==
 
== Experimentation Lines ==
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The Experimental Resistance line depends on 50% OQ and 50% SR. Experimentation on this line will increase any attributes on these items that have been placed under the Special Protection category with the exception of resistances that were considered vulnerabilities by the armor prior to them being moved into special protection. Experimentation will not raise these types of resistances.
+
The Experimental Resistance line depends on 50% OQ and 50% SR. Experimentation on this line will increase any attributes on these items that have been placed under the Special Protection category.
  
  
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'''Skill Mods:'''
 
 
This attribute is found on any item in which skill modifiers have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25.  Looted Wearables are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 total skill mods.
 
 
Attributes available to this category include:
 
 
{| border="0" width="100%" cellpadding=6
 
|-
 
|valign=top|
 
* '''[[Alertness (Skill Modifier)|Alertness]]'''
 
* '''[[Armor Assembly (Skill Modifier)|Armor Assembly]]'''
 
* '''[[Armor Experimentation (Skill Modifier)|Armor Experimentation]]'''
 
* '''[[Armor Repair (Skill Modifier)|Armor Repair]]'''
 
* '''[[Artisan Assembly (Skill Modifier)|Artisan Assembly]]'''
 
* '''[[Artisan Experimentation (Skill Modifier)|Artisan Experimentation]]'''
 
* '''[[Battle Fatigue Healing (Dancing) (Skill Modifier)|Battle Fatigue Healing (Dancing)]]
 
* '''[[Battle Fatigue Healing (Music) (Skill Modifier)|Battle Fatigue Healing (Music)]]
 
* '''[[Berserk (Skill Modifier)|Berserk]]'''
 
* '''[[Bleeding Resistance (Skill Modifier)|Bleeding Resistance]]'''
 
* '''[[Camouflage (Skill Modifier)|Camouflage]]'''
 
* '''[[Carbine Accuracy (Skill Modifier)|Carbine Accuracy]]'''
 
* '''[[Carbine Accuracy While Moving (Skill Modifier)|Carbine Accuracy While Moving]]'''
 
* '''[[Carbine Aiming (Skill Modifier)|Carbine Aiming]]'''
 
* '''[[Carbine Speed (Skill Modifier)|Carbine Speed]]'''
 
* '''[[Clothing Assembly (Skill Modifier)|Clothing Assembly]]'''
 
* '''[[Clothing Experimentation (Skill Modifier)|Clothing Experimentation]]'''
 
* '''[[Clothing Repair (Skill Modifier)|Clothing Repair]]'''
 
* '''[[Combat Bleeding Defense (Skill Modifier)|Combat Bleeding Defense]]'''
 
* '''[[Combat Medicine Assembly (Skill Modifier)|Combat Medicine Assembly]]'''
 
* '''[[Combat Medicine Effectiveness (Skill Modifier)|Combat Medicine Effectiveness]]'''
 
* '''[[Combat Medicine Experimentation (Skill Modifier)|Combat Medicine Experimentation]]'''
 
* '''[[Combat Medicine Use (Skill Modifier)|Combat Medicine Use]]'''
 
* '''[[Cover (Skill Modifier)|Cover]]'''
 
* '''[[Creature Taming Bonus (Skill Modifier)|Creature Taming Bonus]]'''
 
* '''[[Dancing Mind Enhancement (Skill Modifier)|Dancing Mind Enhancement]]
 
* '''[[Defense vs. Blind (Skill Modifier)|Defense vs. Blind]]'''
 
* '''[[Defense vs. Dizzy (Skill Modifier)|Defense vs. Dizzy]]'''
 
* '''[[Defense vs. Intimidate (Skill Modifier)|Defense vs. Intimidate]]'''
 
* '''[[Defense vs. Knockdown (Skill Modifier)|Defense vs. Knockdown]]'''
 
* '''[[Defense vs. Posture Change (Down) (Skill Modifier)|Defense vs. Posture Change (Down)]]'''
 
* '''[[Defense vs. Posture Change (Up) (Skill Modifier)|Defense vs. Posture Change (Up)]]'''
 
* '''[[Defense vs. Stun (Skill Modifier)|Defense vs. Stun]]'''
 
* '''[[Disease Resistance (Skill Modifier)|Disease Resistance]]'''
 
* '''[[Droid Assembly (Skill Modifier)|Droid Assembly]]'''
 
* '''[[Droid Complexity (Skill Modifier)|Droid Complexity]]'''
 
* '''[[Droid Customization (Skill Modifier)|Droid Customization]]'''
 
* '''[[Droid Experimentation (Skill Modifier)|Droid Experimentation]]'''
 
* '''[[Droid Precision (Skill Modifier)|Droid Precision]]'''
 
* '''[[Droid Speed (Skill Modifier)|Droid Speed]]'''
 
* '''[[Fire Resistance (Skill Modifier)|Fire Resistance]]'''
 
* '''[[Food Assembly (Skill Modifier)|Food Assembly]]'''
 
* '''[[Food Experimentation (Skill Modifier)|Food Experimentation]]'''
 
* '''[[Foraging (Skill Modifier)|Foraging]]'''
 
* '''[[General Ranged Aiming (Skill Modifier)|General Ranged Aiming]]'''
 
* '''[[Group Terrain Negotiation (Skill Modifier)|Group Terrain Negotiation]]'''
 
* '''[[Healing Range (Skill Modifier)|Healing Range]]'''
 
* '''[[Heavy Weapon Speed (Skill Modifier)|Heavy Weapon Speed]]'''
 
* '''[[Heavy Weapon Accuracy (Skill Modifier)|Heavy Weapon Accuracy]]'''
 
* '''[[Injury Treatment (Skill Modifier)|Injury Treatment]]'''
 
* '''[[Injury Treatment Speed (Skill Modifier)|Injury Treatment Speed]]'''
 
* '''[[Intimidation (Skill Modifier)|Intimidation]]'''
 
* '''[[Instrument Assembly (Skill Modifier)|Instrument Assembly]]
 
|valign=top|
 
* '''[[Medical Foraging (Skill Modifier)|Medical Foraging]]'''
 
* '''[[Medicine Assembly (Skill Modifier)|Medicine Assembly]]'''
 
* '''[[Medicine Experimentation (Skill Modifier)|Medicine Experimentation]]'''
 
* '''[[Melee Defense (Skill Modifier)|Melee Defense]]'''
 
* '''[[One Handed Weapon Accuracy (Skill Modifier)|One Handed Weapon Accuracy]]'''
 
* '''[[One Handed Melee Damage (Skill Modifier)|One Handed Melee Damage]]'''
 
* '''[[One Handed Weapon Speed (Skill Modifier)|One Handed Weapon Speed]]'''
 
* '''[[Pistol Accuracy (Skill Modifier)|Pistol Accuracy]]'''
 
* '''[[Pistol Accuracy While Moving (Skill Modifier)|Pistol Accuracy While Moving]]'''
 
* '''[[Pistol Accuracy While Standing (Skill Modifier)|Pistol Accuracy While Standing]]'''
 
* '''[[Pistol Aiming (Skill Modifier)|Pistol Aiming]]'''
 
* '''[[Pistol Speed (Skill Modifier)|Pistol Speed]]'''
 
* '''[[Poison Resistance (Skill Modifier)|Poison Resistance]]'''
 
* '''[[Polearm Accuracy (Skill Modifier)|Polearm Accuracy]]'''
 
* '''[[Polearm Damage (Skill Modifier)|Polearm Damage]]'''
 
* '''[[Polearm Speed (Skill Modifier)|Polearm Speed]]'''
 
* '''[[Ranged Defense (Skill Modifier)|Ranged Defense]]'''
 
* '''[[Ranged Injury Treatment Speed (Skill Modifier)|Ranged Injury Treatment Speed]]'''
 
* '''[[Rescue (Skill Modifier)|Rescue]]'''
 
* '''[[Rifle Accuracy (Skill Modifier)|Rifle Accuracy]]'''
 
* '''[[Rifle Accuracy While Moving (Skill Modifier)|Rifle Accuracy While Moving]]'''
 
* '''[[Rifle Aiming (Skill Modifier)|Rifle Aiming]]'''
 
* '''[[Rifle Speed (Skill Modifier)|Rifle Speed]]'''
 
* '''[[Steady Aim Bonus (Skill Modifier)|Steady Aim Bonus]]'''
 
* '''[[Structure Assembly (Skill Modifier)|Structure Assembly]]'''
 
* '''[[Structure Complexity (Skill Modifier)|Structure Complexity]]'''
 
* '''[[Structure Experimentation (Skill Modifier)|Structure Experimentation]]'''
 
* '''[[Surveying (Skill Modifier)|Surveying]]'''
 
* '''[[Terrain Negotiation (Skill Modifier)|Terrain Negotiation]]'''
 
* '''[[Thrown Weapon Accuracy (Skill Modifier)|Thrown Weapon Accuracy]]'''
 
* '''[[Tracking Droid Effectiveness (Skill Modifier)|Tracking Droid Effectiveness]]'''
 
* '''[[Tracking Droids (Skill Modifier)|Tracking Droids]]'''
 
* '''[[Two Handed Melee Accuracy (Skill Modifier)|Two Handed Melee Accuracy]]'''
 
* '''[[Two Handed Melee Damage (Skill Modifier)|Two Handed Melee Damage]]'''
 
* '''[[Two Handed Melee Speed (Skill Modifier)|Two Handed Melee Speed]]'''
 
* '''[[Unarmed Accuracy (Skill Modifier)|Unarmed Accuracy]]'''
 
* '''[[Unarmed Damage (Skill Modifier)|Unarmed Damage]]'''
 
* '''[[Unarmed Speed (Skill Modifier)|Unarmed Speed]]'''
 
* '''[[Volley Fire Bonus (Skill Modifier)|Volley Fire Bonus]]'''
 
* '''[[Warcry (Skill Modifier)|Warcry]]'''
 
* '''[[Weapon Assembly (Skill Modifier)|Weapon Assembly]]'''
 
* '''[[Weapon Experimentation (Skill Modifier)|Weapon Experimentation]]'''
 
* '''[[Weapon Repair (Skill Modifier)|Weapon Repair]]'''
 
* '''[[Wound Healing (Dancing) (Skill Modifier)|Wound Healing (Dancing)]]'''
 
* '''[[Wound Healing (Music) (Skill Modifier)|Wound Healing (Music)]]'''
 
* '''[[Wound Treatment (Skill Modifier)|Wound Treatment]]'''
 
* '''[[Wound Treatment Speed (Skill Modifier)|Wound Treatment Speed]]'''
 
|}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
'''Sockets available'''
 
 
This attribute appears only on wearables that can contain sockets. Jewelry, personal shield generators and all looted items are not allowed to have sockets. Sockets allow for the placement of attachments into the item. Attachments such as clothing and armor attachments add skill modifier bonuses to an item. Each attachment will consume one socket. As sockets are used up, their count will decrease and eventually the attribute will be removed once the last socket is used. Items that can contain suckets may hold anywhere from 0 to up to 4 sockets total.
 
  
  
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These are the available resist attribute types for this category depending on the armor type:
 
These are the available resist attribute types for this category depending on the armor type:
  
'''Kinetic:'''<br>
+
 
 
'''Energy:'''<br>
 
'''Energy:'''<br>
'''Blast:'''<br>
 
'''Stun:'''<br>
 
'''Lightsaber:'''<br>
 
'''Heat:'''<br>
 
'''Cold:'''<br>
 
'''Acid:'''<br>
 
'''Electricity:'''<br>
 
  
  
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These are the available resist attribute types for this category depending on the armor type:
 
These are the available resist attribute types for this category depending on the armor type:
  
'''Kinetic:'''<br>
 
'''Energy:'''<br>
 
'''Blast:'''<br>
 
 
'''Stun:'''<br>
 
'''Stun:'''<br>
'''Lightsaber:'''<br>
 
 
'''Heat:'''<br>
 
'''Heat:'''<br>
 
'''Cold:'''<br>
 
'''Cold:'''<br>
'''Acid:'''<br>
 
 
'''Electricity:'''<br>
 
'''Electricity:'''<br>
  
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'''Kinetic:'''<br>
 
'''Kinetic:'''<br>
'''Energy:'''<br>
 
 
'''Blast:'''<br>
 
'''Blast:'''<br>
'''Stun:'''<br>
 
 
'''Lightsaber:'''<br>
 
'''Lightsaber:'''<br>
'''Heat:'''<br>
 
'''Cold:'''<br>
 
 
'''Acid:'''<br>
 
'''Acid:'''<br>
'''Electricity:'''<br>
+
 
  
  
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<br><br>
 
<br><br>
 
== Transferred Component Attributes ==
 
 
 
The following is a list of attributes that can appear on items that are able to be transferred into the final armor construction process.
 
 
 
'''Base Effectiveness:'''
 
 
 
This attribute is passed in from armor segments and the value passed in will be directly added to the any resistance attribute on the armor that is not set under the Special Protection or Vulnerability categories. Adding in [[Kimogila Scale Segment (Looted Item)|Kimogila Scale Segment]], [[Voritor Lizard Hide Segment (Looted Item)|Voritor Lizard Hide Segment]], [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] components will increase the Electricity attribute if it has not been moved into special protection.
 
 
 
 
 
 
 
'''Integrity:'''
 
 
This attribute is passed in from armor segments and the value passed in will be directly added to the Condition attribute on the armor. Adding in [[Kimogila Scale Segment (Looted Item)|Kimogila Scale Segment]], [[Voritor Lizard Hide Segment (Looted Item)|Voritor Lizard Hide Segment]], [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] components will increase the Condition attribute.
 
 
 
 
'''Health Encumberance:'''
 
 
 
This attribute is passed in from the armor segment and the value passed in will be directly added to or subtracted away from the current armor's Health attribute. Adding in [[Kimogila Scale Segment (Looted Item)|Kimogila Scale Segment]], [[Voritor Lizard Hide Segment (Looted Item)|Voritor Lizard Hide Segment]], [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] components will increase the Health attribute.
 
 
 
 
'''Action Encumberance:'''
 
 
This attribute is passed in from the armor segment and the value passed in will be directly added to or subtracted away from the current armor's Action attribute. Adding in [[Kimogila Scale Segment (Looted Item)|Kimogila Scale Segment]], [[Voritor Lizard Hide Segment (Looted Item)|Voritor Lizard Hide Segment]], [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] components will increase the Action attribute.
 
 
 
 
'''Mind Encumberance:'''
 
 
This attribute is passed in from the armor segment and the value passed in will be directly added to or subtracted away from the current armor's Mind attribute. Adding in [[Kimogila Scale Segment (Looted Item)|Kimogila Scale Segment]], [[Voritor Lizard Hide Segment (Looted Item)|Voritor Lizard Hide Segment]], [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] components will increase the Mind attribute.
 
 
 
'''Kinetic Effectiveness'''
 
 
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Kinetic attribute on the armor. Adding this attribute in from a segment will move the Kinetic attribute under the Special Protection category. If the armor has Kinetic as an innate special resistance, then the value passed in from the Kinetic Effectiveness attribute is directly added to the Kinetic attribute on the armor. Adding in [[Voritor Lizard Hide Segment (Looted Item)|Voritor Lizard Hide Segment]], [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] components will increase the Kinetic attribute under Special Effectiveness.
 
 
 
 
'''Energy Effectiveness'''
 
 
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Energy attribute on the armor. Adding this attribute in from a segment will move the Energy attribute under the Special Protection category. If the armor has Energy as an innate special resistance, then the value passed in from the Energy Effectiveness attribute is directly added to the Energy attribute on the armor. Adding in [[Voritor Lizard Hide Segment (Looted Item)|Voritor Lizard Hide Segment]], [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] components will increase the Energy attribute under Special Effectiveness.
 
 
 
 
'''Blast Effectiveness'''
 
 
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Blast attribute on the armor. Adding this attribute in from a segment will move the Blast attribute under the Special Protection category. If the armor has Blast as an innate special resistance, then the value passed in from the Blast Effectiveness attribute is directly added to the Blast attribute on the armor. [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] will increase the Blast attribute.
 
 
 
'''Stun Effectiveness'''
 
 
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Stun attribute on the armor. Adding this attribute in from a segment will move the Stun attribute under the Special Protection category. If the armor has Stun as an innate special resistance, then the value passed in from the Stun Effectiveness attribute is directly added to the Stun attribute on the armor. Adding in [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] will increase the Stun attribute.
 
 
 
 
 
'''Heat Effectiveness'''
 
 
 
 
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Heat attribute on the armor. Adding this attribute in from a segment will move the Heat attribute under the Special Protection category. If the armor has Heat as an innate special resistance, then the value passed in from the Heat Effectiveness attribute is directly added to the Heat attribute on the armor. Adding in [[Kimogila Scale Segment (Looted Item)|Kimogila Scale Segment]] [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] components increases the Heat attribute.
 
 
 
 
 
 
 
'''Cold Effectiveness'''
 
 
 
 
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Cold attribute on the armor. Adding this attribute in from a segment will move the Cold attribute under the Special Protection category. If the armor has Cold as an innate special resistance, then the value passed in from the Cold Effectiveness attribute is directly added to the Cold attribute on the armor. Adding in [[Kimogila Scale Segment (Looted Item)|Kimogila Scale Segment]], [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] increases the Cold attribute.
 
 
 
 
 
 
 
'''Acid Effectiveness'''
 
 
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Acid attribute on the armor. Adding this attribute in from a segment will move the Acid attribute under the Special Protection category. If the armor has Acid as an innate special resistance, then the value passed in from the Acid Effectiveness attribute is directly added to the Acid attribute on the armor. Adding in [[Bone Armor Segment (Schematic)|Bone Armor Segment]], [[Advanced Bone Armor Segment (Schematic)|Advanced Bone Armor Segment]], and [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] components will increase the Acid attribute.
 
 
 
 
 
 
'''Electrical Effectiveness'''
 
  
  
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Electricity attribute on the armor. Adding this attribute in from a segment will move the Electricity attribute under the Special Protection category. If the armor has Electricity as an innate special resistance, then the value passed in from the Electrical Effectiveness attribute is directly added to the Electricity attribute on the armor. Adding in [[Interwoven Bone Segment (Schematic)|Interwoven Bone Segment]] will increase the Electricity attribute.
 
  
 
==Source References==
 
==Source References==
  
 
{{SourceReferences
 
{{SourceReferences
| SourcePage01 =  
+
| SourcePage01 = 1
| OriginalPageLink01 =  
+
| OriginalPageLink01 = http://web.archive.org/web/20041205221515/http://www.rogueslanding.com/wildside/armorpgs/psg.html
 
| SourcePage02 =  
 
| SourcePage02 =  
 
| OriginalPageLink02 =  
 
| OriginalPageLink02 =  

Latest revision as of 08:46, 16 May 2010




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Personal Shield Generator Crafting

Every type of PSG armor has special protections or vulnerability resists. When an PSG has a vulnerability or Special Protection, it will be listed under the Vulnerability or Special Protection category when the armor combine has been completed.

If a resistance is found in the general effectiveness grouping on the armor (i.e not a vulnerability or a special resistance) then its value can be increased by experimentation on the Experimental Quality line. If a resistance is innate to an armor as a special resistance (energy for bone armor for example, then using the Experimental Resistance line will increase their values.


Personal shield generators have a special protection to Energy damage, however they are vulnerable to Kinetic, Blast, Acid, Lightsaber damage types. All other resist types are found in the general effectiveness category.

Items Affected

1. Personal Shield Generator Imperial Test Prototype
2. Personal Shield Generator Mk.1
3. Personal Shield Generator Mk.2
4. Personal Shield Generator Mk.3

Experimentation Lines

There are 4 lines of experimentation available to these items.


1. Experimental Durability
2. Experimental Quality
3. Experimental Resistance
4. Misc


The Experimental Durability line has 4 experimental attributes. The first of these is Armor Action Encumberance. Armor Action Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Action attribute on the item. The second attribute is Armor Health Encumberance. Armor Health Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Health attribute on the item. The third attribute is Armor Integrity. Armor Integrity depends on 50% OQ and 50% UT. Experimentation on Experimental Durability will increase the Condition attribute on the item. The Fourth attribute is Armor Mind Encumberance. Armor Mind Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Mind attribute on the item.


The Experimental Quality line depends on 50% OQ and 50% SR. Experimentation on this line will increase any resistance attribute on the armor that is not set under the Special Protection or Vulnerability categories.



The Experimental Resistance line depends on 50% OQ and 50% SR. Experimentation on this line will increase any attributes on these items that have been placed under the Special Protection category.



The Misc line depends on 50% OQ and 50% SR. Experimentation on this line will increase the Condition 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

Condition:

This attribute is present on most wearables and indicates the current hitpoints remaining on the items. The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. A wearable that reaches 0 condition can still be equipped and receive properties from it, with the exception of armor. Armor will lose all effective properties, with the exception of skill modifiers. 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



Armor Rating

This attribute is found only on armor and personal shield generators.

Armor Rating ranges from None, Light, Medium and Heavy. If attacked by a weapon with equal Armor Piercing, there is no effect. If the Armor Rating is higher than the Armor Piercing of the weapon, damage is reduced by 50% for each level of difference. Therefore, if a weapon with no Armor Piercing strikes an Armor Rating of Light, damage would be reduced by 50%. Against an Armor Rating of Medium, it would be reduced by 50% and then another 50%. If the weapon has more Armor Piercing than the armor has Armor Rating, damage is increased by 25% for each level difference. All personal armor comes with an effective rating of light.


Special Protection

This attribute is found only on armor. After Armor Rating has been applied, Armor Effectiveness comes into play. It reduces the remaining damage by the stated percentage. This attribute relates to the special innate resistance that an armor gives. For crafted armor This value cannot exceed 80% and slicing has no effect on it. For looted armor, the special protection value can go up as high as 90%. Some armors have innate special protection attributes already included in them.

These are the available resist attribute types for this category depending on the armor type:


Energy:


Effectiveness

This attribute is found only on armor. After Armor Rating has been applied, Armor Effectiveness comes into play. It reduces the remaining damage by the stated percentage. Effectiveness is also referred to as general effectiveness or base effectiveness and has a maximum cap of 80% before slicing. The exception to this is with looted armor. Looted armor may have an base effectiveness of up to 90%. Additionally, Looted composite armor places all resists with the exception of vulnerabilities such as stun and lightsaber, into the general effectiveness category. Krayt dragon segment components can also be used for this same effect. This is the only armor that does this, however.


These are the available resist attribute types for this category depending on the armor type:

Stun:
Heat:
Cold:
Electricity:


Vulnerability

This attribute is found only on armor. Armor Vulnerability denotes the damage types in which the armor provides no protection whatsoever. The Armor Rating is considered to be None and Armor Effectiveness is considered to be 0% against that damage type. Every armor has an innate vulnerability, or several.


These are the available resist attribute types for this category depending on the armor type:

Kinetic:
Blast:
Lightsaber:
Acid:



Encumberance

This attribute appears only on armor. Armor encumberance represents the total amount of points reduced from the secondary ham pools by equipping this item. If the item exceeds the player's current stats, then the item cannot be equipped. Every point added to one of the attributes listed under this reflects a point deducted off of the player's secondary stats for that attribute. So for example Health attribute has secondary stats Strength and Constitution which would be reduced equally by the amount listed by Health. A piece of armor can be brought down to, at most, 0 HAM cost.


Available attributes for this category are:

Health:
Action:
Mind:


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


***Special Note***

This attribute appears when a player places an item within an anti decay kit.


Armor Attributes

This attribute is found only on armor. This attribute appears when a player has had an item sliced by a smuggler.




Source References

Source Source in Context
1 http://web.archive.org/web/20041205221515/http://www.rogueslanding.com/wildside/armorpgs/psg.html