Difference between revisions of "Combat Medic Component Crafting (Game Mechanics)"
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− | This attribute appears on all Combat Medic items and factors in the range at which the combat medic can throw the particular item. The target must be within a certain range (calculated based on the pack range value along with CM heal range modifiers) in order for the CM to be able to use the item against it. A higher Range attribute means the further that the CM can throw the pack, however there is a hardcap of 64m for all throwing/attack options. | + | This attribute appears on all Combat Medic items and factors in the range at which the combat medic can throw the particular item. Effective Range is transferred into other items as the Range attribute. The target must be within a certain range (calculated based on the pack range value along with CM heal range modifiers) in order for the CM to be able to use the item against it. A higher Range attribute means the further that the CM can throw the pack, however there is a hardcap of 64m for all throwing/attack options. |
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'''Area Effect:''' | '''Area Effect:''' | ||
− | This attribute appears on Combat Medic | + | This attribute appears on Combat Medic area of effect items and is added into value of the Area Effected attribute. Combat Medics have the ability to 'bounce' an Area of effect stim item off of a single valid target and then effecting everything within range of that target. The range in meter radius from the target that the item affects is the value listed by the area effected attribute. |
Revision as of 07:58, 14 April 2008
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Game Mechanics - Mechanics Category
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Combat Medic Component Experimentation MechanicsItems Affected1. Advanced Dispersal Mechanism Experimentation LinesThese items have 3 lines of experimentation available to them.
The Experimental Charges line has two properties. The first property is Charges. Charges depend on 66% OQ and 33% UT and is found only on Dispersal Mechanisms and Advanced Dispersal Mechanisms. Experimentation on this line will increase the Charges attribute for these items. The second property is Effective Range. Effective Range depends on 33% CD, and 66% OQ. Experimentation on Experimental Charges line will increase the Effective Range attribute for these items.
Experimental Ease of Use line depends on 66% OQ and 33% PE. Experimentation on this line increases the Potency attribute for Resilience Compounds and Advanced Resilience Compounds.
2. Infection amplifier and Advanced Infection Amplifiers depend on 66% OQ 33% PE. Experimentation on this line will increase the Power attribute for these items. 3. Resilience Compound and Advanced Resilience Compounds depend on 60% DR and 40% OQ. Experimentation on this line will increase the Duration attribute for these items. Item AttributesVariation Of:
Volumn: Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
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.
Area Effect: This attribute appears on Combat Medic area of effect items and is added into value of the Area Effected attribute. Combat Medics have the ability to 'bounce' an Area of effect stim item off of a single valid target and then effecting everything within range of that target. The range in meter radius from the target that the item affects is the value listed by the area effected attribute.
This attribute is important in determining the chance to hit a target with the particular item. A higher potency means a greater chance of hitting the target.
This attribute is the length of time in seconds that the effect from the item will last on the target. Source References
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