Difference between revisions of "Armorsmith Segment Component Crafting (Game Mechanics)"

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Segments are the main armor components used to create armor. These come in two forms: dropped segments and crafted segments. Dropped segments can be used directly in armor as a component and include, among other things, the famous Krayt Dragon Segment that is used to make spectacular composite armor. Crafted segments are made from a variety of materials and are the type of segment used in most armor. There are two types of crafted segments for most types of armor: regular and advanced. Advanced segments use more specialized resources and tend to give higher results.  
 
Segments are the main armor components used to create armor. These come in two forms: dropped segments and crafted segments. Dropped segments can be used directly in armor as a component and include, among other things, the famous Krayt Dragon Segment that is used to make spectacular composite armor. Crafted segments are made from a variety of materials and are the type of segment used in most armor. There are two types of crafted segments for most types of armor: regular and advanced. Advanced segments use more specialized resources and tend to give higher results.  
  
Generally lower armor using advanced segments is superior to the armor 'above' it.  Segments are specialized to their parent armor type and offer base effectiveness resists along with the inherent special resistances that the type of armor maintains. For example, Bone armor's special effectiveness to energy is shared by its segments. Most segments can accept armor layer sub-components which directly add resistances into the segment. Note that segments provide a benefit to the armor over and above that of the basic resists- their resists are add-ons, not multipliers. This means that during the final combination and experimentation process, the armor's stats are only added on top of the segment's stats. Segment stats can be increased by optional components called segment enhancers. Segment enhancers are dropped items that can be placed into segments to give special bonuses.
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Generally lower armor using advanced segments is superior to the armor 'above' it.  Segments are specialized to their parent armor type and offer base effectiveness resists along with the inherent special resistances that the type of armor maintains. For example, Bone armor's special effectiveness to energy is shared by its segments. Special resistances can only be increased on the segment by experimenting on the Experimental Resistance line. Experimental resistance only affects the special resistance value that originated with the segment itself. Most segments can accept armor layer sub-components which directly add resistances into the segment. Note that segments provide a benefit to the armor over and above that of the basic resists- their resists are add-ons, not multipliers. This means that during the final combination and experimentation process, the armor's stats are only added on top of the segment's stats. Adding in layers will cause the specified resistance from the layer to be taken out from being considered as part of base resistance. Special resistances added in from layers cannot be experimented on with the experimental resistance line on the segment. These are simply added on top of the resistances obtained from experimenting on the segment itself.
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Segment stats can be increased by optional components called segment enhancers. Segment enhancers are dropped items that can be placed into segments to give special bonuses.
  
 
== Items Affected ==
 
== Items Affected ==

Revision as of 06:22, 18 April 2008




Game Mechanics - Mechanics Category

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Armorsmith Segment Component Experimentation Mechanics

Segments are the main armor components used to create armor. These come in two forms: dropped segments and crafted segments. Dropped segments can be used directly in armor as a component and include, among other things, the famous Krayt Dragon Segment that is used to make spectacular composite armor. Crafted segments are made from a variety of materials and are the type of segment used in most armor. There are two types of crafted segments for most types of armor: regular and advanced. Advanced segments use more specialized resources and tend to give higher results.

Generally lower armor using advanced segments is superior to the armor 'above' it. Segments are specialized to their parent armor type and offer base effectiveness resists along with the inherent special resistances that the type of armor maintains. For example, Bone armor's special effectiveness to energy is shared by its segments. Special resistances can only be increased on the segment by experimenting on the Experimental Resistance line. Experimental resistance only affects the special resistance value that originated with the segment itself. Most segments can accept armor layer sub-components which directly add resistances into the segment. Note that segments provide a benefit to the armor over and above that of the basic resists- their resists are add-ons, not multipliers. This means that during the final combination and experimentation process, the armor's stats are only added on top of the segment's stats. Adding in layers will cause the specified resistance from the layer to be taken out from being considered as part of base resistance. Special resistances added in from layers cannot be experimented on with the experimental resistance line on the segment. These are simply added on top of the resistances obtained from experimenting on the segment itself.

Segment stats can be increased by optional components called segment enhancers. Segment enhancers are dropped items that can be placed into segments to give special bonuses.

Items Affected

1. Bone Armor Segment
2. Advanced Bone Armor Segment
3. Chitin Armor Segment
4. Advanced Chitin Armor Segment
5. Composite Armor Segment
6. Advanced Composite Armor Segment
7. Kashyyykian Black Mountain Armor Segment
8. Advanced Kashyyykian Black Mountain Armor Segment
9. Kashyyykian Ceremonial Armor Segment
10. Advanced Kashyyykian Ceremonial Armor Segment
11. Kashyyykian Hunting Armor Segment
12. Advanced Kashyyykian Hunting Armor Segment
13. Padded Armor Segment
14. Advanced Padded Armor Segment
15. Ubese Armor Segment
16. Advanced Ubese Armor Segment
17. Armorweave Segment
18. Advanced Armorweave Segment
19. Interwoven Bone Segment
20. Interwoven R. I. S. Segment
21. R.I.S. Armor Segment

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 Encumberance 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 Encumberance 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 Integrity 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 Encumberance attribute on the item.


The Experimental Quality line depends on 50% OQ and 50% SR. Experimentation on this line will increase the Base Effectiveness attribute.


Experimental Resistance

1. The Experimental Resistance line for Kinetic, Blast, Stun, Electrical, Energy, Heat, Cold and Acid Protection Layers depend on 50% OQ and 50% SR. Experimentation on this line will increase the Kinetic Effectiveness, Blast Effectiveness, Stun Effectiveness, Electrical Effectiveness, Heat Effectiveness, Cold Effectiveness, Acid Effectiveness, and Energy Effectiveness attributes on these items.


2. The Experimental Resistance line for R.I.S Armor Layer depends on 50% OQ and 50% SR. Experimentation on this line does not increase any resistance.


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



Base Effectiveness:

This attribute indicates the amount of resistance that will be added to the general resist attributes on the armor. Each armor has a certain number of resistances that are placed into the general effectiveness category. The value listed here will be added directly to each of the values on the resistances found under the armor's Effectiveness category. Resists found under this category can be augmented further by a smuggler slicing the armor.


Integrity:

This attribute indicates the amount of condition that will be added to the armor by this component. Each point here, represents 1 point of condition.


Health Encumberance:

This attribute indicates the amount of points that will be subtracted from the player's health pool secondaries if the item is placed inside the armor.


Action Encumberance:


This attribute indicates the amount of points that will be subtracted from the player's action pool secondaries if the item is placed inside the armor.

Mind Encumberance:


This attribute indicates the amount of points that will be subtracted from the player's mind pool secondaries if the item is placed inside the armor.


Kinetic Effectiveness

This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.



Energy Effectiveness


This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.


Blast Effectiveness

This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.


Stun Effectiveness

This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.




Heat Effectiveness


This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.



Cold Effectiveness


This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.



Acid Effectiveness


This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.



Electrical Effectiveness

This attribute indicates the amount of resistance that will be added to the attributes on an armor segment that accepts layers. The value listed here will be added directly to the values listed on the armor segment. For example if the layer is a kinetic protection layer, then it's kinetic effectiveness will transfer into the segment as kinetic effectiveness. If the segment's innate resistance is also kinetic, then the value will be added to the kinetic effectiveness attribute that is already present. If the kinetic layer is added kinetic effectiveness to it then the attribute will just be transferred over as is.

Transferred Component Attributes

Source References

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