Difference between revisions of "Warhead Component Crafting (Game Mechanics)"
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'''1. Experimental Damage'''<br> | '''1. Experimental Damage'''<br> | ||
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− | The Experimental Damage line has | + | The Experimental Damage line has three experimental properties. The first property is Maximum Damage. Maximum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Max attribute on these items. The second property is Minimum Damage. Minumum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Min attribute on these items. The third property is Wound Chance. Wound Chance depends on 50% DR and 50% OQ. Experimentation on this line will increase the Wound attribute. |
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Revision as of 02:27, 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.
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Warhead Component Experimentation MechanicsItems Affected1. Light Warhead Mechanism Experimentation LinesThese items have 1 experimental line.
The Experimental Damage line has three experimental properties. The first property is Maximum Damage. Maximum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Max attribute on these items. The second property is Minimum Damage. Minumum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Min attribute on these items. The third property is Wound Chance. Wound Chance depends on 50% DR and 50% OQ. Experimentation on this line will increase the Wound attribute.
Item AttributesVariation Of:
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.
This attribute represents the value that will be used to calculate the rate of attack while using this weapon.
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%.
Zero Range Mod:
Maximum Range Mod:
This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its medium mod range on a target. The ideal range differs between various items. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target.
Special Move Health Cost: This attribute represents the health point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
This attribute represents the action point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
This attribute represents the mind point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
Source References
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