Difference between revisions of "Warhead Component Crafting (Game Mechanics)"
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See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers | See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers | ||
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==Source References== | ==Source References== |
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.
Minimum Damge:
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%.
Source References
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