Difference between revisions of "Doctor (Game Mechanics)"
(→Something) |
(→Something) |
||
Line 23: | Line 23: | ||
|- | |- | ||
|valign=top| | |valign=top| | ||
− | == | + | == Medical Crafting == |
'''Buffpack/Stimpack Crafting''' | '''Buffpack/Stimpack Crafting''' |
Revision as of 19:23, 14 September 2007
Game Documentation - Doctor Mechanics
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
Somethingsomething goes here |
Related Tags
|
Medical CraftingBuffpack/Stimpack Crafting
Experimental attributes
Experimental Charges:/charges Charges are the number of uses an item has. Components affect this.
Experimental Ease of use:
This stat is used in both stat enhancement buffs and in resistance buffs. In the case of reistance buffs, its whole value correlates to a displayed effectiveness percentage value. This displayed value is a 1:1 conversion of the power level. Thus a 250 power is displayed on a resist buff stat as 250% effectiveness. This stat is affected by components used.
This stat is a percentage value for the amount of disease or poison damage resisted. This value is not modified by components. Its stats are derived entirely from resource quality.
The crafting process: We know that duration and power are on the same experimentation line. We suspected that a separate "role" was made for duration and power. I confirmed this was the case. There were multiple times when I got a "great" success, yet duration would increase at an "amazing" success rate (at 8% rather than 7%) and power would increase at the standard 7% rate. The displayed percentage value is some sort of average of the duration and power experimentation. This is why once you max out one line, you can continue to experiment, but a "great" success yields less than 7% (displayed... it still applies up to 7% to the line that still isn't maxed out). As a result of this, do not use the displayed percentage to calculate power or duration. To test the formula, max out the enhance pack on a clean experimentation run (no crit fails), and compare the final results with the theoretical results with the resources and subcompoents you used. A great success isn't always exactly 7%. The duration grew at a reasonably consistent rate when experimenting a point at a time, but would sometimes be a little off (more than 1, which one might expect from rounding, but less difference than 130 in duration, which one would expect with a moderate of amazing success). In other words, there are still a few things that happen under the covers that I don't understand.
|