Difference between revisions of "Blaster Barrel Crafting (Game Mechanics)"
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This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value. | This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value. | ||
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+ | '''Wound:''' | ||
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+ | 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%. | ||
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+ | '''Ideal Range Mod:''' | ||
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+ | This represents the bonus that is added to the attack hit chance on the Ideal rand mod for a given weapon. A higher value in this means that the weapon will have a higher accuracy of attack at a given range. | ||
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Revision as of 10:05, 20 April 2008
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Game Mechanics - Mechanics Category
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Blaster Barrel Experimentation MechanicsItems Affected
Experimentation LinesThese items have 3 experimental lines.
The Experimental Durability line depends on 66% CD and 33% SR. Experimentation on this line will increase the Unit Integrity attribute on these items.
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.
The value listed by this attribute indicates the amount that will be added to the final weapon's Condition attribute when the component is included. Each point in unity integrity translates to 1 point added to Condition.
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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