Difference between revisions of "Projectile Barrel Crafting (Game Mechanics)"

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Revision as of 23:19, 20 April 2008




Game Mechanics - Mechanics Category

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Description

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Projectile Barrel Experimentation Mechanics

Items Affected

1. Advanced Projectile Pistol Barrel
2. Projectile Pistol Barrel
3. Advanced Projectile Rifle Barrel
4. Projectile Rifle Barrel

Experimentation Lines

These items have 3 experimental lines.


1. Experimental Damage
2. Experimental Durability
3. Experimental Range



The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 50% HR and 50% SR. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 50% HR and 50% SR. Experimentation on this line will increase the Max attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 50% HR and 50% SR. Experimentation on this line will increase the Min attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 50% HR and 50% SR. Experimentation on this line will increase the Wound attribute.


The Experimental Durability line depends on 50% HR and 50% SR. Experimentation on this line will increase the Unit Integrity attribute on these items.


The Experimental Range line depends on 50% HR and 50% SR. Experimentation on this line increases the value of the Ideal Range Mod 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


Unit Integrity:

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.


Min:


This attribute represents the value that will be added to the weapon's minimum damage range.


Max:


This attribute represents the value that will be added to the weapon's maximum damage range.


Attack Speed:


This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value.


Wound:

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%.


Ideal Range Mod:


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.



Transferred Component Attributes

Source References

Source Source in Context