Difference between revisions of "Reinforcement Core Items (Game Mechanics)"
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'''Damage''' | '''Damage''' | ||
− | The Damage attribute is one of several category labels on | + | The Damage attribute is one of several category labels on weapons. It contains the Type, Min, Max, and Wound attributes for these items. |
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− | The Range Modifiers attribute is one of several category labels on | + | The Range Modifiers attribute is one of several category labels on weapons. It contains the Point Blank, Idea, and Max attributes for these items. |
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− | The Special Attack Cost attribute is one of several category labels on | + | The Special Attack Cost attribute is one of several category labels on weapons. It contains the Health, Action and Mind attributes. |
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== Transferred Component Attributes == | == Transferred Component Attributes == |
Revision as of 07:44, 21 April 2008
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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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Reinforcement Core Item Experimentation MechanicsItems Affected1. Gaderiffi Baton Experimentation LinesThese items have 4 experimental lines.
The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 100% SR. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 100% SR. Experimentation on this line will increase the Max attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 100% SR. Experimentation on this line will increase the Min attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 100% SR. Experimentation on this line will increase the Wound attribute.
The Experimental Durability line depends on 100% SR. Experimentation on this line will increase the Unit Integrity attribute on these items.
The Experimental Range line has Three properties.
The First property is Maximum Range Modifier. The Maximum Range Modifier experimental property depends on 100% SR. Experimentation on this line increases the value of the Max attribute on these items. The second property is Medium Range Mod. The Medium Range Mod experimental property depends on 100% SR. Experimentation on this line increases the value of the Ideal attribute on these items.
Item AttributesVariation Of:
Certified: This attribute is present on all weapons and indicates whether the player has the necessary skill certification requirement to use the weapon by displaying a simple Yes or No. Players who are not certified to use a weapon will suffer a damage penalty when wielding the weapon.
Condition: This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon. The left figure represents the current hitpoints on the weapon and the right represents the total max possible hitpoints. A weapon will begin to lose damage potential if it falls below 25% of the max possible condition. If a weapon reaches 0 condition it will lose its damage. Items at 0 condition cannot be repaired.
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 armor piercing rating of the weapon. Some weapons have the ability to cause bonus damage in the form of armor piercing. Weapons that do not have this are represented as having none.
Attack Speed:
Damage The Damage attribute is one of several category labels on weapons. It contains the Type, Min, Max, and Wound attributes for these items.
Type refers to one of a number of damage variations found on weapons. There are a number of damage options available to weapons. These damage types come in the forms of kinetic, heat, energy, cold, stun, electricity, acid, blast and lightsaber damage. These damage types may offer special bonuses versus weak targets.
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%.
Range Modifiers:
Point Blank:
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.
Max:
Special Attack 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.
Transferred Component AttributesUnit 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. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, components will increase the Condition attribute on these items.
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%. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Wound attribute on ranged weapons.
This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its zero mod range on a target. The point blank range for all items is 0 meters from a target. 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. A higher value in this means that the weapon will have a higher accuracy of attack at a given range. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core components will increase the Point Blank attribute in these items.
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 maximum range on a target. The max range differs between items as some have a higher range to attack targets than others but can go up to as far as 64 meters. 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. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core components will increase the Max attribute in these items.
Ideal Range Mod:
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. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Health attribute on these items.
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. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Action attribute on these items.
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. Adding in Geonosian Reinforcement Core, Advanced Reinforcement Core, Reinforcement Core, Reinforcement Core (Looted), Advanced Reinforcement Core (Looted) components will increase the Mind attribute on these items. Source References
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