Difference between revisions of "Powerup Crafting (Game Mechanics)"

From SWGANH Wiki
Jump to: navigation, search
(Powerup Experimentation Mechanics)
(Experimentation Lines)
Line 90: Line 90:
  
 
The Experimental Effectiveness line depends on 100% OQ. Experimentation on this line increases the Action Cost, Health Cost, Mind Cost,Attack Speed,Max Damage,Min Damage,Damage Radius,Max Range Attack Mod,Ideal Range Attack Mod,Point Blank Attack Mod,Ideal Range, Wound Chance attributes on these items.
 
The Experimental Effectiveness line depends on 100% OQ. Experimentation on this line increases the Action Cost, Health Cost, Mind Cost,Attack Speed,Max Damage,Min Damage,Damage Radius,Max Range Attack Mod,Ideal Range Attack Mod,Point Blank Attack Mod,Ideal Range, Wound Chance attributes on these items.
 +
 +
 +
 +
 +
 +
Notes In regard to observable documentation regarding Powerup Experimentation:
 +
 +
Behavior for powerup experimentation seems to be known up to the point of adding tertiary stats to an item. The following will be a description of the general behavior and then an addendum including speculative information on how the process could work to handle tertiary and subsequent stats on these items.
 +
 +
 +
'''I.  Item Assembly and Stat Rolls'''
  
 
== Item Attributes ==
 
== Item Attributes ==

Revision as of 22:03, 23 April 2008




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.


Navigation

Description

Template (Game Messages)

Related Tags

25% This document has been partially completed.

Mechanics This document is about game mechanics.

Powerup Experimentation Mechanics

These items come as single use. Powerups have an unusually complex and engaging experimentation system.

Items Affected

1. Barrel
2. Grip
3. Generic Melee Weapon Kit
4. Muzzle
5. Coupler
6. Grenade Wiring Kit
7. Scope
8. Mine Explosives Kit
9. Stock
10. Grenade Explosives Kit

Experimentation Lines

These items have 1 experimentation line available.



1. Experimental Effectiveness


The Experimental Effectiveness line depends on 100% OQ. Experimentation on this line increases the Action Cost, Health Cost, Mind Cost,Attack Speed,Max Damage,Min Damage,Damage Radius,Max Range Attack Mod,Ideal Range Attack Mod,Point Blank Attack Mod,Ideal Range, Wound Chance attributes on these items.



Notes In regard to observable documentation regarding Powerup Experimentation:

Behavior for powerup experimentation seems to be known up to the point of adding tertiary stats to an item. The following will be a description of the general behavior and then an addendum including speculative information on how the process could work to handle tertiary and subsequent stats on these items.


I. Item Assembly and Stat Rolls

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


Action Cost:

This attribute lists the amount of action, as a percentage, that the weapon's action cost attribute will be reduced by.

Health Cost:


This attribute lists the amount of health, as a percentage, that the weapon's health cost attribute will be reduced by.


Mind Cost:


This attribute lists the amount of mind, as a percentage, that the weapon's mind cost attribute will be reduced by.


Attack Speed:

This attribute lists the amount of attack speed, as a percentage, that the weapons Attack Speed attribute will be reduced by.


Max Damage:

This attribute lists the amount of maximum damage, as a percentage, that the weapon's max damage attribute will be increased by.


Min Damage:


This attribute lists the amount of minimum damage, as a percentage, that the weapon's min damage attribute will be increased by.

Damage Radius:


This attribute lists the amount of radius, as a percentage, that the weapon's radius attribute will be increased by.


Max Range Attack Mod:


This attribute lists the amount of accuracy modifier, as a percentage, that the weapon's max attribute for range accuracy will be increased by.

Ideal Range Attack Mod:

This attribute lists the amount of accuracy modifier, as a percentage, that the weapon's ideal attribute for range accuracy will be increased by.

Point Blank Attack Mod:


This attribute lists the amount of accuracy modifier, as a percentage, that the weapon's point blank attribute for range accuracy will be increased by.

Ideal Range:

This attribute lists the amount as a percentage, that the weapon's ideal range (attack distance) will be increased by.


Wound Chance:

This attribute lists the amount, as a percentage, that the weapon's Wound attribute will be increased by.

Source References

Source Source in Context