Difference between revisions of "Using Powerups (Game Mechanics)"
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All powerup follows the same rules of name:[primary stat] [type of powerup] of [secondary stat] | All powerup follows the same rules of name:[primary stat] [type of powerup] of [secondary stat] | ||
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1) Each primary and secondary stat has a unique name. A “ported barrel” will always have Special Move Health Cost in primary. A “ported barrel of Alignment” will always have Special Move Health Cost in primary and Ideal Attack Bonus in secondary. Each type of powerup will have 2-4 primary stats and 1-4 secondary stats. | 1) Each primary and secondary stat has a unique name. A “ported barrel” will always have Special Move Health Cost in primary. A “ported barrel of Alignment” will always have Special Move Health Cost in primary and Ideal Attack Bonus in secondary. Each type of powerup will have 2-4 primary stats and 1-4 secondary stats. | ||
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2) All primary stats of a given powerup are different than all secondary stats. The only exception is “Scattering Muzzle of Flaring”, which have Point Blank Penalty in both primary and secondary. It is an over-sight of designer or a bug because only the secondary stat contributes to the end result. | 2) All primary stats of a given powerup are different than all secondary stats. The only exception is “Scattering Muzzle of Flaring”, which have Point Blank Penalty in both primary and secondary. It is an over-sight of designer or a bug because only the secondary stat contributes to the end result. | ||
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− | Special Move Health Cost – reduced the cost of special health move | + | |
− | Special Move Action Cost – reduced the cost of special action move | + | '''Stat modifications:''' |
− | Special Move Mind Cost – reduced the cost of special mind move | + | |
− | Point Blank Penalty – reduced the penalty of point blank fight, higher attack rating at point blank range | + | Special Move Health Cost – reduced the cost of special health move<br> |
− | Max Range Penalty – reduced the penalty of out-of-ideal range, higher attack rating at long range | + | Special Move Action Cost – reduced the cost of special action move<br> |
− | Ideal Attack Bonus – increased attack rating at ideal range | + | Special Move Mind Cost – reduced the cost of special mind move<br> |
− | Ideal Range – increased the range of Ideal Range, capped at 64 meter | + | Point Blank Penalty – reduced the penalty of point blank fight, higher attack rating at point blank range<br> |
− | Wound Chance – increased the chance of a wound hit | + | Max Range Penalty – reduced the penalty of out-of-ideal range, higher attack rating at long range<br> |
− | Minimum Damage – increased minimum damage based | + | Ideal Attack Bonus – increased attack rating at ideal range<br> |
− | Maximum Damage – increased maximum damage based | + | Ideal Range – increased the range of Ideal Range, capped at 64 meter<br> |
− | Attack Speed – decreased weapon speed, faster attack | + | Wound Chance – increased the chance of a wound hit<br> |
− | Damage Radius – increased area-damage range from mines, grenades and heavy weapons | + | Minimum Damage – increased minimum damage based<br> |
+ | Maximum Damage – increased maximum damage based<br> | ||
+ | Attack Speed – decreased weapon speed, faster attack<br> | ||
+ | Damage Radius – increased area-damage range from mines, grenades and heavy weapons<br> | ||
==Source References== | ==Source References== |
Revision as of 02:50, 24 April 2008
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Game Mechanics - Mechanics Category
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Using PowerupsPowerups are items that enhance many of the attributes on various types of weapons. These items come in several types including some that are weapon specific such as melee weapon powerups, stocks and barrels that only work on rifle and carbine weapons. Heavyweapons are the only weapons that do not have access to powerups. Powerup enhancements are based off of a percentage value that is listed on the powerup item itself. This percentage modifies the original pre-slice stats on a weapon. For example a weapon that has 100 max damage has a Muzzle with 34% bonus to max damage added on to it will now be examined to show 134 max damage; an increase of 34%. The amount that was added in by the power up is then added into the amount that slicing increased the item by. So for example an item that was sliced from 100 damage to 135 damage was modified by 35 damage. A 34% max damage powerup adds 34 to the max damage. The two values 34 and 35 are then summed and then added back to the original item's base stat to make the new combined sliced plus power up total. A powerup that modifies ideal range for example will increase the ideal range attribute on weapons by the listed percentage value. An item that modifies HAM cost will decrease the unsliced HAM stats on the weapon by the given amount.
Inserting a PowerupTo use a powerup, the player must first click on the item, hold it, then drag it on top of the weapon that is to be upgraded. Once dropped onto the weapon, the powerup is consumed and dissapears. A weapon that has a powerup on it will have its object name be changed to yellow text coloration as if it were exceptional. This is to notify the user that this weapon has special bonus to it. Powerups can be removed by left clicking on the item then clicking the Remove Powerup radial option. Removing a powerup from a weapon will destroy it. Eventually, a powerup will be consumed on its own if it is continously used as these items have a fixed finite charge of 100 uses per item.
How to read a powerup:All powerup follows the same rules of name:[primary stat] [type of powerup] of [secondary stat]
2) All primary stats of a given powerup are different than all secondary stats. The only exception is “Scattering Muzzle of Flaring”, which have Point Blank Penalty in both primary and secondary. It is an over-sight of designer or a bug because only the secondary stat contributes to the end result.
Special Move Health Cost – reduced the cost of special health move Source References
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