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

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Revision as of 08:50, 24 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.

Lightsaber Experimentation Mechanics

Items Affected

1. A Training Lightsaber
2. First Generation Lightsaber
3. Second Generation Lightsaber
4. Third Generation Lightsaber
5. Fourth Generation Lightsaber
6. Two-Handed First Generation Lightsaber
7. Two-Handed Second Generation Lightsaber
8. Two-Handed Third Generation Lightsaber
9. Two-Handed Fourth Generation Lightsaber
10. Two-Handed Fifth Generation Lightsaber
11. Double-Bladed First Generation Lightsaber
12. Double-Bladed Second Generation Lightsaber
13. Double-Bladed Third Generation Lightsaber
14. Double-Bladed Fourth Generation Lightsaber
15. Double-Bladed Fifth Generation Lightsaber

Experimentation Lines

There are 2 lines of experimentation available to these items.


The Experimental Damage line has 4 experimental attributes. The first of these is Attack Speed. Attack Speed depends on 50% CD and 50% OQ. Experimentation on this line increases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 33% CD and 66% OQ. Experimentation on this line will increase the Max attribute on these items. The third attribute is Minimum Damage. Minumum Damage depends on 33% CD and 66% OQ. Experimentation on this line increases the Min attribute on these items. The fourth attribute is Wound Chance. Wound chance depends on 50% SR and 50% UT. Experimentation on this line increases the Wound attribute on these items.


The Experimental Effeciency line has 4 experimental attributes. The first of these is Attack Action Cost. Attack Action Cost depends on 100% OQ. Experimentation on this line will decrease the Action attribute on these items. The second of these is Attack Health Cost. Attack Health Cost depends on 100% OQ. Experimentation on this line will decrease the Health attribute on these items. The third of these attributes is Attack Mind Cost. Attack Mind Cost depends on 100% OQ. Experimentation on this line will decrease the Mind attribute on these items. The fourth attribute is Force Power Cost. Force Power Cost depends on 33% CD and 66% OQ. Experimentation on this line will decrease the Force Power Cost 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


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.


See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers


Armor Piercing

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:


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


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:

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.


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.



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%.



Range Modifiers:


The Range Modifiers attribute is one of several category labels on weapons. It contains the Point Blank, Idea, and Max attributes for these items.


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 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.


Ideal:

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:


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.



Special Attack Cost:


The Special Attack Cost attribute is one of several category labels on weapons. It contains the Health, Action and Mind attributes.


Health:

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.


Action:

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.


Mind:

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.




Source References

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