Difference between revisions of "Pet Stimpack Crafting (Game Mechanics)"
(→Item Attributes) |
(→Experimentation Lines) |
||
Line 87: | Line 87: | ||
− | The Experimental Effectiveness line depends on 66% OQ and 33% PE. Experimentation on this line increases the value associated with the following attributes for these items: Heal Health Damage, Heal Action Damage. | + | The Experimental Effectiveness line depends on 66% OQ and 33% PE. Experimentation on this line increases the value associated with the following attributes for these items: Heal Health Damage, Heal Action Damage, Heal Mind Damage. |
== Item Attributes == | == Item Attributes == |
Latest revision as of 17:00, 2 May 2008
This article or section needs proper wiki formatting. |
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.
|
Stimpack Experimentation MechanicsNote that for these items, the following looted components may be used as replacement for their crafted counterparts.
Items Affected1. Pet Stimpack – A Experimentation LinesStimpacks have 2 lines of experimentation. 1. Experimental Charges
Item AttributesVariation Of:
Volumn: Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
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.
Heal Health Damage: This attribute indicates the amount of Health damage that will be healed per each use of this item.
This attribute indicates the amount of action damage that will be healed per each use of this item.
This attribute indicates the amount of mind damage that will be healed per each use of this item. Transferred Component AttributesThese are the attributes that appear on the components that are used in the woundpacks. Along with them is a description of how the passed on attributes from each component contributes to the final item.
Adding in Biological Effect Controller, Advanced Biological Effect Controller components will directly increase the Uses Remaining attribute on type B through E versions of these items. For example a 50 Charges Biological Effect Controller will add 50 to Uses Remaining attribute for Stimpacks.
For example a 50 power Biological Effect Controller will add 50 to Heal Action Damage attribute for Stimpacks. Source References
|
Bold text |