Difference between revisions of "Quick Shot Upgrade Crafting (Game Mechanics)"

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(Shield Effectiveness Intensifier Crafting Experimentation Mechanics)
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1. [[Shield Effectiveness Intensifier - Mark I (Schematic)|Shield Effectiveness Intensifier - Mark I]]<br>
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1. [[Quick Shot Upgrade - Mark I (Schematic)|Quick Shot Upgrade - Mark I]]<br>
2. [[Shield Effectiveness Intensifier - Mark II (Schematic)|Shield Effectiveness Intensifier - Mark II]]<br>
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2. [[Quick Shot Upgrade - Mark II (Schematic)|Quick Shot Upgrade - Mark II]]<br>
3. [[Shield Effectiveness Intensifier - Mark III (Schematic)|Shield Effectiveness Intensifier - Mark III]]<br>
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3. [[Quick Shot Upgrade - Mark III (Schematic)|Quick Shot Upgrade - Mark III]]<br>
4. [[Shield Effectiveness Intensifier - Mark IV (Schematic)|Shield Effectiveness Intensifier - Mark IV]]<br>
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4. [[Quick Shot Upgrade - Mark IV (Schematic)|Quick Shot Upgrade - Mark IV]]<br>
5. [[Shield Effectiveness Intensifier - Mark V (Schematic)|Shield Effectiveness Intensifier - Mark V]]<br>
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5. [[Quick Shot Upgrade - Mark V (Schematic)|Quick Shot Upgrade - Mark V]]<br>
  
 
== Experimentation Lines ==
 
== Experimentation Lines ==

Revision as of 19:49, 10 May 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Quick Shot Upgrade Crafting Experimentation Mechanics

Items Affected

1. Quick Shot Upgrade - Mark I
2. Quick Shot Upgrade - Mark II
3. Quick Shot Upgrade - Mark III
4. Quick Shot Upgrade - Mark IV
5. Quick Shot Upgrade - Mark V

Experimentation Lines

These items have 2 lines of experimentation available.


1. Experimental Armor Effectiveness
2. Experimental Shield Effectiveness



The Experimental Armor Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Armor Effectiveness attribute on these items.


The Experimental Shield Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Shield Effectiveness 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




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



Shield Effectiveness:


  • This is a weapons modifier vs. shields. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus shield hitpoints. This number is considerably higher for ion cannons and lower for disruptors. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.



Armor Effectiveness:

  • This is a weapons modifier vs. armor. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus armor hitpoints. This number is considerably higher for disruptors and lower for ion cannons. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.

Source References

Source Source in Context