Difference between revisions of "Personal Shield Generator Crafting (Game Mechanics)"
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== Experimentation Lines == | == Experimentation Lines == |
Revision as of 14:50, 31 May 2008
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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.
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Personal Shield Generator CraftingEvery type of PSG armor has special protections or vulnerability resists. When an PSG has a vulnerability or Special Protection, it will be listed under the Vulnerability or Special Protection category when the armor combine has been completed. If a resistance is found in the general effectiveness grouping on the armor (i.e not a vulnerability or a special resistance) then its value can be increased by experimentation on the Experimental Quality line. If a resistance is innate to an armor as a special resistance (energy for bone armor for example, then using the Experimental Resistance line will increase their values.
Items Affected1. Personal Shield Generator Imperial Test Prototype Experimentation LinesThere are 4 lines of experimentation available to these items.
Item AttributesVariation Of:
Condition: This attribute is present on most wearables and indicates the current hitpoints remaining on the items. The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. A wearable that reaches 0 condition can still be equipped and receive properties from it, with the exception of armor. Armor will lose all effective properties, with the exception of skill modifiers. 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
This attribute is found on any item in which skill modifiers have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25. Looted Wearables are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 total skill mods. Attributes available to this category include:
Sockets available This attribute appears only on wearables that can contain sockets. Jewelry, personal shield generators and all looted items are not allowed to have sockets. Sockets allow for the placement of attachments into the item. Attachments such as clothing and armor attachments add skill modifier bonuses to an item. Each attachment will consume one socket. As sockets are used up, their count will decrease and eventually the attribute will be removed once the last socket is used. Items that can contain suckets may hold anywhere from 0 to up to 4 sockets total.
Armor Rating This attribute is found only on armor and personal shield generators. Armor Rating ranges from None, Light, Medium and Heavy. If attacked by a weapon with equal Armor Piercing, there is no effect. If the Armor Rating is higher than the Armor Piercing of the weapon, damage is reduced by 50% for each level of difference. Therefore, if a weapon with no Armor Piercing strikes an Armor Rating of Light, damage would be reduced by 50%. Against an Armor Rating of Medium, it would be reduced by 50% and then another 50%. If the weapon has more Armor Piercing than the armor has Armor Rating, damage is increased by 25% for each level difference. All personal armor comes with an effective rating of light.
Special Protection This attribute is found only on armor. After Armor Rating has been applied, Armor Effectiveness comes into play. It reduces the remaining damage by the stated percentage. This attribute relates to the special innate resistance that an armor gives. For crafted armor This value cannot exceed 80% and slicing has no effect on it. For looted armor, the special protection value can go up as high as 90%. Some armors have innate special protection attributes already included in them. These are the available resist attribute types for this category depending on the armor type: Kinetic:
This attribute is found only on armor. After Armor Rating has been applied, Armor Effectiveness comes into play. It reduces the remaining damage by the stated percentage. Effectiveness is also referred to as general effectiveness or base effectiveness and has a maximum cap of 80% before slicing. The exception to this is with looted armor. Looted armor may have an base effectiveness of up to 90%. Additionally, Looted composite armor places all resists with the exception of vulnerabilities such as stun and lightsaber, into the general effectiveness category. Krayt dragon segment components can also be used for this same effect. This is the only armor that does this, however.
Kinetic:
This attribute is found only on armor. Armor Vulnerability denotes the damage types in which the armor provides no protection whatsoever. The Armor Rating is considered to be None and Armor Effectiveness is considered to be 0% against that damage type. Every armor has an innate vulnerability, or several.
Kinetic:
Encumberance This attribute appears only on armor. Armor encumberance represents the total amount of points reduced from the secondary ham pools by equipping this item. If the item exceeds the player's current stats, then the item cannot be equipped. Every point added to one of the attributes listed under this reflects a point deducted off of the player's secondary stats for that attribute. So for example Health attribute has secondary stats Strength and Constitution which would be reduced equally by the amount listed by Health. A piece of armor can be brought down to, at most, 0 HAM cost.
Health:
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.
This attribute appears when a player places an item within an anti decay kit.
This attribute is found only on armor. This attribute appears when a player has had an item sliced by a smuggler.
Transferred Component AttributesThe following is a list of attributes that can appear on items that are able to be transferred into the final armor construction process.
This attribute is passed in from armor segments and the value passed in will be directly added to the Condition attribute on the armor. Adding in Kimogila Scale Segment, Voritor Lizard Hide Segment, Bone Armor Segment, Advanced Bone Armor Segment, and Interwoven Bone Segment components will increase the Condition attribute.
Health Encumberance:
Action Encumberance: This attribute is passed in from the armor segment and the value passed in will be directly added to or subtracted away from the current armor's Action attribute. Adding in Kimogila Scale Segment, Voritor Lizard Hide Segment, Bone Armor Segment, Advanced Bone Armor Segment, and Interwoven Bone Segment components will increase the Action attribute.
Mind Encumberance: This attribute is passed in from the armor segment and the value passed in will be directly added to or subtracted away from the current armor's Mind attribute. Adding in Kimogila Scale Segment, Voritor Lizard Hide Segment, Bone Armor Segment, Advanced Bone Armor Segment, and Interwoven Bone Segment components will increase the Mind attribute.
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Kinetic attribute on the armor. Adding this attribute in from a segment will move the Kinetic attribute under the Special Protection category. If the armor has Kinetic as an innate special resistance, then the value passed in from the Kinetic Effectiveness attribute is directly added to the Kinetic attribute on the armor. Adding in Voritor Lizard Hide Segment, Bone Armor Segment, Advanced Bone Armor Segment, and Interwoven Bone Segment components will increase the Kinetic attribute under Special Effectiveness.
Energy Effectiveness This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Energy attribute on the armor. Adding this attribute in from a segment will move the Energy attribute under the Special Protection category. If the armor has Energy as an innate special resistance, then the value passed in from the Energy Effectiveness attribute is directly added to the Energy attribute on the armor. Adding in Voritor Lizard Hide Segment, Bone Armor Segment, Advanced Bone Armor Segment, and Interwoven Bone Segment components will increase the Energy attribute under Special Effectiveness.
Blast Effectiveness This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Blast attribute on the armor. Adding this attribute in from a segment will move the Blast attribute under the Special Protection category. If the armor has Blast as an innate special resistance, then the value passed in from the Blast Effectiveness attribute is directly added to the Blast attribute on the armor. Bone Armor Segment, Advanced Bone Armor Segment, and Interwoven Bone Segment will increase the Blast attribute.
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Stun attribute on the armor. Adding this attribute in from a segment will move the Stun attribute under the Special Protection category. If the armor has Stun as an innate special resistance, then the value passed in from the Stun Effectiveness attribute is directly added to the Stun attribute on the armor. Adding in Interwoven Bone Segment will increase the Stun attribute.
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Heat attribute on the armor. Adding this attribute in from a segment will move the Heat attribute under the Special Protection category. If the armor has Heat as an innate special resistance, then the value passed in from the Heat Effectiveness attribute is directly added to the Heat attribute on the armor. Adding in Kimogila Scale Segment Bone Armor Segment, Advanced Bone Armor Segment, and Interwoven Bone Segment components increases the Heat attribute.
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Cold attribute on the armor. Adding this attribute in from a segment will move the Cold attribute under the Special Protection category. If the armor has Cold as an innate special resistance, then the value passed in from the Cold Effectiveness attribute is directly added to the Cold attribute on the armor. Adding in Kimogila Scale Segment, Bone Armor Segment, Advanced Bone Armor Segment, and Interwoven Bone Segment increases the Cold attribute.
This attribute is passed in from armor segments and indicates the amount of resistance that will be added to the Acid attribute on the armor. Adding this attribute in from a segment will move the Acid attribute under the Special Protection category. If the armor has Acid as an innate special resistance, then the value passed in from the Acid Effectiveness attribute is directly added to the Acid attribute on the armor. Adding in Bone Armor Segment, Advanced Bone Armor Segment, and Interwoven Bone Segment components will increase the Acid attribute.
Electrical Effectiveness
Source References
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