Difference between revisions of "Powerup Crafting (Game Mechanics)"
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Latest revision as of 23:06, 24 December 2009
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Game Mechanics - Mechanics Category
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Powerup Experimentation MechanicsThese items come as single use. Powerups have an unusually complex and engaging experimentation system. Items Affected1. Barrel Experimentation LinesThese items have 1 experimentation line available.
The Experimental Effectiveness line depends on 100% OQ. Experimentation on this line increases the Action Cost, Health Cost, Mind Cost,Attack Speed,Max Damage,Min Damage,Damage Radius,Max Range Attack Mod,Ideal Range Attack Mod,Point Blank Attack Mod,Ideal Range, Wound Chance attributes on these items.
Behavior for powerup experimentation seems to be known up to the point of adding tertiary stats to an item. The following will be a description of the general behavior and then an addendum including speculative information on how the process could work to handle tertiary and subsequent stats on these items.
Each powerup has a listing of attributes available to be placed into the item based on which category the attributes are picked from. There are two categories of attributes for these items with these being a Primary category and a Secondary category both with distinct effects. Items can have one primary attribute only and up to 4 secondary attributes. When Assembling a powerup item, a roll is made to choose between one of several attributes from the Primary category for the particular powerup. Once a primary stat is chosen, then player can then begin experimentation on the item. As the player experiments there are a series of rolls that occur on each experimentation attempt that will determine if there will be any secondary attributes added to the item. One attribute is added per successfull roll, so for example in order to get an item with 5 attributes (1 primary and 4 secondaries) 4 distinct and successful rolls must be made to spawn the attributes onto the item.
Have the experimentation scale be sectioned off into a series of cutoff points to which to player must allocate sufficienct experimentation to reach these cutoff points. Each cutoff point will represent the opportunity for a player to have access to an additional stat modifier on the item. The cutoff points will have a roll chance modifier added to each subsequent experimentation attempt until the player obtains that stat.
1. Secondary Stat: Experimentation Cutoff Point: 15%
Experimentation Cutoff Point: 45% 4. Fifth Stat Experimentation Cutoff Point: 60%
1. If the secondary stat is below 10% in value at the time the tertiary stat is chosen to be added in, then the tertiary stat's value will be scaled as if it were the secondary and the secondary's value will remain static. To use an example, if the powerup is experimented a 15% primary, 7% secondary and a third stat is added in from the previous experimentation then the secondary stat value of 7% will remain fixed and the tertiary stat will be scaled to fit the primary (as if it were the current secondary). So in this example the item's stats will be 15% primary, 7% secondary and 7% tertiary. Any further experimentation will increase the tertiary stat only so at the end the item coudl be 34% primary 7% secondary and 17% tertiary.
2. If the secondary stat is at or above 10% in value at the time the teritary stat is chosen, then both values will be increased proportionally however neither will achieve the full scaled value in relation to the primary stat. What I believe occurs is this: An item with 20% primary and 10% secondary obtains a tertiary stat. The new stat configuration for the item is now 20% primary, 10% secondary and 5% tertiary. The capped value used for the secondary stat is used to determine the value that both the secondary and tertiary stat can obtain. In this case if the item is experimented up to 34%, then the cap value for secondary is 17%. In our present case each items will have the remaining difference between the secondary and the capped maximum of 7% divided between both it and the tertiary. This would make the final item (if perfect experimentation) to have the following stats, 34% primary, 13.5% secondary, 8.5% tertiary.
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.
Action Cost: This attribute lists the amount of action, as a percentage, that the weapon's action cost attribute will be reduced by. Health Cost:
This attribute lists the amount of attack speed, as a percentage, that the weapons Attack Speed attribute will be reduced by.
This attribute lists the amount of maximum damage, as a percentage, that the weapon's max damage attribute will be increased by.
This attribute lists the amount of minimum damage, as a percentage, that the weapon's min damage attribute will be increased by. Damage Radius:
Ideal Range Attack Mod: This attribute lists the amount of accuracy modifier, as a percentage, that the weapon's ideal attribute for range accuracy will be increased by. Point Blank Attack Mod:
Ideal Range: This attribute lists the amount as a percentage, that the weapon's ideal range (attack distance) will be increased by.
Wound Chance: This attribute lists the amount, as a percentage, that the weapon's Wound attribute will be increased by. Source References
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