Clothing And Wearables (Game Mechanics)
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Game Mechanics - Mechanics Category
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Game MechanicsFor a listing of wearable items, please see Wearable Item List
Wearables account for any item that can be equipped by the player onto their avatar. Players have a number of body slots in which to equip items to. These include necklaces, rings, bracelets, belts, eyewear, backpacks, boots/shoes, legwear, shirts, aprons, chestpieces and shirts, cloaks and robes, left/right arm bracers, and left/right arm biceps.
Generally speaking, the more protective the armor, the higher the cost will be to your secondary statistics. If the armor would lower any one of your statistics to zero when equipped, you will not be able to wear that armor. Armor worn on the feet and legs will help prevent damage to your Action pool, armor worn on the chest, biceps, wrists, and hands will help prevent damage to your Health pool, and armor worn on the head will help prevent damage to your Mind pool. The protection that armor provides is determined by three factors: Armor Rating, Armor Effectiveness, and Armor Vulnerability. Armor Rating ranges from None to 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. After Armor Rating has been applied, Armor Effectiveness comes into play. It reduces the remaining damage by the stated percentage. 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. Source References
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