Droid Utility Modules (Game Mechanics)

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Droid Utility Module Experimentation Mechanics

Items Affected

1. Auto-Repair Module
2. Creature Harvest Module
3. Detonation Module
4. Droid Combat Module
5. Scout Trap Projectile Unit
6. Stimpack Dispensor Module


Experimentation Lines

Each of these modules is completely dependent on experimentation and the resources used to produce the highest rating possible. These items have 2 lines of experimentation,

1. Experimental Durability
2. Experimental Effectiveness


All of these modules list 50% OQ and 50% CD as the requirements for both Effectiveness and Durability experimentation. I've broken this list down into Single and Double line experimentation, even though all of the modules have 2 experimentation values, with the exception of the Droid Combat Module which has Misc as a listed experimentation value that is not present in the experimentation window, all of the Single Line entries are 100% dependent on Effectiveness Experimentation. All of these parts require the very best resources you can find, in hopes of producing the highest valued droid. All of these modules can also be stacked, in a linear fashion, to produce the maximum rating in a droid. Creature Harvester and Scout Projectile Modules have a maximum rating of 20 per module. Detonation modules have a max rating of 10 and Combat modules have a max rating of 110. Auto Repair Modules have a maximum rating of 25 per module. The attributes that will be raised through experimentation are Auto-Repair Power,Harvest Bonus, Detonation Power, Combat Module Rating, Trapping Bonus, Stimpack Capacity, Stimpack Delivery


Stimpack Dispenser Modules are one of the few products that a Droid Engineer can craft that being a 12 point crafter is recommended. Experimentation on both the Effectiveness and Durability lines are needed to produce the best overall rating. Experimentation on the Durability will result in an increase in the Stim Capacity, with a cap of 100 per module. Experimentation on the Effectiveness will result in an increase in the Stimpack Delivery time, with a maximum rating of 10 per module.


Experimental Effectiveness:

Auto-Repair Power - Experimental Effectiveness on Auto-Repair Modules increases the value of the Auto-Rpepair Power attribute. A higher attribute increases the healing amount on droids.

Detonation Power - Experimental Effectiveness on Detonation Modules increases the value of the Detonation Power attribute. A higher attribute increases the blast damage amount on the droid after the player intiiates the /detonatedroid command.

Harvest Bonus - Experimental Effectiveness on Creature Harvest Modules increases the Harvest Bonus attribute. A higher attribute increases the harvest yield from the droid's harvest attempts on a creature.

Combat Module Rating - Experimental Effectiveness on a Droid Combat Module increases the Combat Module Rating attribute. A higher attribute increases the Min and Max damage range for the Damage attribute on combat capable droids.


Trapping Bonus - Experimental Effectiveness on Scout Trap Projectile Units increases the Trapping Bonus attribute. A higher attribute

Stimpack Delivery

Item Attributes Affected

Auto-Repair Power

Detonation Power

Harvest Bonus

Combat Module Rating


Trapping Bonus


Stimpack Capacity

Stimpack Delivery

Source References

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