Ship Weapon Crafting (Game Mechanics)
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Game Mechanics - Mechanics Category
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Ship Weapon Crafting Experimentation MechanicsItems Affected1. Advanced Blaster (Green) Experimentation LinesThese items have 10 lines of experimentation available. Experimental Armor Effectiveness
The Experimental Armor Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Vs. Armor attribute on these items.
The Experimental Damage Minimum line depends on 50% OQ and 50% PE. Experimentation on this line will increase the minimum damage range of the Damage attribute.
The Experimental Energy Maintenance line depends on 50% CD and 50% OQ. Experimentation on this line will decrease the Reactor Energy Drain attribute on these items.
The Experimental Energy per Shot line depends on 50% CD and 50% OQ. Experimentation on this line will decrease the Energy/Shot attribute on these items.
The Experimental Firing Rate line depends on 50% OQ and 50% PE. Experimentation on this line will decrease the Refire Rate attribute on these items.
The Experimental Hitpoints line depends on 33% OQ and 66% UT. Experimentation on this line will increase the Hitpoints attribute on these items.
The Experimental Shield Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Vs. Shields attribute on these items. Item AttributesVariation Of:
Certified
Level 1 Ship Equipment Certification: This attribute appears on Mark I items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.
Level 3 Ship Equipment Certification: This attribute appears on Mark II items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.
Level 5 Ship Equipment Certification: This attribute appears on Mark III items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.
Level 7 Ship Equipment Certification: This attribute appears on Mark IV items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.
Level 9 Ship Equipment Certification: This attribute appears on Mark V items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.
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.
This attribute is a category listing.
Armor: This value represents the amount of damage that the component will take before passing any further damage on to be subtracted from the Hitpoints attribute.
This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted.
Transferred Component AttributesHitpoints: Adding in Armor Reinforcement Panel - Mark I, Armor Reinforcement Panel - Mark II, Armor Reinforcement Panel - Mark III, Armor Reinforcement Panel - Mark IV, Armor Reinforcement Panel - Mark V components will increase the Hitpoints attribute in these items.
Adding in Armor Reinforcement Panel - Mark I, Armor Reinforcement Panel - Mark II, Armor Reinforcement Panel - Mark III, Armor Reinforcement Panel - Mark IV, Armor Reinforcement Panel - Mark V components will increase the Armor attribute in these items.
Source References
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