Assembly Mechanics (Game Mechanics)

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Game Mechanics - Assembly Mechanics

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Assembly Mechanics

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Mechanics This document is about game mechanics.

Assembly

The assembly roll is modified by:

Your Assembly skill mod (dependent on the schematic used and your skills) modified by the quality of the tool modified by the quality of the private crafting station modified by the effects of pyolian cake or any other bonuses (city, clothing, etc) applied to the roll = outcome.

The experimentation roll. This roll determines the success of your experimentation attempt, crit fail, big fail, etc. One roll per click of the 'perform experiment' button.

Like Assembly, the roll is modified by your experimentation skill mod, quality of the tool, quality of the station, bespin port, city bonus, etc.




To reveal the mystery abour crafitng, and why you get different stats at the same experimental percentages on two different crafting sessions. You first have to calculate the weighted average for each single stat line. Since Estei and me found that the displayed percentage for assembly and experimentation is an average of each line, meaning that the displayed percentages for Experimental Damage is the average for Speed, Min, Max and Wound Chance. Same thing goes for Experimental Efficiency which is the average of Health, Action, Mind and Force Cost. To calculate the displayed assembly percentage you need to know the weighted average of all the available lines and then divide that number by four. And knowing the percentages for each line is very important since using resouces that gives you a better displayed percentages might not be the best for the single line.







Almost every item that can be experimented on has stats . These stats are tied to particular experimentation categories. Wind generators have two categories: Efficiency (tied to extraction rate) and Storage (tied to hopper size).

The experimental categories are displayed as percentages between 0% and 100%. The success type of the experiment ("good success", "great success", "moderate failure") determines how much improvement (or deterioration) is applied to that percentage. For example, a "great success" increases the category +7 for every point you spent; spend 5 points and get a great success, and the percentage increases by 35.

Stats on in-game items have a minimum value (at 0% experimentation) and a maximum value (at 100%). The actual value of the stat is calculated using a linear scale between these two points and the experimental percentage you reached. You take the minimum stat value and add the stat range (Max - Min) times the experimental percentage.

For example, crafting tools have a minimum effectiveness value of -15 and a maximum effectiveness of 15. If you experiment Effectiveness to 65%, the actual stat will be:

-15 + (15 - (-15) ) * 0.65 = -15 + 30 * 0.65 = 4.5

The higher you experiment a category, the closer you get to the max possible on the stats associated with that category. In elite crafting professions (mainly weaponsmith and armorsmith), items have subcomponents which also influence final stats.

The limits on the "best" item you can make is determined by the hard-coded maximum at 100% experimentation,and resource quality. Resource stats determine both the maximum experimentation percentage and (along with the assembly success) the starting experimentation percentage

stats

Your assumption is correct, all experimentation in SWG uses this formula :

Stat = [Base value at 0% experimentation] + ([Increase/%] x [Experimental Percentage])

For example : X-Wing : Mass = 97500 + (5000 x E) with E = Experimental Percentage

The initial and maximum Experimental Percentage depend on the resource stats, resource amounts and the applicable stat percentages for the item youre making. These values make up the Weighted Resource Value and determine the initial and maximum experimental percentage this way :

Initial EP = 0.00000015 x WRV^2 + 0.00015 x WRV Maximum EP = 0.001 x WRV

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