Armorsmith Layer Component Crafting (Game Mechanics)

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Armorsmith Layer Component Experimentation Mechanics

Layers are an optional sub-component that can be added to armor segments. All layers cover a protection (acid, heat, energy, kinetic, cold, stun, blast, electricity) and will move that protection from whats called a base protection, to a special protection. There is a special protection specific to a given armor before any additional ones added via layer or enhancement. Ie, ubese is kinetic, bone is energy. Once a protection is moved it cannot be improved on by a slicer. A base protection is everything else that the armor covers. Of course not all armors cover all damage types. So if you layer your armor, that layer's protection cannot be improved on subsequently by a slicer. Armor segments can take 0-3 layers (ubese 1, padded 2, composite and RIS 3). Each layer adds to the cumulative encumbrance. If your 3 layers add up to 12 encumbrance in each HAM category, your segment may go up by 12 Health, Action and Mind Encumberance.

Items Affected

1. Acid Protection Armor Layer
2. Blast Protection Armor Layer
3. Cold Protection Armor Layer
4. Electrical Protection Armor Layer
5. Energy Protection Armor Layer
6. Heat Protection Armor Layer
7. Kinetic Protection Armor Layer
8. Stun Protection Armor Layer
9. R.I.S. Armor Layer

Experimentation Lines

There are 4 lines of experimentation available to these items.


1. Experimental Durability
2. Experimental Quality
3. Experimental Resistance
4. Misc


The Experimental Durability line has 4 experimental attributes. The first of these is Armor Action Encumberance. Armor Action Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Action Encumberance attribute on the item. The second attribute is Armor Health Encumberance. Armor Health Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Health Encumberance attribute on the item. The third attribute is Armor Integrity. Armor Integrity depends on 50% OQ and 50% UT. Experimentation on Experimental Durability will increase the Integrity attribute on the item. The Fourth attribute is Armor Mind Encumberance. Armor Mind Encumberance depends on 50% MA and 50% OQ. Experimentation on Experimental Durability will decrease the Mind Encumberance attribute on the item.


The Experimental Quality line depends on 50% OQ and 50% SR. Experimentation on this line will increase the Base Effectiveness attribute.


Experimental Resistance

1. The Experimental Resistance line for Kinetic, Blast, Stun, Electrical, Energy, Heat, Cold and Acid Protection Layers depend on 50% OQ and 50% SR. Experimentation on this line will increase the Kinetic Effectiveness, Blast Effectiveness, Stun Effectiveness, Electrical Effectiveness, Heat Effectiveness, Cold Effectiveness, Acid Effectiveness, and Energy Effectiveness attributes on these items.


2. The Experimental Resistance line for R.I.S Armor Layer depends on 50% OQ and 50% SR. Experimentation on this line does not increase any resistance.


The Misc line depends on 50% OQ and 50% SR. Experimentation on this line will increase the Integrity attribute on these items.

Item Attributes

Source References

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