Melee Weapon Component Crafting (Game Mechanics)
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Game Mechanics - Mechanics Category
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Melee Weapon Component Experimentation MechanicsItems Affected1. Advanced Reinforcement Core
Experimentation LinesThese items have 4 experimental lines.
The Experimental Damage line has four experimental properties. The first of these is Attack Speed. Attack Speed depends on 100% UT. Experimentation on this line decreases the Attack Speed attribute on these items. The second property is Maximum Damage. Maximum Damage depends on 100% UT. Experimentation on this line will increase the Maximum Damage attribute on these items. The third property is Minimum Damage. Minumum Damage depends on 100% UT. Experimentation on this line will increase the Minimum Damge attribute on these items. The fourth property is Wound Chance. Wound Chance depends on 100% UT. Experimentation on this line will increase the Wound attribute.
The Experimental Durability line depends on 100% UT. Experimentation on this line will increase the Unit Integrity attribute on these items.
The Experimental Range line has Three properties.
The third of these is the Minumum Range Modifier. The Minumum Range Modifier experimental property depends on 100% UT. Experimentation on this line increases the value of the Zero Range Mod attribute on these items. Item AttributesVariation Of:
Volumn: 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.
The value listed by this attribute indicates the amount that will be added to the final weapon's Condition attribute when the component is included. Each point in unity integrity translates to 1 point added to Condition.
This attribute represents a percentage increase in the chance to cause a bleeding effect on a target using a particular weapon. For example if a base chance to inflict a bleed was 10%, and a 150% Wound modified weapon was factored into this, then the new chance to inflict a bleed will be 25%.
Zero Range Mod: This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its zero mod range on a target. The point blank range for all items is 0 meters from a target. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target. A higher value in this means that the weapon will have a higher accuracy of attack at a given range.
This attribute indicates the amount of accuracy bonus or penalty that will be applied to a player using this particular weapon at its maximum range on a target. The max range differs between items as some have a higher range to attack targets than others but can go up to as far as 64 meters. If a player is at this range when using the weapon then they will suffer (or gain) whatever value is listed here to their modified chance to hit on the target.
Special Move Health Cost: This attribute represents the health point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
This attribute represents the action point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
This attribute represents the mind point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
Transferred Component AttributesUnit Integrity: The value listed by this attribute indicates the amount that will be added to the final weapon's Condition attribute when the component is included. Each point in unity integrity translates to 1 point added to Condition. Adding in Heavy Duty Vibro Motor, Geonosian Solidifying Agent, Geonosian Power Cube (Green) components will increase the Unit Integrity attribute in these items.
Minimum Damge:
This attribute represents a percentage increase in the chance to cause a bleeding effect on a target using a particular weapon. For example if a base chance to inflict a bleed was 10%, and a 150% Wound modified weapon was factored into this, then the new chance to inflict a bleed will be 25%. Adding in High Frequency Vibro Motor components will increase the Wound attribute in vibro motors.
Special Move Health Cost: This attribute represents the health point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack. Adding in Geonosian Power Cube (Red) components will decrease the Special Move Health Cost attribute in these items.
This attribute represents the action point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack. Adding in Geonosian Power Cube (Red) components will decrease the Special Move Action Cost attribute in these items.
This attribute represents the mind point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack. Adding in Geonosian Power Cube (Red) components will decrease the Special Move Mind Cost attribute in these items. Source References
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