Quick Shot Upgrade Crafting (Game Mechanics)

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Mechanics This document is about game mechanics.

Quick Shot Upgrade Crafting Experimentation Mechanics

Items Affected

1. Quick Shot Upgrade - Mark I
2. Quick Shot Upgrade - Mark II
3. Quick Shot Upgrade - Mark III
4. Quick Shot Upgrade - Mark IV
5. Quick Shot Upgrade - Mark V

Experimentation Lines

These items have 2 lines of experimentation available.


1. Experimental Energy per Shot
2. Experimental Firing Rate



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% CD and 50% OQ. Experimentation on this line will decrease the Refire Rate attribute on these items.

Item Attributes

Variation Of:


This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.


For more information about the Variation Of attribute, see General Item Mechanics




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.


See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers



Refire Rate:


  • This is the time delay between shots from a projectile weapon. A lower number is better.



Energy/Shot:

  • This is the weapon's drain-per-shot on the Capacitor Energy reserves of your ship. If your capacitor doesn't have this much stored up, you can't fire.

Source References

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