Mechanics: Misc

  
  
  

DC Comics

Up to date as of February 01, 2010
(Redirected to Category:Mechanical Engineering article)

From DC Database


This article uses material from the "Category:Mechanical Engineering" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Dofus Wiki

Up to date as of January 31, 2010

From Dofus

There are many nuances in skill descriptions and effects that might not be obvious at the first glance.

General

Elements are neutral, earth, fire, water and air, as well as the pseudo-element Healing. Physical is any effect that is neutral or earth element. Magical covers water, air and fire.

Some effects can change AP. An effect that says AP lost : x can be resisted with AP loss resistance. An effect that says -x AP is impossible to resist. Bonuses to AP are only found on the second form, which means you won't risk resisting a AP bonus. MP changes work exactly like AP changes.

Damages : x to y (elem) indicates normal damage of the listed element. Steals x to y HP (elem) will also return half of the damage as HP to the attacker. Heals x to y HP indicates normal healing.

Hits x HP and Hits the caster: x reduce HP. HP healed: x to y increases HP. These effects cannot be increased or reduced in any way.

Move back of x tile(s) pushes the target x tiles away from the attacker. If it hits an obstacle, the target suffers collision damage. Collision damage is essentially "hits x HP", amount unknown. Move forward of x tile(s) pulls the target x tiles towards the attacker. If it hits an obstacle, no damage is suffered.

Damage reduction

Damages reduced by x to y reduces direct damage only. Deals x to y damage(s) back will additionally hit the attacker for the same amount. Reduction of x and Decreases damage by x% reduce all relevant damage. Resist (elem) x% reduces damage of the listed element.

Damages reduced by x to y is affected by intelligence and the stat relevant to the attack's element. Deals x to y damage(s) back is affected by wisdom. Reduction of x, Decreases damage by x% and Resist (elem) x% are constant.

Example: A melee attack is direct damage, it is reduced by shields. Aggressive glyph deals direct damage (the glyph damages people on top of it), and is resisted. Poisoning deals indirect damage (the poisoning causes an effect on the target, the effect damages the target) and cannot be resisted by the first two effects.

Punishment

When a punishment is cast (Forced Punishment, Bold Punishment, Nimble Punishment, and Spiritual Punishment), each time the caster takes damage, the caster gains stats equal to the amount of damage taken. The caster only receives half the stats when taking damage from a player character. The amount of stats received is capped at a certain value per turn, but the stats will stack each turn. The cap is half the amount when taking damage from a player character.

For example, the level 1 Forced Punishment spell has the description "60 punishment for 5 turns(s) (5 turns)." This means that each time the caster takes damage, the caster will gain strength equal to the amount of damage received. The caster will not receive more than 60 strength per turn, however, so if the caster takes 200 damage for the turn, the caster will only receive 60 strength. However, the next turn, the caster can receive another 60 strength, stacking onto the old 60 strength the caster received earlier. Each strength boost will last 5 turns, and the caster must cast Forced Punishment again at the 5th turn to keep receiving strength bonuses.

Additionally, every time you are hit by the same creature (monster or player) in a turn, the boost is decreased until the end of that creature's turn: On the turn that a punishment is recast, it is no longer possible to benefit from the cumulative effects of two identical punishments.

When multiple same-effect punishments are accumulated, the maximum achievable bonus is now equal to the sum of the maximum bonus of each individual punishment. The speed at which bonuses are gained in this type of situation is no longer multiplied by the number of active, same-effect punishments.

Sacriers are the only class to make use of punishments, though many monsters also use them.


This article uses material from the "Mechanics" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Repair article)

From The Vault

Repair
Fallout, Fallout 2, Fallout Tactics
modifies: Chance to repair broken computers, water pumps, etc
modified by: Intelligence
initial level: 20% + (1% x Intelligence)
related perks: Mr. Fixit
related traits: Gifted
Fallout 3
modifies: Ability to repair items, various misc. in-world events
modified by: Intelligence
initial level: 2 + (2 x Intelligence) + Luck/2 (rounded up).
related perks: Gun Nut
Van Buren
modifies: Chance to repair broken computers, water pumps, etc
modified by: Intelligence
initial level: 20% + (1% x Intelligence)
related perks:  ?
related traits:  ?
J.E. Sawyer's Fallout RPG
modifies:  ?
modified by: Intelligence
initial level:  ?
related perks:  ?
related traits:  ?
"Why go down with the ship when you can try to fix it?"

Repair is a Fallout, Fallout 2, Fallout Tactics, and Fallout 3 skill. In Van Buren and J.E. Sawyer's Fallout Role-Playing Game it was renamed to Mechanics.

The practical application of the Science skill. The fixing of broken equipment, machinery and electronics.

Contents

Fallout, Fallout 2 and Fallout Tactics

Initial Level: Starting Repair skill is equal to 20% + (1% x Intelligence). Average characters will have a 25% skill.

Fallout 3

Initial Level: Starting Repair skill is equal to 2 + (2 x Intelligence) + Luck/2 (rounded up). Average starting characters (Int 5, Lck 5) will have a Repair skill of 15.

Repair can be used to fix damaged equipment, this is done by having 2 of the same armor or weapon, the user sacrifices parts from one item to bring up the condition of the other. However, the items don't need to be exactly the same, just similar (i.e. Brass Knuckles will repair Spiked Knuckles, etc). Repair also determines the starting condition of custom equipment.

As the Repair skill improves, two largely noticeable effects occur:

First, the condition of the equipment can be brought up to the player's Repair skill level — a skill level of 70 allows items to be repaired up to 70%. This is important because weapons and armor in poor condition are not as efficient and their value is decreased. Low quality weapons have less accuracy and damage, which reduces effective range and often causes more ammo to be used to kill enemies when using ranged weapons or more hits when using melee weapons. Ranged weapons in low condition are also more likely to jam, which lengthens the reload animation. Armor in low condition has a lower damage resistance (DR) rating. If the condition of a weapon or armor/clothing is completely neglected, the item will break, making the item unusable until it is repaired (armor and clothing will remain on a character after it breaks, but can not be put back on if taken off).

Second, repairs become more efficient. This means that when using parts from one item to repair another, you get a larger boost to the item's condition than you would with lower condition. For example, with a low Repair skill, when combining two 20% condition miniguns, you might end up with a 25% minigun. With a high Repair skill, that situation could yield a 35% minigun. Keep in mind when combining items of greater conditions or items with high damage or damage resistance, the benefits are considerably higher.

Other uses of Repair

  • A Repair skill of 30 is necessary to fix the water valves in Megaton during the quest, Treatment.
  • A Repair skill of 45 is needed to disarm Rigged Combat Shotguns.
  • After using the artillery switch in Takoma Industrial a few times, it will short-circuit. Players with a high repair skill can repair the switch and continue using it.
  • During Rescue from Paradise one of the two manners to spring the children requires a repair skill of 40.
  • During Stealing Independence you can disable the turret power generator with a high enough repair skill.
  • A Repair skill of 40 is needed to fix a robot at a random encounter. If you repair it, the Scavenger will give you two Energy Cells. With a speech check, you can convince him to give you 100 caps and the energy cells.
  • A Repair skill of 85 is required to disarm Laser Tripwire Emitters in Raven Rock.

Notes

It is useful to get this skill to at least 50 to eradicate the need for repairs on common weapons by NPCs, saving potentially thousands of bottlecaps.

Repair is also used to disarm some traps (non-explosive traps like tripwires and pressure plates).

In addition to assigning Skill Points at level up, Repair can be permanently raised by taking the Gun Nut Perk, finding the Repair Bobblehead (behind an Average lock in Evan King's house in Arefu), or reading Dean's Electronics.

Skills

This article uses material from the "Repair" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010
(Redirected to Technician article)

From Wookieepedia, the Star Wars wiki.

A Sullustan mechanic.

Technicians, also called technos, technicos, or mechanics, were people who were skilled in making, fixing and understanding technology. Almost every urban area had some technicians employed at factories, shops and space stations and only the most primitive civilizations went without one.

Podracer mechanics were largely unsung geniuses that could exploit the powerful machines to their fullest capacities.[1]

The Ugnaught, Rorand Zuzz was a technician who specialized in medical technology.[2]

Imperial Lieutenant Endicott served as a docking bay technician aboard the second Death Star.[3]

Appearances

  • Republic Commando: True Colors
  • MedStar I: Battle Surgeons
  • MedStar II: Jedi Healer
  • Order 66: A Republic Commando Novel
  •  "The King's Requiem" - Shadows of the Empire Sourcebook (Mentioned only)
  • Star Wars Episode IV: A New Hope (First appearance)
  • Star Wars Episode IV: A New Hope junior novel
  • Star Wars 5: Lo, The Moons of Yavin
  • Star Wars 6: Is This the Final Chapter?
  • Star Wars 25: Siege at Yavin
  • Star Wars 26: Doom Mission
  •  "The Evacuation of Jatee" - Supernova (WEG)
  • X-wing: Rogue Squadron
  • X-wing: Wedge's Gamble
  • X-wing: The Krytos Trap
  • X-wing: The Bacta War
  • X-wing: Wraith Squadron
  • X-wing: Iron Fist
  • X-wing: Solo Command
  • "First Contact" - Star Wars Adventure Journal 1 (as mechanic)
  • X-wing: Starfighters of Adumar
  • Millennium Falcon

Sources

Notes and references

  1. Star Wars: The Complete Visual Dictionary
  2. MedStar I: Battle Surgeons
  3. Star Wars Customizable Card GameDeath Star II Limited (Card: Lieutenant Endicott)

This article uses material from the "Technician" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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