Architect Archive
Thread: Skill tape question
This answered a bunch of questions. Concerning #3 though. It only mentions armor sockets, so does that mean I can put both an artisan experimentation and a droid customization tape in as long as I only put one of each in each piece of clothing?
Just to be safe yes. Put one in your shirt, another in your pants and they should be fine, when you wear both.
That answered it all then.
One more pesky question. I have a suit of 3 pieces with 4 sockets each that has bio-engineered bonuses on it. I think I will keep this setwithout tapesbecause it will be beat up from wearing it all the time since all the mods are combat modifiers.
What is a good combo of clothing that offers the best slots available? Can hats and boots have slots made into the clothing? A lot of my tapes are just +1. I am having a hard time coming up with different pieces of clothes to put them all into for the +10 to get the bonus.
Drashk, something you may want to add to your lil faq. ![]()
Don't put them in a body suit. Go for pants, shirt, jacket combo. LOL That way you get 3x as many options to make the max skills as you would with a bodysuit. Poor me. ![]()
My next question would be does anyone have a faq on what these skill tapes actually do?
For example you list above that complexity lowers the complexity of the item and thus crits. Thats cool i have droid complexity +10 jacket.
But I also have a slew of droid experimentation +1 and +3. Do those add extra experimentation points? And if so how many (1:1 ratio or is it some divisor)?
Thanks,
Shiner
M Architect
M Droid Eng
I'm not sure about the Bio clothing. I haven't tested that one out yet, but I picked up a few Bio made items to test it out later. I'm going to even try and see if the bio cloth can be added to armor as well. Not sure it will work though.
For clothing, I'd suggest
Hat
Shirt
Jacket
Gloves
Pants
Shoes
As Ackispointed out, stay away from clothing that covers more than one section of the body. With all 6 articles of clothing, each with 4 sockets, you will have a good number of sockets to play with.
As to what the skill enhancements do..
Each skill enhancement adds to the skill value and gives a bonus on top of the skills you currently have. A +4 Droid Assembly will make droid assembly a little bit easier. The only two skill enhances that don't behave the same are complexity and experimentation bonuses. I've already covered complexity so..
Experiementation tapes only show a benefit when they increase the specific Experimentation skill in increments of 10. For every 10 you have in an experiementation skill you gain 1 experimentation block, during the experimentation phase. Lets say that you have an Experimentation skill of 35 without using skill enhancers. A skill of 35 would give you 3 Experimentation blocks. If you used skill enhancers that had a +5 to +14 bonus you would gain an additional 1 Experimentation block.
Next question....Yes, you in that back ![]()
ZiegenBock wrote:
My next question would be does anyone have a faq on what these skill tapes actually do?
For example you list above that complexity lowers the complexity of the item and thus crits. Thats cool i have droid complexity +10 jacket.
But I also have a slew of droid experimentation +1 and +3. Do those add extra experimentation points? And if so how many (1:1 ratio or is it some divisor)?
Thanks,
Shiner
M Architect
M Droid Eng
Complexity does nothing.
Customization does nothing that I know of.
Assembly decreases the chances of getting a critical fail.
Experimentation gives you an extra experimentation point for every 10 points (ie: +20 = 2 points).
The cap on all of these is 25.
I've seen some indication that it's tricky to properly use these tapes. I don't want to drop one of these tapes into my gloves if I'll just lose the bonus. Can anyone give me the ins and outs of using skill tapes, so I don't screw the pooch?
Thanks muchly!
They do not. If you put the same mod into the same clothing with 2 different tapes i believe its the highest of the 2 that get attached. I havent confirmed that with mods already attached vs. ones that were not. In contrast you will lose one of them trying to attach them to same article of clothing.
I know however that on any skill or armor attachment that has multiple mods on them for example:
Camoflague +1
Medicine Use +5
Armor Experimentation +3
On this mod its not the one in alphabetical order that gets attached, its the one that is highest mod. It does not matter where the highest mod sits in the order of mod on the plate/tape, its always the highest that gets attached. So in this case med use would be attached.
Hope that helps.
Espo99 wrote:
aye, experiment tapes are one thing....what about + food assembly tapes?