Bio Engineer Archive

Thread: Tailor tissues , your results

Dahn-Blacksun
Sat Oct 09, 2004 2:56 pm
#1

Hi fellow BE's

i just want to ask a few questions any help here will be greatly appreciated .

I plough alot of my time into making chef tissues but recently i have been getting alot of demand for tailor tissues too ,

now i only get asked for three types of tissue Doc , Dancer and melee /defence vs stun .

now the doc tissues i can make fine getting +15 +15 results

the dancer tissues it seems no matter what quality resources i use i can only get to +8 +8

and the melee/ defence vs stun will only go to +4 +15 <~~~~ is this a normal kind of result or is there a way to get the melee as high as the stun defence ?

O-ren Blacksun

Master Bio Engineer/Master Doctor

Chimaera server



MaxxD 12 PT MASTER WEAPONSMITH
VENDORS LOCATED @ Tai'kaha hills Dantooine -5996 5313
NancyJ
Sat Oct 09, 2004 3:50 pm
#2

on the +8/8 sounds like you're using myoflex not Enhanced Myoflex.
The low melee defense is normal its calcualted as stun defense/4




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Zadokk
Sat Oct 09, 2004 4:46 pm
#3

+15 is what I would consider a nice average result - with the Active Bios, +13 will suffice with many tailors because most of the time they use them in items of clothing that take two synthetic cloth giving them the double bonus (13 x 2 = 25 rounded). Really +16/17 is only worth using in items of clothing which take both synthetic cloth and reinforced fiber panels. On Farstar I make Bio Clothing and its helpful when my BE (no names mentioned) supplies me with higher end tissues because then I can make things like Reinforced Pants with +4 MD, +18 DvS, +17 IT/WT.
Seiryuu
Sat Oct 09, 2004 6:59 pm
#4

Tailor tissues (like chef tissues) follow the formula 50% OQ / 30% PE / 20% FL instead of the 33/33/33 listed on the schematic. If you pay attention to that, you can surpass the +15 fairly easily.



-----
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Math got you down? Need a tissue? Try my Chef and Tailor Tissue Calculators!

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Kryxal
Sat Oct 09, 2004 7:24 pm
#5

Just to be sure, the tissue to use for Dancer and Musician is the one that uses eggs ... if you get to +13, it's enough.



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
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CapricornONE
Sat Oct 09, 2004 10:43 pm
#6

on the melee/stun def, or any tissue for that matter, I've made some nice stuff:


+4/+19 def vs stun

+19 injury/wound treatment

+19 intim/warcry


.... you get the picture, the dancer tissues I've only been able to get up to +18.. can't seem to find uber eggs to get that next +1






Claw
Master Bio-Engineer k Master Tailor
Chef Addative/Petstim k All Black BE'd Clothing Vendors
In the Mos Mesric Mall on Tatooine (-1118, 77)
Blight - Master Swordsman k FS Noob____________Master Riflewomenk Doc - Devaki
Aynianu
Sun Oct 10, 2004 1:06 am
#7

As a tailor aswell as BE.

best synth cloth tissues you ever need to make is +13. And i dont really pay much more for anything above that. two +13's make a +25 and thats all anyone looks for in clothing really, for medical/ent healing. Altho +16's i find by far the most common, and is an acceptable standard i would say for BE Synth tissues, anything higher is probably a waste of hunting on your part.

reinforced tissuesits marginally more important but even then, not really, everyone generally gets more than one item with melee defence in it, which will cap the stun defence in two items of clothing (or any other reinforced tissue). so aslong as its got +4 melee (which is hard not to get) then the rest is just eye candy (which can still make a difference of course)


But even so, i have to say i prefer +16 - +18 tissues for reinforced for the eye candy reasons

when my vendor is full of +4/+18 melee defence it just looks better than +4/+15 even if it really makeslittle difference

PlainWhiteSocks
Mon Oct 11, 2004 8:10 am
#8

Sometimes I get requests for higher synth cloth tissues, cause the person wants to wear a garment that has only one tissue and they're only going to wear the one garment. I try to make these +17 or higher. Combat types that want a little healing bonus mostly.



Corbis
Kauri
Ex-Master Bio-Engineer
Inkanissen
Tue Oct 12, 2004 1:44 am
#9

Combat types can wear a full suit of armour and a +25 Medic shirt...
NancyJ
Tue Oct 12, 2004 11:06 am
#10



Inkanissen wrote:
Combat types can wear a full suit of armour and a +25 Medic shirt...




But not at the same time as a melee defense shirt.

In my experience although for most purposes you can double tissues to get max bonus, there are lots of schematics that only take a single tissue, if a customer wants that item then the higher the bonus the better.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



CapricornONE
Wed Oct 13, 2004 9:26 pm
#11






NancyJ wrote:





Inkanissen wrote:
Combat types can wear a full suit of armour and a +25 Medic shirt...






But not at the same time as a melee defense shirt.

In my experience although for most purposes you can double tissues to get max bonus, there are lots of schematics that only take a single tissue, if a customer wants that item then the higher the bonus the better.






if its for pve, your right nancy...


for PvP however, helm+Chest+Boots+Gloves=Full set of armor... I make a "pvp suit" that is:


Parlimentry Camos [4 mods] -- +4 melee def/+19def vs Stun AND +19 injury/wound... then usually make +19 intim/warcry reinforced undershirt for melee or onther melee def shirt for ranged.




Claw
Master Bio-Engineer k Master Tailor
Chef Addative/Petstim k All Black BE'd Clothing Vendors
In the Mos Mesric Mall on Tatooine (-1118, 77)
Blight - Master Swordsman k FS Noob____________Master Riflewomenk Doc - Devaki
NancyJ
Wed Oct 13, 2004 11:13 pm
#12



CapricornONE wrote:


NancyJ wrote:


Inkanissen wrote:
Combat types can wear a full suit of armour and a +25 Medic shirt...




But not at the same time as a melee defense shirt.

In my experience although for most purposes you can double tissues to get max bonus, there are lots of schematics that only take a single tissue, if a customer wants that item then the higher the bonus the better.


if its for pve, your right nancy...

for PvP however, helm+Chest+Boots+Gloves=Full set of armor... I make a "pvp suit" that is:

Parlimentry Camos [4 mods] -- +4 melee def/+19def vs Stun AND +19 injury/wound... then usually make +19 intim/warcry reinforced undershirt for melee or onther melee def shirt for ranged.






*ahem* ignoring the reverse armour hole exploit, you can only wear one piece of BE clothing with a full set of armour




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Zadokk
Thu Oct 14, 2004 2:10 am
#13






NancyJ wrote:





CapricornONE wrote:





NancyJ wrote:





Inkanissen wrote:
Combat types can wear a full suit of armour and a +25 Medic shirt...






But not at the same time as a melee defense shirt.

In my experience although for most purposes you can double tissues to get max bonus, there are lots of schematics that only take a single tissue, if a customer wants that item then the higher the bonus the better.






if its for pve, your right nancy...


for PvP however, helm+Chest+Boots+Gloves=Full set of armor... I make a "pvp suit" that is:


Parlimentry Camos [4 mods] -- +4 melee def/+19def vs Stun AND +19 injury/wound... then usually make +19 intim/warcry reinforced undershirt for melee or onther melee def shirt for ranged.








*ahem* ignoring the reverse armour hole exploit, you can only wear one piece of BE clothing with a full set of armour





Is this really an exploit? Considering the amount of people I have seen using this (including myself)I find it hard to believe that CSRs are going to go around banning half of a server. Surely it was put there because of species restraints? e.g. Trandos cant wear boots so it would be unfair for it to create an armour hole just for that?
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