Bio Engineer Archive
Thread: Petition to have the CL of a DNA template visible during experimentation
I think this would be a great addition.
It would not only help our crafting but help the developer with tracking down crafting bugs.
It would even be better if this box showed up as we started putting DNA in, and then remained through out the template crafting session.
+25 is the maximum a single component can be gotten to, but the bonus as listed in the forums and numerous times stacks with other bonus' from other objects.
So in this case as per the example given something like pants giving +25 and a shirt giving +15 will give a total of +40.
That is a direct explanantion from the Team itself and in the direct patch notes.
But single items still are capped at +25 and Armor is capped at +25, to prevent an exploit.
Thats why I sometimes read patch notes...to see what the heck has changed.
If you dont believe me go out and try some experiments for your self.
Plageron wrote:
So in this case as per the example given something like pants giving +25 and a shirt giving +15 will give a total of +40.
That is a direct explanantion from the Team itself and in the direct patch notes.
But single items still are capped at +25 and Armor is capped at +25, to prevent an exploit.
Thats why I sometimes read patch notes...to see what the heck has changed.
If you dont believe me go out and try some experiments for your self.
This is incorrect. You will get a max of +25 to any skill from BE clothes. It doesn't matter if you wear one pair of pants with +25 or a shirt and pants each with +15.. the net result is +25.
This was specifically confirmed by a dev.
Also when the tissue overhaul first went live, a doctor/healer type did some extensive testing and he confirmed that even when wearing +65 to injury/wound healing, his heals increased an average of 25%. The same result as if he had been only wearing +25.
Ri'a
i can't think of any bio engineer change i want more than seeing the CL as i experiment with the generic template.
/sign, hell ya!
Tempus
Master Bio-Engineer
That's not correct Plageron. It was posted by the devs for the Tailors when the tissues were fixed. +25 is the maximum you can have on any skill, not any item.
Umm...let me clarify some thing.
+25 is the maximum a single component can be gotten to, but the bonus as listed in the forums and numerous times stacks with other bonus' from other objects.
So in this case as per the example given something like pants giving +25 and a shirt giving +15 will give a total of +40.
That is a direct explanantion from the Team itself and in the direct patch notes.
But single items still are capped at +25 and Armor is capped at +25, to prevent an exploit.
Thats why I sometimes read patch notes...to see what the heck has changed.
If you dont believe me go out and try some experiments for your self.
I found the thread about the +25 skill cap..
http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=16724&page=1
Vandessa got confirmation from a dev that the hard skill cap is +25 per outfit, and the display of anything higher is a UI bug.
Ri'a
/sign
But I'm starting to suspect that it may not be that easy. Since we know skins do play a part in the final CL (a la the min cap and some other results I've been getting where CL changes for near identical DNA Templates based on skins I use) having a CL on the dna template may still not carry through to the final pet.
I'd love to be able to, as I posted another thread on, experiment on that final creation step to adjust the CL rather than doing it through the dna template side.
/sign
This would be so very nice, even if it was a base CL that could change later on based on skin used or final combine outcome. A Cl12 DNA template would still produce a CL35 Rancor and a poor combine may raise or lower the CL on a jax. I feel that is acceptable as long as there is a base CL that would be the actual CL on a jax that got a good success on the final combine.
/sign with a possible way to do it. Prob gonna tick off non masters.
Tiea range viewing of possible CLs to the exp tree similar to how the scout Hunting tree works( as you go up the skill,more detailed infomation becomes available).
example:
Novice 10 CL variance
box 1 8CL variance
box26 CL variance
box34 CL variance
box42 CL variance
Master Exact CL
/signed in blood, sweat and tears
Jaed
Radiant
SOA Master Bio Engineer