Bio Engineer Archive

Thread: Taming mod clothing

Erasa
Sun Dec 07, 2003 5:02 pm
#1

Hi,


Given the changes they are making to creature taming skill mods in the big CH nerf can anyone comment on the effect this will have for Bio-Eng taming enhanced clothing:


1) Will previously enhanced clothing change to reflect the new skill mod ?


2) Have they updated Bio-Eng active bio-sensors schematic to reflect the new skill mod ? or do they feel the enhance ability to reduce clones CL is enough ?


-- Erasa

Tal-N
Sun Dec 07, 2003 5:05 pm
#2




Have they updated Bio-Eng active bio-sensors schematic to reflect the new skill mod ? or do they feel the enhance ability to reduce clones CL is enough ?


Bio-sensors are medical enhancers not CH enhancers. Also we've not heard any information indicating a way to lower the CL ratings of the clones. Personally giving how they have spread the taming bonuses across the whole CH tree I'd be surprized if the Active Tranquilizer bonuses will work anymore after the patch since they'd be seriously overpowered as they are now.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Dahjiel
Sun Dec 07, 2003 6:10 pm
#3

WOW!


That is exactly the question that popped into my head.


Has the active tranquilizer tissues been changed also, or are they now totally useless? I sure would like to know before I buy some milk from someone.




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
MissileToad
Sun Dec 07, 2003 7:38 pm
#4

The +Taming skill raises your chance of taming a creature under the new system, but it does not affect the level of pet which you can use. So an active tranquilizer tissued item of clothing will allow to to tame animals faster, but will not allow you to use bigger creatures.



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

Dahjiel
Sun Dec 07, 2003 7:46 pm
#5

But that doesn't make sense to me. I thought the taming and calling creature mod was being consolidated into one mod. So, if the one mod is now your ability to both tame and call then does the tissue reflect this change, giving just one mod to your creature ability or has it remained the same with two mods in it.


i.e. does the tranquilizer tissue on test center currently remain the way it is in live at the moment, two mods taming and max pet level. Or has the tranquilizer tissue on test center been changed to have only one mod, creature level?




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
Nisia_Ato
Sun Dec 07, 2003 7:50 pm
#6

The way I understand the tissue, it just gives you a bonus on your taming "roll" - so, yes, you'd tame animals faster (like that really matters), but that would be it.
Dahjiel
Sun Dec 07, 2003 7:59 pm
#7

Well thats screwy, fix one thing, break another. Way to go!


Now I suppose it will be another three to four months before they actually fix tissues again. And the whole not having milk thing is not a big deal anymore. So what if you don't have milk, what is it good for now? Microdesmial Tetramate?


May as well start looking for mollusk. Anybody found of a good source of those yet. I got two but they take forever and the amount needed to make mimetic circuitry is many. May as well try the Rifleman tissue before they [b]FIX[/b] that profession.




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
S0F
Sun Dec 07, 2003 8:17 pm
#8

Dah, thats not what the change was. the change only affects how what creatures you can call is determined.


you still have to tame the creature.




___________
Ryfew - Bria
Master Bio-Engineer
Master Creature Handler
Novice Marksman
Novice Medic
Dahjiel
Sun Dec 07, 2003 8:38 pm
#9

But then why the tissue? I guess it gives you a better chance to tame which probably means the difference between life and death when taming the tough aggro critters. But beyond that, there appears to be no further use of it as a tissue that helps INCREASE your Creature Handling ability.


Right now it gives you bonus to taming and to max pet level. What appears to be happening, is the tranquilizer tissue will no longer give a bonus to your ability to call creatures, just higher probability that you will successful tame a creature on the first try.




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
Dahjiel
Sun Dec 07, 2003 8:46 pm
#10

This is the statement that confuses me about what this means for the tranquilizer tissue.






there used to be six different skillmods which determine whether or not you can tame or call a particular pet. That will be changed and now there will be only one skillmod which will tell players what level pet they can summon.





So have the tissues been changed to reflect this one skill mod?




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
Seiryuu
Sun Dec 07, 2003 10:25 pm
#11

The "one skillmod" is a misnomer. Basically our separate level limits are being combined, such that the top-end we can use is one or more creatures whose CL adds up to 70 at master.

We still have the the +taming wild/vicious creatures skill modifier that affects our chance of actually taming a creature. Now and after the patch, this is the modifier that the tissue affects.

The only time the tissue or wookiee bonuses affected our level of taming was with aggressive creatures. There is a hard cap in that if we do not have a 15% chance to tame a creature we cannot do so. The +vicious creature modifier lags behind the +wild so even though we can technically use the creature based on our level modifiers, the 15% chance to tame prevents it. Tissues can push our tame up to a level that lets us do so.

As best I can tell, we can tame a creature that is up to 10 CL above our tame modifier. Since that caps out at +50, it will be necessary to either have BE clothing or be a wookiee to tame a creature above CL 60, even as a master. Any babies in the 60-70 ranger are going to be rare, but I can guarantee the handler that crosses paths with one of these will want to catch it. Because of these high-end creatures, the tissues will actually become more important than they are now.

Got Milk?



-----
Visit www.swgcreatures.com for all your creature needs.
Tell 'em Lantyssa sent you!

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

Looking for a special? Try this Excel spreadsheet on Special Abilities.
Dahjiel
Sun Dec 07, 2003 10:43 pm
#12

Ah yes, thank you. I understand now. Took me forever but I did figure it out that the taming and taming vicious creatures is still in the game.


Why does everyting in this game have to be so darn confunsing sometimes, take a couple of hours to figure out, and then seem so simple. Geeze!


Anyways, thanks again for clarifying that.




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
Seshemw
Mon Dec 08, 2003 4:08 am
#13

The tissues really only ever affected a very small number of creatures tamable, since the 15% chance-to-tame minimum was put in (before the CL caps). Things like graul maulers, that a wookie could tame at 2/2/0/0, a non-wookie had to get 3/2/0/0 for the extra tame vicious (but with BE tissues could be just like the wook at 2/2/0/0). The number of animals this applied to was limited.

I'd have liked to think they'd remove the 15% chance-to-tame entirely with this refit, since the CL cap spread across the trees is the real balancer. News (or even rumor) that you'd HAVE to have tissues to get the hypothetical CL61-70 pets leaves a bad taste in my mouth. ANd not just because milk is an impossible resource to gather in any useful quantity.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Page 1 of 2
Previous Next