Bio Engineer Archive
Thread: Melee Defense tissue
Hi guys
well i was wondering y the melee defense tissues only go up 2 +5 and not say +25 like the others.
Ty
Juddy
I've never made a tissue with a bonus over +18, actually.
But the original question is why the Melee Defense in the Tensile Resist tissue seems to be 1/4 of the usual bonus.
The Stun Defense portion will be +15 to +18 (in my experience) and the Melee Defense will then be +4.
I'd say it's most definitely a balance issue. Being able to add a lot to Melee Defense would make the tissues too strong.
ye i guessed that was why the melee defense was like +5 if you used two tissues could you get +10. Sorry for coming across like a well for use of a better word noob but im not a bio-eng or a tailor so this world is completly new to me. Looks like my plans of 200-210 melee defense have gone downa drain somewere
Juddy
Well I can tell you that I can get it up to +25 but I have to use two pieces of tissue. Normally two with +14 in it to make a +25 piece of clothing, or 2 pieces of clothing to add up to +25. I have yet to get any single tissue over +15, and thats with pretty good resources.
So I guess Im wondering, am I the only Master BE that cannot make a single +25 tissue? Or is it a case of somebody thinking that two tissues stacked into one piece of clothing for a final result of +25 thinking its only one tissue?
There is no piece of clothing that takes Reinforced Fiberplast Panels in more than one slot. So you can't ever get more than one stun/melee defense tissue's bonus into a piece of clothing. (Same applies to bleed defense, cover, camo/mask scent and intimidate/warcry tissues.) The best Tensile Resistance I've managed to make was +18 Stun/+4 Melee defense.
Tissued panels can't be used in handwear, footwear, beltsor packs.
This is actually not correct. It's not a matter of using the same tissues, or different tissues, it's that there is only about a dozen clothing items, which have a particular configuration of their schematics, which give you an opportunity to "stack" bonuses that are on synthetic cloths. I made a bunch of cruddy +12 injury/wound healing tissues (like 5 crates of em), made them into synthetic cloths, and have been using those identical crates to create a lot of +24 bonus clothing. Also I've been creating a bunch of basic myoflex tissues at around +6, and adding these into some nice clothing for musicians/dancers and getting a +12 bonus. That may not seem like much, but in effect it just means that I can get respectible bonuses without having to go to the trouble of getting stacks of egg.
The one saving grace about this stacking, is that those schematics that allow this tend to be some of the very nicest, most popular, casual clothing items, which is absolutely perfect for doctors and entertainers.
There is actually one schematic, a very popular one in fact: the wookiee sage's hood, which allows you to stack the bonuses from 4 different synthetic cloths. The neat thing about this, is you could potentially use 4 passive bio sensors and still achive the +25 bonus.
There are, regrettably, no schematics with a configuration such that it allows stacking of reinforced fiber panel bonuses, and this includes the melee/stun one. So, the best bonus on a single piece of clothing for melee stun will be +18 +5 as I understand (+15/+4 is the best I've personally achieved).
GreenStok wrote:
It is my understanding from tailors that the exact same tissue will not stack the same attribute within one piece of clothing. But you can put like a passive bio +8 and a active bio +17 in one piece of clothing to hit the +25 cap. Me, being a wookie, the clothes are much different. I can only get defense I think on the Bandelaro and shoulderpad. But if you do that, those same pieces have to be used for Scent, bleeding, camo... It seems only the biosensors can be used elsewhere and the active tranq.