Bio Engineer Archive

Thread: BE +25 Mod Capp, whether it is really capped at +25? Please Read.

Alucard09
Thu Nov 06, 2003 2:50 pm
#1

I have heard numerous sayins of the BE clothing mods capped at 25, 30, or even not capped at all. First of all I would like to question who or where did it say that the mods capps at +25? Did the developers make a statement? Was it part of the update release notes? I am starting to think that there is no capp because on your skill mods screen (ctrl-s), it shows the full skill mod added for that particular attribute. For example I have a jacket and pants each with +15 stun defense, and on my skill mods screen it shows +30 for stun defense. If there was a capp then why doesn't it just show up as +25 instead of showing +30? If any BE have any insights in this matter please shead some light in this matter.
Alucard09
Thu Nov 06, 2003 3:08 pm
#2

/bump
Alucard09
Thu Nov 06, 2003 3:50 pm
#3

anyone have any idea as to whether or not this capp exist?

Tal-N
Thu Nov 06, 2003 4:22 pm
#4

There was a post made shortly after the patch went in where soemone did 30 tests with biosensor outfits. One which was +30 and one which was +50 or something. The results showed no increase by having a +50 outfit thus when looking at the average for the tests of 30 heals there was only a 20-30% increase per heal. When the tissues were stacking correctly on the TC there was also a maximum of +25 for a single skill for each item of clothing. It's also very logical for a cap of +25 since it's no overpowered and not underpowered either. So you have three facts which hint strongly at a +25 cap



  • +25 maximum for a single item of clothing

  • Indications of +25 for biosensors

  • the fact that +25 is a very reasonable limitation




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

Alucard09
Thu Nov 06, 2003 4:36 pm
#5

i just read a statement from the testing center release notes as of nov 3rd and it says Bioengineers component stacking Tailor Component stacking. Effects from SEPERATE slots will now stack correctly. A MAXIMUM of 6 effects can exist per final crafted item." What does this mean? Does this mean we can have 6 tissues on one single piece of clothing? Oh and btw this +25 capp only applies to one piece of clothing? Meaning that if i have two pices of clothing each +20 then I would have +40 not +25 because the +25 capp only applies to a capp per item?
electricnomad
Thu Nov 06, 2003 4:43 pm
#6

The maximum effect is capped at +25 for any particular stat.






"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

insecure
Thu Nov 06, 2003 4:43 pm
#7

There is a UI issue there. The highest bonus you can have to any one skill is +25. So though you are wearing +72 worth of bonuses and it is being displayed on your skill UI, the reality is that you are only getting +25.

That is straight from the mouth of a dev.
Talthazar can back it up if you don't believe it



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Today's rebellion is tomorrow's freedom
electricnomad
Thu Nov 06, 2003 4:58 pm
#8

insecure speaks the truth.


And he probably also bore the mark of the Player Association Correspondent for that wonderful 10 minute span.


This seems like such basic info, I'm not reallysure why it hasn't been publicized.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

jadegreif
Thu Nov 06, 2003 5:10 pm
#9

Can confirm that, while I had a brief look into the corresponden forum (while everyone was a correspondent), Keldarin, a red name (Developer tag) said:

There is a UI issue there. The highest bonus you can have to any one skill is +25. So though you are wearing +72 worth of bonuses and it is being displayed on your skill UI, the reality is that you are only getting +25.



I don't think I am crossing any lines here, since he was asked right away by the Doctor correspondent if that can be made public, and Keldarin said:

Yeah, go ahead and post that.

So no idea why that isn't public knowledge by now.




Tanja Jadepanther - Master CH, Master Bio Engineer - Lowca
Val'ry Azure - Master Commando, Master TKA - Wanderhome
Valenia - Sharpshooter (4/2/3/3), Ranger (4/2/4/3) - Sunrunner
Alucard09
Thu Nov 06, 2003 7:34 pm
#10

any idea as to what the below statement means? i read this from the testing center release notes as of nov 3rd.


Bioengineers component stacking Tailor Component stacking. Effects from SEPERATE slots will now stack correctly. A MAXIMUM of 6 effects can exist per final crafted item.



What does this mean?

Tal-N
Thu Nov 06, 2003 8:56 pm
#11

OK we could have really done with this being made clear alot sooner but better late than never I suppose, at least it's official now.



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

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