Bio Engineer Archive

Thread: BE Tissue Problems

HanoftheSolos
Mon Dec 29, 2003 12:02 pm
#1

Hey all I have an alt that is going for master tailor. He just got novice and im still not clear on the whole tissue thing. So if possible can someone link me to a good thread about it? Ive looked around w/ the search feature and ended up more confused then when i started. Thanks



~ Koruption ~
Commander of the Empire's Spec. Ops.
- Colonel of the Imperial Army -
"Death comes to all."

Echinacea
Mon Dec 29, 2003 2:29 pm
#2

Here is a revised posting of something I said in reply to a Ranger's question about Mask Scent clothing. If you have any questions, please ask.





The maximum benefit you can get to any one skill via bio-enhanced clothing is +25. Numbers displaying higher bonuses do not apply over +25. Racial bonuses do not count towards that.


The maximum number of skills modded by a single piece of clothing is 6. Most tissues enhance multiple skills. (+Cover and +Bleeding Defense tissues are the exceptions.)


The bonuses in a single piece of clothing only stack if the cloth with the bio-enhancements goes into separate slots in the construction of the clothing. E.g., a large headwrap has a slot for 1 synthetic cloth panel, and then another slot for 2 factory crated, identical synthetic cloth panels. (To make factory identical synthetic cloth with bio tissue, the tailor would need factory crates of the bio tissue first.) If the large headwrap was made with a single +13/+13 Injury Treatment/Wound Treatment synth cloth panel, and then 2 factory crated +13/+13 Injury Treatment/Wound Treatment synth cloth panels, the end resulting item would be a large headwrap that would say+25 Injury Treatment/Wound Treatment, not +39. If all the tissue bonuses go into one piece of clothing, it properly cuts off atthe+25 hard cap. No other clothing worn would boost the actual applied bonuses beyond +25, regardless of what was displayed, because the skills window doesn't cut off modifying bonuses after +25.


There are two types of tissues: those that go into Synthetic Cloth, and those that go into Reinforced Fiberplast Panels. There are no items of clothing that have separate slots for RFPs, but there are several that have multiple Synthetic Cloth slots, or both RFP and Synthetic Cloth slots.


After experimenting on tissues quite a bit, I conjecture that the maximum bonus per tissue is +20 for the upgraded version of most tissues, and that would be with perfect resources. (And that's not likely to happen.) The stun/melee tissue is lower on the melee defense side, by a factor of 1/4. I think a perfect one of those would be +20/+5. If I have exceptionally good resources, I can usually manage to get the higher-end tissues to +18 (+18/+4 on the stun/melee) and +8 if I'm lucky on the lower-end versions of the tissues.


For a list of the tissues available to Bio-Engineers, what they do, what resources are needed to make them, and what kinds of clothes use which kinds of cloth panels, check out http://www.briancook.us/BE_Clothing.htmlBoona Dakoo's Bio-Engineered Clothing Guide.


Most popular bio tissues for clothes:



  • Tensile Release (Master BE) • +Stun defense/+Melee defense • goes into RFPs

  • Fear Release (Master BE) • +Intimidation/Warcry • goes into RFPs

  • Scent Neutralization (Tissue Eng 4) • +Camouflage/+Mask Scent • goes into RFPs

  • Active Tranquilizers (Tissue Eng 4) • +Taming Vicious Creatures/+Taming Wild Creatures • goes into Synthetic Cloth [requires 25 identical milk, extremely rare loot item]

  • Active BioSensors (Tissue Eng 4) • +Injury Treatment/+Wound Treatment • goes into Synthetic Cloth

  • Enhanced Myoflex Treatment (Tissue Eng 3) • +Musician Wound Healing/+Dancer Wound Healing • goes into Synthetic Cloth

  • Coagulant Agents (Tissue Eng 3) • +Bleeding Defense • goes into RFPs

  • Visual Camouflage (Tissue Eng 2) • +Cover • goes into RFPs [the high-end version requires 15 identical mollusk, extremely rare loot item]

Almost every single Bio-Engineered item requires meat. Many need bone or hide. High Flavor (33%), Potential Energy (33%) and Overall Quality (33%) are the relevant stats for clothing tissue engineering, whereas for pet meds typically only Overall Quality and Potential Energyare important.




Col. Tarot v Starsider
Elder Master Entertainer and AXIS M.I.L.F.
Mathom © Starsider
Entertainer
Echinacea
Mon Dec 29, 2003 2:30 pm
#3

Bloody fargin' hell. I meant to make Boona Dakoo's page clickable.



Col. Tarot v Starsider
Elder Master Entertainer and AXIS M.I.L.F.
Mathom © Starsider
Entertainer
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