Bio Engineer Archive
Thread: Tissue caps and such... *need* info, too many rumors going around!
Attributes cap at +25 for all BE mods
According to Lantyssa's BEtailor tissue calculator (in the stickies), all of the tailor tissues can go up to 20 with 1000 in all relevant stats (OQ/PE/FL). The thing that would limit you beyond that is the resource caps. I havent bothered to calculate the theoretical caps based on resource stat caps, but you can do that yourself with the tool.
I do not believe you can get any of the BE tailor tissues to +25, but the +25 bonus is probably in reference to the total bonus that the wearer of the clothing will get. For example, if you are wearing a shirt and pants that each give you +18 to a particular skill, the skill will display that you are getting +36. In reality, you are only getting the effects of +25. It was true before the CU, and I have heard strong anecdotal evidence that it is still true after the CU (working as designed IMHO).
now, they've been uncapped, but offer 'diminishing returns'.
the cap on bonuses from BioE tissues is +25 (so spake the devs). the cap on individual tissues? there's the 'theoretical cap', and the 'working cap'. anything over +13 is wasted, when paired... so the 'working cap' is substantially lower than the +20ish possible maximum on a single tissue.
lammergeier wrote:
long ago, melee and ranged defense were indeed capped at +125.
now, they've been uncapped, but offer 'diminishing returns'.
the cap on bonuses from BioE tissues is +25 (so spake the devs). the cap on individual tissues? there's the 'theoretical cap', and the 'working cap'. anything over +13 is wasted, when paired... so the 'working cap' is substantially lower than the +20ish possible maximum on a single tissue.
I am interested in knowing more about your statement about anything over +13 being wasted. I recently delivered some +14 tensile resist(sp) tissues to a customer and he told me he would have to destroy them because they were not +17.
I did a little looking on the tailor forums stickies and it looks like AT AB and EM can be paired as you say, but all the rest are not pairable in a single piece of clothing.
I guess I am having some difficulty in determining what to shoot for in my tailor tissues (only been trying them out for like 2 days). Currently, Lantyssa's calculator is telling me I can hit 14-17 in all of the tissues. Are those marketable, or should I really be holding back until I can hit the upper reaches of the range (17 or higher)?
Ojes wrote:
lammergeier wrote:
long ago, melee and ranged defense were indeed capped at +125.
now, they've been uncapped, but offer 'diminishing returns'.
the cap on bonuses from BioE tissues is +25 (so spake the devs). the cap on individual tissues? there's the 'theoretical cap', and the 'working cap'. anything over +13 is wasted, when paired... so the 'working cap' is substantially lower than the +20ish possible maximum on a single tissue.
I am interested in knowing more about your statement about anything over +13 being wasted. I recently delivered some +14 tensile resist(sp) tissues to a customer and he told me he would have to destroy them because they were not +17.I did a little looking on the tailor forums stickies and it looks like AT AB and EM can be paired as you say, but all the rest are not pairable in a single piece of clothing.
I guess I am having some difficulty in determining what to shoot for in my tailor tissues (only been trying them out for like 2 days). Currently, Lantyssa's calculator is telling me I can hit 14-17 in all of the tissues. Are those marketable, or should I really be holding back until I can hit the upper reaches of the range (17 or higher)?
all RFP enhancements are ONE per clothing item... however, TWO clothing items will cap the effect.
if folks want an inferior +skillmod (+17 < +25), then they're welcome to use a single, high-resource tissue (and pay more for it). if, however, they want to maximize effect (and pay less), they're better off getting +13 in one item, and +13 in another (+12/+13 works, too... as would +11/+14, etc).
if the resources allow it, push higher. customers don't understand the system, and they're always impressed with bigger numbers (even if the tissue doesn't work at all, or if the cap is +25, etc).
a tailor could answer this better than I can, but if I remember correctly... you can put one RFP in a jacket, one RFP in pants, one in a bandolier... or, for wooks, one RFP in a shoulder pad. in a case where a customer wants, say, terrain negotiation and melee/ranged defense... a wook can get +17(ish) in ONE or the OTHER. a nonwook could get +13 TN in pants, +13 TN in a jacket, and +17(ish) defense on the bandolier (or +13 defense, +13 defense, and +17 TN).
in a case like THAT (SINGLE tissue mod, unpaired), the higher numbers are better... but if you're going to use two tissues to get to +25, it seems a waste (to me) to use +17/+17 and overshoot the cap by +9.
Depending on the stats you need, a good outfit is a lined workshirt, work pants, a spec ops duster and a hat of your choice. This gives 3 RFP slots and 3 synth cloth slots. Add in a bandolier for 4 RFP slots.
There may be a pair of pants that takes 1/1 and there are some shirts and pants that have 2 synth cloth slots each, so there is plenty of room to fit +13 tissues in to maximize the bonus. The only reason to go with a higher value is if that is the only tissue of that type going into the outfit.
Melee/Ranged tissues cap at +0
Melee/Ranged is buged, players have tested them and can find no noticeable increase in miss rate or damage reduction when using +25 defense suites.
Note: my info is a little old (needs to be checked)
However terrain negation tissues make a huge help (I can almost run up hills)
Message Edited by makittot on 08-12-2005 12:01 PM
caj_dola_androva wrote:
Hello BE Community!
Here are some things I have been told recently, and I need to know what's true, what's not.
Melee/Ranged tissues cap at +18 With 100% perfect resources they can reach +20
Melee/Ranged tissues cap at +17 As Above
Attributes cap at +25 for all BE mods If you mean the max amount that will effect you from clothes, Spot on, +25 is the max.
Melee/Ranged attributes do not cap Absolute rubbish, There is a cap of +25, it's is a firm rule for all atributes, the fact that it displays higher on ctrl+c is a UI only bug which devs have acknowledged and are going to fix everntually, it does not efect you higher than +25.
I've heard too much information recently, and if anyone has any information, it would be very helpful!
makittot wrote:
Melee/Ranged tissues cap at +0
Melee/Ranged is buged, players have tested them and can find no noticeable increase in miss rate or damage reduction when using +25 defense suites.
Note: my info is a little old (needs to be checked)
However terrain negation tissues make a huge help (I can almost run up hills)
Message Edited by makittot on 08-12-2005 12:01 PM
(coming from a tailor)
They still sell though
And yes, while +13 is adequate ... anything under +15 I can only sell on the bazzar and won't sell in my shop ...