Bio Engineer Archive
Thread: +16/+16 Melee/Ranged Def tissues...
Ojes wrote:
Not sure about that particular schematic, but on some of them you can put ingredients in multiple different slots. Be sure you are not using a wood where you intended to use a flora (for example). I have seen odd things like that when I was crafting when I really should have gone to bed...
Yep, make sure the resources you are using has all the pertinent stats. Wood with an OQ of 1000 doesn't have PE or Flavor, but will show up as 1000 (green, as high as it'll go) in the window when you insert it into the slot. But it'll really be counted as .5(1000) + .3(0) + .2(0) so it'll actually be 500, which is a bad resource for that slot.
Message Edited by ValinCalred on 09-26-2005 10:30 AM
ValinCalred wrote:
Ojes wrote:
Not sure about that particular schematic, but on some of them you can put ingredients in multiple different slots. Be sure you are not using a wood where you intended to use a flora (for example). I have seen odd things like that when I was crafting when I really should have gone to bed...
Yep, make sure the resources you are using has all the pertinent stats. Wood with an OQ of 1000 doesn't have PE or Flavor, but will show up as 1000 (green, as high as it'll go) in the window when you insert it into the slot. But it'll really be counted as .5(1000) + .3(0) + .2(0) so it'll actually be 500, which is a bad resource for that slot.
Message Edited by ValinCalred on 09-26-2005 10:30 AM
Not really, Valin. Using wood as a generic organic in tissues is generally a good thing (in my opinion). The issue you are indicating is true if NONE of the resources used have a particular stat. However, as long as 1 of them have the stat, the weighting of that stat will be the average of that stat over the number of resources that have it.
It gets kind of complicated, but if you use Lantyssa's calculator it is accurate.
Its simply the quality of the resources you are using nothing else, they just dont cut it.
HealerChic wrote:
to be honest i wouldn't sweat it too much. Mods cap at +25, so since you can't get that in one clothing article it's a given customers usually buy clothing mods in pairs and as you know +13 X 2 still caps ya out
Kinda depends, a bit...
Some clothing items (hats, for example) can take two tissue enhanced panels, which gives you the +25 Taming Wild/ +25 Taming Vicious hats. So in that case I can use non-optimal resources on the tissues which can be +13 and used in pairs to give you the max mod you can get.
Some clothing items will only take one.
It MIGHT be a good strategy to offer your tailor customers tissues in sets that allow for clothing to hit the magic +25 mods in ensembles, for example a shirt with +13 and pants with +12 so they can cap out when worn together.
OTOH, some customers want the max they can get and paya premium for it regardless of the known cap, or have a BE mod clothing strategy revolving around multiple mod enhancements (for example, a CH looking to maximize taming, MS enhancement, melee/ranged defense, unarmed damage/terrain negotiation).
Different approaches may work with different customers.
SaintZubb wrote:
Hi all, I am a newly qualified Master BE and have moved into mass producing some tissues for a Tailor friend of mine. However, I notice that I can only make, at best,+13/+13 Melee/Ranged Def tissueswhereas I have seen +16/+16 ones for sale on vendors etc. I am using high quality resources (green in all 4 boxes) and using up all the experiment boxes available. Am I missing something obvious here... and if I am how can I resolve it?
Thanks for your time