Bio Engineer Archive
Thread: OK, what's the deal on clothing tissues?
Marjaliisa wrote:
I think +17 is the limit for these. I've never seen any higher.
Theoretical max is 20.
What you need to do, as a Tailor is add 2 tissues, or use 2 items of clothing.
As a BE, you need ot hit at least +13/+13 on those tissues.
There's a cool post in the Tailor FAQ that lists the clothes and what bonuses they can have.
In short a piece of clothing needs two separate slots to put the tissue enhanced component into to get the +25 max bonus (13+13 = 26 truncated to the +25 max cap.)
The highest active bio I've made is +18, the highest myoflex is +19. +20 as Lloyd said is only theoretical.
LloydPickering wrote:
Marjaliisa wrote:
I think +17 is the limit for these. I've never seen any higher.
Theoretical max is 20.
What you need to do, as a Tailor is add 2 tissues, or use 2 items of clothing.
As a BE, you need ot hit at least +13/+13 on those tissues.
Yeah, I've slowly realized this. Which means there really is no reason to excellintailor tissue itemsif to get the max you must use two; I used some very nice resources to hit +17 and had a couple of experimentation points left over, or I could use mediocre resources and hit +13 and get basically the same effect.
Of course, conversely, this means that you can use less expensive resources to get the maxium effect.
That's partially true. From a tailor's perspective, there are a lot of cases where tissue strength is important. It's very important to wookiees who have such few choices in clothing. It's also important to the many folks to wear a shirt under composite armor. And it's also important for those trying to mix and match (i.e. shirt and pant with one type of bonus to get the max, and then a jacket to get a 2nd type of bonus).
From a BE's perspective, I've been selling tissues for a long time, and here is what I see. If you have the "fieldwear" tissues on your vendor, priced on some scale according to tissue strength, tailors will always buy the tissues with the highest value. Even if you have +13 and +17 and the +17's are double the price, they will buy the +17's. I've had no luck at all selling +13 "rfp" tissues. For the "casualwear" tissues, if you have the same thing on your vendor, +13 through +17, they will cherry pick the +17's AND the +13's and leave the rest. I'm actually surprised that the +17's seem to outsell the +13's, but they do by a fair margin.
So yes, it is true that in many cases a +13 tissue is no better than a +17 tissue, but that doesn't mean that you'll be able to sell +13 tissues
My theory on that is simply that a tailor with a vendor full of clothing doesn't want to be "shamed" by having clothing with lower values then their competition, regardless of whether it does their customers any good ![]()
SioBabble wrote:
Yeah, I've slowly realized this. Which means there really is no reason to excellintailor tissue itemsif to get the max you must use two
Ok understood. And what you say is absolutely true... for myoflex, bio sensors, and tranquilizers. Butthe thing is, for all the rest of the tissues, there areno "two-slot rfp" clothing items in the game, meaning that for bleed defense, melee/stun defense, warcry/intimidate, mask scent/cammo, and cover, the bonus value that the article of clothing your tailor makes will be exactly the value of the tissue you give her. So if you hand her two +13 scent neutralization tissues and ask her to make you a shirt, she'll hand you back a shirt with +13 mask scent, and hand you back the other tissue because she can't use it. Believe me, the tailor is going to want better tissues than +13, particularly for all the "rfp" tissues ![]()
SioBabble wrote:I was able to eek out +4/+18 Tensile Resistance. I was really hoping to hit +5/+18 but ran out of experimentation points at the critical juncture.
It's only possible in theory. You'd need perfect resources (1000 in all relevent stats) to get +5. Experimentation points are not too critical as long as you have 10. Since we only experiment on one line it's only the occasional failure for really good resources that use all 10 points.