Bio Engineer Archive

Thread: OK, what's the deal on clothing tissues?

SioBabble
Mon Jan 31, 2005 12:45 pm
#1

I've been playing with these as a new MBE (I may be "Master" with the title, but I'm an utter newbie really) and one thing I can't figure out: even with pretty good resources, I can't come up with active biosensors or enhanced myoflex higher than +17 on one item. Is it possible to get the full +25 effect with one tissue, or is it going to be put together two of them to get that effect?




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Marjaliisa
Mon Jan 31, 2005 3:45 pm
#2

I think +17 is the limit for these. I've never seen any higher.



Marjaliisa Kekkonen
Master Tailor, Master Artisan, Master Merchant
Marja's Store -5438, 3450, Naboo (1km SE of Theed)

LloydPickering
Mon Jan 31, 2005 3:58 pm
#3






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.




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PlainWhiteSocks
Mon Jan 31, 2005 4:17 pm
#4

Yeah what Lloyd said.

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.



Corbis
Kauri
Ex-Master Bio-Engineer
SioBabble
Tue Feb 01, 2005 10:55 am
#5






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.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


ArthurDentOnBria
Tue Feb 01, 2005 11:09 am
#6

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








ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


SioBabble
Tue Feb 01, 2005 3:27 pm
#7

Arthur, I can see how that would work out when one is selling tissues to the public at large.


My situation is slightly different; I'm the guild BE, supplying the guild Tailor, and she's a smart cookie and realizes that two +13s used in a two slot item is better than using a +17 and a +13 when you can use the +17 alone in a one slot item for the maximum effect one can reasonably expect in a one slot item.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


ArthurDentOnBria
Tue Feb 01, 2005 4:02 pm
#8

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




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Zadokk
Tue Feb 01, 2005 4:26 pm
#9

My advice is: if you can make +16 ish enhanced myoflex then do it. Nancy used to make Enhanced Myoflex at +16 but also sold cheaper +9 myoflex (which uses much cheaper resources). Since quite a lot of Synthetic cloth items use multiple SC slots, it makes sense to buy more +9s (use them where it requires multiple identicals) and then use the enhanced myos in the slots that require less. The bonus combine up to +25 and it is MUCH cheaper.
Khristen
Mon Feb 07, 2005 10:40 am
#10

Is there any kind of reference out there on what the caps are on the tailor-use tissues? I'm really just kind of getting into the whole tissue thing, and I don't necessarily know a "good" tissue from a "bad" tissue. As was said before using two that will add up to +25 is fine, but there are several clothing options out there that only allow one slot (meaning you want the best you can get from a single tissue).


The best I've seen (which is not a wide range ) on the Tensile Resistance, for example is +17/+4. Does it get higher than that?


I'm looking for information on all the tissues, though.




| Khristen Lockslett Barezz |
| Galactic Senator |00

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SioBabble
Mon Feb 07, 2005 12:54 pm
#11

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.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Binger83
Mon Feb 07, 2005 12:58 pm
#12

haven't seen or made a +5 to melee defense, but i would assume its possible with a 12 point BE or uber resources



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PlainWhiteSocks
Tue Feb 08, 2005 1:16 am
#13



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.



Corbis
Kauri
Ex-Master Bio-Engineer
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