Bounty Hunter Archive

Thread: Clothing attachments

Serraphin
Tue May 31, 2005 12:18 am
#40

Not sure whether any of these mods really work anymore. I noticed no sifference with all of my TKM mods on or off. Also, I took off my ubese shirt with my swordsman speed mods and noticed no difference since I am mostly waiting on cooldown timers rather than my hammer.
Cryos_Merovingian
Tue May 31, 2005 6:26 am
#41






Serraphin wrote:
Not sure whether any of these mods really work anymore. I noticed no sifference with all of my TKM mods on or off. Also, I took off my ubese shirt with my swordsman speed mods and noticed no difference since I am mostly waiting on cooldown timers rather than my hammer.






There is a lot of discussion over which are or are not working.


Apparently the surveying mods DO NOT work. There is still debate over whether the Defence mods work either.


I heard somewhere that there were creature harvesting SEAs in-game now... is someone pulling my leg here?




___________________________________
CRYOS MEROVINGIAN
Elder Ranger

BioEngine
Tue May 31, 2005 6:33 am
#42






Cryos_Merovingian wrote:






Serraphin wrote:
Not sure whether any of these mods really work anymore. I noticed no sifference with all of my TKM mods on or off. Also, I took off my ubese shirt with my swordsman speed mods and noticed no difference since I am mostly waiting on cooldown timers rather than my hammer.






There is a lot of discussion over which are or are not working.


Apparently the surveying mods DO NOT work. There is still debate over whether the Defence mods work either.


I heard somewhere that there were creature harvesting SEAs in-game now... is someone pulling my leg here?






I am supposedly bidding for a +4 one right now, for 200K.



I'll let you know when I see it, but there was another thread on this forum with that topic's discussion in mind.





Account active 'till November 10th, contact me on forum name:
Stamina
lockder
Wed Jun 01, 2005 2:39 pm
#43

Im imperial and i found many killing the Rebs NPC lvl 81 around the bases.



SNYSER Dark Jedi Knight
SNISER Dirty Rifleman
PARTY-IS-OVER Fat wookie
Durdon
Wed Jun 01, 2005 2:41 pm
#44

Thanks im reb so i will go find some imp base and try those



Thanks


Saxiff
Wed Jun 01, 2005 2:43 pm
#45

Tuskens still drop CA/AA's and mod clothing. I looted a CA just 2 nights ago. They are just sooooo rare its not really worth the time killing them =p



Sin'jin Storm, Pre-cu Jedi
Saxiff Stormborn, Master Rifleman/MBH
Tempest...
Chaos

To those who fight for it.....Life has a flavor the protected never know.
nnnntnnnxggggggggggggggg)
Skizzik-
Wed Jun 01, 2005 4:56 pm
#46






Saxiff wrote:

Tuskens still drop CA/AA's and mod clothing. I looted a CA just 2 nights ago. They are just sooooo rare its not really worth the time killing them =p





When they drop are they any good?



Skizzik
Master Pistoleer, Master Creature Handler
Skizzoski
Master Droid Engineer, Master Weaponsmith
*********************SkizzCorp********************
In the city of Noresta, on the planet of Dantooine
WP -2747, -228, Loot Furniture and Droid Specialist
Clicky Maker
"Life is very short and there's no time for fussing and fighting, my friend." -The Beatles

Dixos
Tue Jun 21, 2005 5:20 am
#47

Where are the best places to loot good clothing attachments?



Dixos Solarion
----|------------------- Valcyn


Ssedi
Tue Jun 21, 2005 9:55 am
#48

Check link in sig



‡∏•Liba•∏‡
Ж Liba's Loot Hunter - 1 West Brenn Ж
"Know thy self, know thy enemy. A thousand battles, a thousand victories."
RandDarkstar
Mon Jun 27, 2005 5:25 pm
#49

Since the CU, we have a different system for clothing attachments. It is a little bit easier now.


Clothing can have between 0 and 4 sockets in it. For alot of people, these will be critical in how they are able to add attachments, because it can also have up to 6 mods on it. That is combined through the BE tissues added by the tailor when crafting the item originally, and all CA's (clothing attachments) that are added afterwards.


When adding a new CA to the clothes, every mod will add to it, taking one socket for each mod, unless you do not have enough sockets in the clothes for all of them. This is there part where knowledge of the system is crucial.


If there are enough sockets, all mods stick, but if not, the mods stick one by one until there are not enough sockets and the remainder are lost. The highest number mod will go in first. If there is a tie, then alphabetically, they are chosen. If the clothing already has that mod in it, and is already higher than the bonus, the new mod is ignored.


For our first example, we have a Workman's Belt with 4 sockets. Ideally one of the best items, because it is unisex and usable by all races, therefore highly sellable.


Taking two CA's, we will examine how it affects the final item.


CA #1 +15 Medical Experimentation

+ 15WeaponExperimentation


CA#2 +10 Medical Assembly

+10 Healing Efficiency

+10 Lightsaber Speed


Let us assume the belt owner is a Doc/BE that wants the medical stuff to stick. He must place the second tape in first. Because he only has 4 sockets. If the first one goes in first, he will miss the Medical Assembly from the second one.


Placing in the first tape - we get both mods added, with only 2 sockets left. Now we see the second tape will add in +10 Healing Efficiency first, and then +10 Lightsaber Speed. While the medical assembly has no socket to accept it.


Placing in the second CA first will give all the mods from that, with 1 socket left. Looking at the first CA, we see that the Medical experimentation mod will stick (alphabetically) and the weapon experimentation will not. To some, this will be sacrilege


Let's look at a second example. We now have a Twi'lek Lekku Wrap with +10 Wound/Injury Treatment and +3 Clothing Experimentation. When the owner first bought it with the BE medical tissues and 4 sockets, she added in a CA with a single mod to get the clothing bonus.It now has 3 Sockets available.


We have 3 CA's to add in. Each will affect how the final outcome appears


CA #1 +8 Clothing Repair

+5 Clothing Experimentation


CA #2 +5 Wound/Injury Treatment

+5 Healing Efficency


CA #3 +10 Jedi pwnage

+10 BH pwnage


Looking at the CA's we can see that CA#2 is safe to add at any time. The +5 Healing Efficiency will add in, and the +5 Wound/Injury Treatment will be ignored because of current bonuses. The first tape will add in 2 of the mods, and increase the Clothing Experimentation to +5 but note: This will take up one socket Therefore, you will haveonly onemore socket left.


If you wish the +10 Jedi pwnage mod to be added in, then you will NEED to have 2 sockets available for the BH and Jedi mods to both add in. Therefore, only CA#2 can be added before CA#3. It would then look like this:


Twi'lek Lekku Wrap:

+10 Injury/Wound Treatment

+3 Clothing Experimentation

+5 Healing Efficiency

+10 BH pwnage

+10 Jedi pwnage


If you are only interested in taking down those ebil jedi, then you are at the advantage of the alphabet. The +10 BH pwnage mod will take precedence over the jedi on. You may safely add in CA#1 before CA#3 and have



Twi'lek Lekku Wrap:

+10 Injury/Wound Treatment

+5 Clothing Experimentation

+8 Clothing Repair

+10 BH pwnage


Knowing these rules will help you when purchasing and using the CA's of the current game.




Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

Ani_cul
Mon Jun 27, 2005 5:34 pm
#50


edit for reading to fast

Message Edited by Ani_cul on 06-27-2005 07:35 PM



stop looking at me
Jutewr
Mon Jun 27, 2005 9:37 pm
#51

Yay for guides. I'll link this to my BE Guide next time I update it. (Thanks for making the original guide, btw. That's what I learned to make BE clothing from. )



Mira Luka - Master Tailor & Dancer
Former Mayor of Desert City, Lok and Former Desert Rogues Guild Elder
Guide to BE Clothing and Guide to Outfits
-I support literacy and -I support ATK Entertainers.
"Since when is offering cookies not a valid reply? Would you prefer cake?"

-Clay-
Sat Jul 30, 2005 4:14 am
#52

can only tailors put clothing attachments in clothes or can anyone put CA's in clothes?



----------------------------------------
Clay Mcbane - Dark Jedi Padawan
BullsEye' - Master Rifleman Master BH

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