Chef Archive
Thread: Chef Tips : 12 Point Chef and Attachments
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golfingtx
Sat Sep 24, 2005 4:44 am
#1
Chef Experimentation
At master chef, all races get +100 toFood Experimentation. There is no race bonus for chef. You recieve one point to experiment with during the craftin process for each +10 you have. Master chefs are 10 Point Chefs. By adding +20 Food Experimentation through clothing attachments or modded clothes, you can acheive an extra 2 points of experimentation. Hence you are now a 12 point chef. The extra +5 that can be added since +25 is the cap, gives you a better chance of getting amazing successes during the experimentation process. I get many more amazings since adding the +5 and if you can afford the +20 then go for the extra +5.
Chef Assembly
Additional Food Assembly only make it easier to get a sucessful assembly of the item and less failures. Obtaining an amazing assembly adds nothing to the crafting of the product because stats will be the same if you were to get a good success. Adding +25 to Food Assembly really adds no bonus. Some people believe that if you get an amazing success during the assembly that you have a better chance to get amazing successes during the experimentation process but this has not been confirmed either way, I have seen no justification in the +25 to assembly but I picked it up just in case there is some validity to the theory and hey....it looks good in my signature.
Chef Aprons
The best way for new chefs to start assembling their chef wardrobe is to start with the Chef Apron. The schematic for the apron is available through the Jabba the Hutt quests and you do not know which one you will receive. 3 aprons can be crafted from each schematicso plentyare sold on bazaars andvendors.They provide+5 Food Experimentation and +5 Food Assembly and can be found for under 100k fairly easy.
Attachments
It is my experience that Food Experimention comes in clothing attachments or modded clothing...no armor attachments. Before you start out buying the attachments, make sure you know how the attachment system works. You can lose tons of money placing the wrong attachment on a piece of clothing. I know from experience
The skill mod with the highest number is the first to stick on an attachment. See example below:
CLOTHING ATTACHMENT
+4 Structure Assembly
+4 Food Assembly
+10 Food Experimentation
To receive all three skill mods from the above attachment, you will need a piece of clothing that has 3 sockets open. You drag the attachment over the clothing and release. The attachment will disappear and the clothing will now list all 3 skill mods on the clothing. If you only want the +10 Food Experimentation to stick...use it on a piece of clothing that only has one socket since the skillmod with the highest number is the first to stick. Say you tried to place this attachment onto the chef apron that already had the experimentation and assembly bonus on it. The first skill mod that will try to stick is the +10 food experimentation. Because the apron already has +5, the +10 will override it. The apron now has +10 Food Experimentation.....the mods do not add together, the higher mod cancels the other. Because the apron has +5 Food Assembly, the +4 Food Assembly the attachmentis trying to providewill not stick and the +5 Food Assembly will remain constant. The +4 Structure Assembly which is worthless to chefs will stick and be added to the apron. Each skill mod from the attachment that went into the apron fills a socketso this attachment will use up2 sockets from the apron. That is why 4 socket clothes are so desirable. It is not common to use the apron to place more attchments that are chef related so that is a rare example but it does come up. The apron will now have the following mods:
+10 Food Experimentation
+5 Food Assembly
+4 Structure Assembly
If the skill mod on the clothing is the same skill but only higher, you can manipulate the attachment into getting just the ones you want to stick. Using clothes with Bio Engineers tissues in them is a common way if the attachment has the same skill mods that the clothes provide like terrain negotiaion, melee defense, ranged defense, healing efficiency, cure efficiency, augmentation efficiency, unarmed damage, mask scent, camouflage, surveying, dance and music battle fatigue(older atttachments only), and taming wild/vicious creatures. You'd be surprised how many times the attachments will have these exact skill mods on them and you can use that to save sockets when placing the attachment. I bought the clothes I wanted before I even started out looking for attachments. I knew exactly what I wanted and how many sockets I had to play with. My clothes are pretty nice and have thecombined skills of +25 Food Experimentation / +25 Food Assembly / +25 Artisan Experimentation / +25 Artisan Assembly and all Bio Engineered with additional skillmods. Plan ahead and always double check before placing that attachment.
djb7490
Sun Sep 25, 2005 11:12 am
#2
so where do I find such a thing at???
Dipstick Evith
Kettemor Server
golfingtx
Sun Sep 25, 2005 2:13 pm
#3
djb7490 wrote:
so where do I find such a thing at???
Dipstick Evith
Kettemor Server
an apron? Check the galaxy search on the bazaar or find a tailor on your server.....chances arethey have some for sale or know someone that does.
djb7490
Tue Sep 27, 2005 12:53 am
#5
No I have an Chef's apron I was meaning the clothing attachments..
a friendkept telling me about becoming a 12 pt chef since I am a Master Chef and so he found me a chef getting out of the biz and so I will have what I need....
thanks
Dipstick
Camelz
Thu Sep 29, 2005 8:28 am
#7
If you are patient, a good place to find clothing attachments is the bazaar vendor search. If you are prepared to search through 30 or 40 pages of CAs there are some real bargains to be had. (e.g. a +9 food exp tape for 120krecently - took me 2 hours to find but would have taken a lot longer to make the 3-5 mil credits that would have cost me in the trade forums)
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