Commando Archive

Thread: skill mods

sithvindicator
Mon Nov 03, 2003 12:25 am
#14

This might be the last time I get to post this. After the CH changes come into place some of this will not apply or at least some of this will work differently.

Here I hope this helps.
It's not perfect but it should clear some things up.
The first box is the Taming branch. This branch dictates what level creature you can Tame or your Max level of pets. At Taming I you can tame lvl 25, non-aggresive creatures. Taming II lets you tame level 35 aggresive creatures. Taming III gives you another 10 levels which brings you to level 45 and taming IV adds 5 for a total of 50. There are times when you won't be able to tame a certain creature even though it appears like you should. This is because the level of the creature is only one factor used to determine if you can tame a creature. You also need to look at the creatures Ferocity level. You get 10 levels of Wild Cratures(ferocity) at every level of Taming.

Before you can Call a creature that you are about to tame you need to make sure that your Max level of pets is matched by Max number of pet Levels. The Training branch gives you your Max number of pet Levels, which is the combined level of pet or pets that you can call out at one time. At Novice you can call out level 15 creatures this is the same for Non-CHs . Training I allows you to call level 25 pets. Training II lets you call out level 35 pets, Training III and IV let you call out level 40 and 45 respectively. If for example you are 1-0-0-0 you can theoretically tame level 25 but you can't call them out on the field, therefore you can't tame them. You first need to get 1-1-0-0 in order to call out and tame level 25 creatures. Basically Taming I is useless without training I. Training II gives you a Max number of pet levels of 35 and it also gives +2 stored pets. If you are a novice CH you can have 4 stored pets and you get 2 more once you get either one of these: Training II, Empathy II, Management II, Training IV, Empathy IV, or Management IV. Once you get all of these you'll have a grand total of 16 stored pets. You also get +5 to your max number of pet levels at Empathy IV and Management IV. Assuming you have reached Training IV, Empathy IV and Management IV you'll have a Max number of pet levels of 55.


The fourth branch Is the Managemnet branch. At Management I you get the Group command, you can teach this command to your pets allowing you to form a group with them. It is very usefull because it lets you keep a better track of their hams. Once you reach management III you'll get +1 Additional pet. Which means that you can call out 2 pets at the same time as long as their combined levels don't exceed your max number of pet levels. So if you have Training I you can call out 2 pets whose levels do not add up to more than 25. Management IV lets you teach the Transfer command to your pets. This command lets you tranfer or trade level 16 and higher pets to other CHs. Right now as it stands anyone can trade level 15 or lower pets via the secure trade window but they might change this so that all pet transfers will require the transfer command.

I left the third branch for last because a lot of people consider it to be useless. Empathy I lets you teach the Trick 1 command to your pets, this lets you heal their mind pool. You get Trick 2 at Empathy II but there doesn't seem to be a difference between the two. Empathy III and IV give you Embolden and Enrage. These are not commands that you can teach or order your pet to do, they are like Special attacks that happen at ramdom.


If you are serious about going all the way to master I would go up the management branch to at least management III. This way you can call out two pets at the same time. Two pets double your xp per kill. After the changes xp will be calculated in a different way. They have not explained fully how it will work but we do know that two pets will not mean double the xp. They feel that gaining double the xp per kill was too easy. I feel sorry for new CHs that are just starting out, the grind will be a lot longer so you better get on it. I myself only need 65k of CH xp to make master which should only take about three days. You might not necessarily make master before the big changes but you will make your road little shorter. Then I would get training II to call higher conbined levels of pets. Anything you get after that is up to you besides any advice I give you now might not hold up by the time you get there. Good luck and welcome to our ranks.



Zhyr'hon Khitaar
Radiant Rare Resources
Master Creature Handler
Master Scout
dropped>>Master Marksman
Rivendell, Corellia
Radiant
Ariekb
Mon Nov 03, 2003 4:09 am
#15

The changes go into effect as of the next major patch day, when they impliment the next part to the story arc....


Reminder that as a Wookie you get a natural bonus to training and taming so technicaly your skills atm are at 2/2/0/0 so what I would work on would be to get at least empathy 1 for trick 1 (it instantly heals mind damage) then work your way to managment 3( for the two pet option) then work on the rest and keep them lvl ie 2/2/2/3....


But of course with the new changes you might want to pop over to the general discussion board and look for Thunderhearts posts to see what specific changes are coming. you may find that you will want to alter your career plan altogether.



Hope this helps


Good luck





~=Ieota- Master Smuggler/Sword=~~=Aezia Gaiteg-TKM/Doctor=~


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Psykeman420-HS
Mon Nov 03, 2003 6:36 am
#16

ok I am 1/0/0/0 , so my taming should lvl 25, shouldnt I be able to tame a BEs Dewback then? not call it just tame it



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lenjung
Sun Nov 16, 2003 3:03 am
#17

That's the problem... that is why the HAR is "broken"


Us commandos (at least I have) been waiting for that to get fixed...






Smida Retsof
Pilot/Medic
...has mastered the Pilot Profession
Choice is an illusion between those with power, and those without
DCM8
Sun Nov 16, 2003 1:41 pm
#18

if your master commando and look at your skill mods it says Flame acc... , Flame sp... ,Heavy rocket launcher acc... ,Heavy rocket launcher sp... etc. when you getto heavy acid rifle there TWO Heavy Acid rifle acc... one is 40+ and the other is 70+. isnt that breaking up the acid rifle accuracy? flame accuracy is 110+ at master commando. acid rifle should be too. i seem to miss alot more with acid rifle than i do flame thrower.

Macrin
Sun Nov 30, 2003 7:19 am
#19

I have been looking over trees and I have a question:


How exactly do skill mods work? Does melee defense +100 make you immune to melee attacks? Does dodge +100 make you unhitable? Does food assembly + 100 mean you cant fail?


Thanks for any info.

AydenTrodak
Sun Nov 30, 2003 7:21 am
#20

Mods like that don't exist.




- Ayden Trodak - Bloodfin /|\ Arrcoe Nigh - Eclipse -
Master Tailor / | \ Master CH
FOAD_________EEF

BeNeuF
Sat Jan 24, 2004 3:15 pm
#21

Hey, I was wondering if there were any plans to fix the Heavy Weapon skill mods... Theres a nice +16 HW speed mod i can get for cheap that I'd like to get if anyone has mentioned anything about it being useable in the future.



Merry Prank'ster
Chilastra
PA Immortal Legion
BKrew-Dragonia
Thu Feb 19, 2004 7:02 am
#22

hello i would kinda like help on this..


whats the higest +skill mods can u get before u max out.. i have plenty items with the same mod and i have +220 ranged defence biwan:


did it cap at a certain point and just keep adding ? or what.



Julia' Ikobi - The Nightsister Daughter * Remade *
John' Lightmoon - Wandering Holo Grinder
Guddy
Thu Feb 19, 2004 7:20 am
#23

skill mods effectivness caps at +25



~ Juddy Zerzog ~ Elite Assassin of the Rebellion









Juddy Zerzog
Master of the Blade
Elite Assassin of the Rebellion


PostingAsIntended
Thu Feb 19, 2004 2:52 pm
#24

When TH answered a very thought out, detailed post asking these specific questions, he answered like this:


It's +25 total


So really, we don't have a straight answer for you. Some think it is +25 per skill, some think per item, some think +25 is all you can ever have. some say it is all complicated and depends on the phase of the moon.


When specifically asked is it a, b,c, or d... TH said, "+25 total" with the word "total" in italics.


That clear enough for ya? Me either.

sciguyCO
Fri Feb 20, 2004 1:28 am
#25

Well, there's a couple different ways to interpret that question, I'll see if I can cover most of the bases:


1) AFAIK, there is no "cap" to modifiers gained from learning skills. So if skills in a different profession have the same modifier (like pistoleer and fencer both gaining "Dodge"), if you take the skills, you get the bonus.


2) Clothing with modifier bonuses (either because the tailor included BE tissues or you added skill tapes) caps out at +25. The skill sheet will still include all the bonuses, so if you normally have 150 ranged defense and wear an outfit with a total +40 ranged defense, the sheet will show 150/190. But a post by Thunderheart stated that the most that will have an effect is 25 so you'd actually have 175 ranged defense.


3) Foods with modifier bonuses stack on top of clothing bonuses, and is not subject to the +25 cap (a good thing since a couple high-level foods have a minimum +40).







Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Torakusu
Wed May 12, 2004 5:38 am
#26

I remember reading that you can get amax bonus of 25 out of skill mods for any one particular skill. But I can't find where now. Anyone got a link? And also, does anyone know if this 25 includes food bonuses or not? Thanks.

Torakusu
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