Doctor Archive

Thread: Question for the devs: when are you going to fix the skill tapes!

fennijerr
Thu Apr 29, 2004 2:54 pm
#1

I'm sick of attaching a very hard to find medicine experimentation tape onto my clothing and nothing....i get "item used" but the points dont show up, and the sockets are still there. ...but my skill tape is GONE - i've paid major credits for these things and i'm sick of it!
Blucher_Miwew
Thu Apr 29, 2004 3:44 pm
#2

yes ! Please fix this! Dropped major dime for nothing...It has happened to me for wound treatment speed and medical crafting... +25 is the max on any one piece of clothing to my knowledge... so if I have +14 wound and I add +5 I should be golden at +19 right?... BUT NEGATIVE! "Item used" and nothing... just out of precious cash.... More than once this has happened. Hard to find Med experimentation stuff too..



Please!
Tiberian74
Thu Apr 29, 2004 3:53 pm
#3


you do know how skill tape work i take it and also that if u have bio cloths then you have already reached thr cap..



anyway this explination of skill tapes was posted on my guild forums afew months ago, have a read see if you can get your head round it.. you can also find it in the game guids section on here



This is a guide for the successful use of Skill Enhancement Attachments. This guide covers both clothing attachments (looks like a role of duct tape; also known as skill tapes) and armor attachments (looks like an armor segment), which are collectively known as Skill Enhancement Attachments (SEA's).

There are some basic rules that apply to all:

1) skill tapes go into clothes that have sockets, armor attachments go into armor that have sockets (including ubese shirts and mabari belts). They are applied by dragging and dropping the SEA onto the socketed item which, if the SEA isn't blank, will fill up one socket. Maximum number of sockets on an item is 4. Sockets on backpacks don't work currently, there is no way to put a skill tape on a backpack at the moment.

2) there is a maximum of 6 stat modifiers for a piece of clothing, which includes stat modifiers from Bio-Engineered tissues added into clothes items at creation (e.g. you could have a clothes item with +10 to injury treatment, +10 to wound treatment, and +10 to bleeding defense, which would allow for 3 more stat mods to be attached assuming 3 sockets).

3) you can only get one skill stat bonus from a tape to stick, with others being lost (i.e. a tape that has 2 or more stat mods will only allow one to stick, see below)

4) stat mods do not stack, you do not get benefit from putting additional tapes with the same type of stat mod on a single item of clothing as they do not add together (e.g. you put a +5 armor experimentation on a pair of gloves, you can't put another +3 armor experimentation on there and get +8, you would just lose the +3 and still have a pair of gloves with +5 on it). If you place a single stat mod tape on a piece of clothing with a higher stat mod of the same type as one that's is already on the item, the higher number will stick (e.g. if you have +3 armor experimentation on a pair of gloves and you put a +5 armor experimentation tape on it, you will get gloves with +5 armor experimentation). Placing multiple stat attachments on items with matching skills follows extra rules see below.

5) when placing an attachment with 2 or more stats, the highest value stats will be the only one applied (e.g. a +5 rifle accuracy with +4 armorsmith experimentation will give the +5 rifle accuracy) regardless of the order of which the stats are listed on the SEA

6) when placing an attachment with 2 or more stat mods and there are 2 or more stat mods tied for the highest numerical value, the stat mod that is placed will be the first in alphabetical order (e.g. +4 two handed accuracy with +4 armorsmith experimentation will give the armor experimentation because it is a tie and A comes before T) regardless of the order the stat mods are listed on the SEA

7) clothes with stat mods that drop to 0 condition, still allow the stat mods to work, so don't destroy any stat modded clothes that are at 0 condition

maximum stat mod you can get from a set of clothing (or armor) is +25, so any more than that in bonuses is unused

There is a situation situation that arises all too frequently:

9) if a tape has multiple stats on it and you want one that has a lower value than the highest listed stat mod (e.g. +23 grenade experimentation +20 armorsmith experimentation on a tape, of course you want the armorsmith experimentation to stick). Here the solution is based upon the order that the skill mods are listed on the SEA (e.g. is the +23 grenade experimentation first or is the +20 armorsmith experimentation first?).

There are two different solutions. One is to first place on the desired clothes item, a +1 stat mod tape of the type that you want to eliminate to allow for the more desirable stat mod to stick (e.g. a +1 grenade experimentation tape in the above example)--this only works if the less desirable yet higher number stat mod is listed before the one that you want (e.g. the tape above would have to have +23 grenade experimentation listed first). Second is to first place on the desired clothes item, a stat mod of the same type and value (or greater) as the less desirable yet higher number stat mod (e.g. a +23 grenade experimentation tape in the above example, if the +20 armorsmith experimentation was listed first).

So to refresh, say you have these tapes:

Tape #1
+23 grenade experimentation
+20 armorsmith experimentation

Tape #2
+20 armorsmith experimentation
+23 grenade experimentation

To get the +20 armorsmith experimentation to stick on Tape #1, you would need to put a +1 (or higher) grenade experimentation tape on the clothes item first, then put Tape #1 on an item. To get the +20 armorsmith experimentation to stick on Tape #2, you would need to put a +23 (or higher) grenade experimentation tape on the clothes item first, then Tape #2. In both cases 2 sockets are necessary

What if there are 3 stats but the lowest of the three is the one you want to stick? Follows the same rules as above. I will illustrate with an example.

Tape #3
+25 surveying
+24 droid complexity
+23 weaponsmith experimentation

Tape #4
+23 weaponsmith experimentation
+25 surveying
+24 droid complexity

Tape #5
+24 droid complexity
+23 weaponsmith experimentation
+25 surveying

You of course would want weaponsmith experimentation. So on Tape #3 to get the weaponsmith experimentation to stick you would place a +1 surveying tape, then a +1 droid complexity tape, then Tape #3 on the item of clothes you want it on (making sure it has 3 sockets to start), and you will get your +23 weaponsmith experimentation to stick. On Tape #4, you would have to place a +25 surveying tape on first, then a +24 droid complexity tape, then Tape #4 on, to get the +23 weaponsmith experimentation to stick. On Tape #5, both solutions apply, you would put a +1 droid complexity tape on first, then put a +25 surveying on, then put Tape #5 on, to get the +23 weaponsmith experimentation to stick.

Yes, I know that examine shows them alphabetically, but I decided to illustrate this rule with these examples as the rule is still correct.

Use at your own risk, as any future patch may totally mess this up.

Types of socketed clothes items that a human male can wear that would allow for the maximum number of skill stat enhanced pieces are hat, belt, bandolier (can't wear a backpack with this), shirt, jacket/duster/cloak/robe(belts with these look like a hula hoop surrounding you), pants, gloves (short gloves as longer gloves don't allow for wearing a jacket), boots, so a maximum of 8 pieces with with 4 sockets each for skill tapes. Armor for a human male, composite armor with nine pieces, a mabari armored belt, a ubese armored shirt, a ubese bandolier, allows for 12 pieces with 4 sockets each for armor attachments.

I hope that anyone that has tested 50 or more of these can let me know if this is 100% accurate.




LaserDood
Thu Apr 29, 2004 3:54 pm
#4

Blucher


Don't add skill tapes to a piece of clothing that already has a bonus (either by another tape or BE'd cloth)to the thing that you are adding, or the tape will be gone.


For wound treatment, there is no reason to get tapes, find a tailor to make you BE'd clothing, its plenty good, and the +25 cap is for all of your clothing, not one piece only, so you can mix and match pieces to get there. There is a large section devoted to this up top. Bivoli stacks on top of clothing, and some factional bases will also, but that and a good droid are the only way to improve your buffs as you apply them.


Skill tapes are tricky, and if you don't read and figure out the crypticrules, you will most likely pay a lot and lose money because the system is AFU.



Igei Ieblebeu
Shadowfire
Tigok Ahazi-Shipwright, Vendor wp 1102 -5821 In Legionnaire City on Rori
Blucher_Miwew
Fri Apr 30, 2004 4:52 am
#5

All,


Thanks
Blucher_Miwew
Fri Apr 30, 2004 5:01 am
#6

all,


Thanks for the replies. I better understand the system now and how it is really screwed up. You would think, that if i was not able to do something, it would not allow me to do it and stop me from losing credits, but I guess that is not the case.


Secondly, the above post with the tape rules was extreamly helpful. So the max is +25 on ALL Clothes together? Then, why are my buffs affected when I take my +25 hat off? my pants are +25, my shirt is +25 and my rob is +17. There is definetly a decrease in my buffs when i take my hat off... I don't understand.... In <Cntrl>s you can see your numbers go down as well. So if the max is +25 on all at one time (this is what i understand from the comment in this thread) why are my buffs affected when I take a piece of clothing off when other clothing i'm wearing is +25 too....



Thanks,


Blucher
bioshock
Fri Apr 30, 2004 6:02 am
#7

"2) there is a maximum of 6 stat modifiers for a piece of clothing, which includes stat modifiers from Bio-Engineered tissues added into clothes items at creation (e.g. you could have a clothes item with +10 to injury treatment, +10 to wound treatment, and +10 to bleeding defense, which would allow for 3 more stat mods to be attached assuming 3 sockets)."


I'm not sure that's actually true. I'm pretty sure (not at my game machine right now so I can't check it, but I'm almost positive) that I have several items with 4 BE stats (injury/wound, mask/camo) -and- 4 SEAs in the sockets.
bioshock
Fri Apr 30, 2004 6:22 am
#8


Blucher_Miwew wrote:
all,
Thanks for the replies. I better understand the system now and how it is really screwed up. You would think, that if i was not able to do something, it would not allow me to do it and stop me from losing credits, but I guess that is not the case.
Secondly, the above post with the tape rules was extreamly helpful. So the max is +25 on ALL Clothes together? Then, why are my buffs affected when I take my +25 hat off? my pants are +25, my shirt is +25 and my rob is +17. There is definetly a decrease in my buffs when i take my hat off... I don't understand.... In cntl+s you can see your numbers go down as well. So if the max is +25 on all at one time (this is what i understand from the comment in this thread) why are my buffs affected when I take a piece of clothing off when other clothing i'm wearing is +25 too....
Thanks,
Blucher





Well, the common belief is that anything in your skill mods window over +*/+25 will be ignored. I.e., +100/+149 will actually work as +100/+125.

However, this is obviously not true as so very many people (including myself) have had -exactly- the same results that you just posted - I have +25 shirt and hat, and +16 pants and jacket, and a +1 SEA in my boots, so I have a total of +83 in additional wound treatment mods. And if I take off any one of my shirt, hat, pants or jacket, my buffs are lower. I've tried it many times, no one can tell me it isn't true. It is true, which means that the "+25 is all you can have" belief -must- be wrong somewhere.

I think the devs have actually said something like, "yes, it's supposed to limit to +25 but it doesn't and we are going to fix it" or something like that. I have no idea where I got that...maybe I'm hallucinating.


Anyway, I did a simple experiment after the new food came out to see how much bivoli helped my buffs. The experiment was (supposed to go like) this:

Try buffing with no clothing and no droid.
Try buffing with no clothing and no droid - +bivoli.

Try buffing with no clothing and droid.
Try buffing with no clothing and droid - +bivoli.

Try buffing with clothing and no droid.
Try buffing with clothing and droid - +bivoli.

Try buffing with clothing and droid.
Try buffing with clothing and droid - +bivoli.


Also, I intended to test it with my clothing at +25, +50, +66, +82 and +83 (which is what my mods are with my various clothing on).


However, I screwed it up...I noticed after a while that I had somehow put on my armor pants when I meant to put on my +16 pants. Then I couldn't remember when I started doing that...so at that point all of my results were suspect and the whole experiment had to be junked until I could do it all over again from scratch.

Which I haven't gotten around to doing yet.
fennijerr
Fri Apr 30, 2004 7:47 am
#9

Thats what I mean by FIX the skill tapes, why even have any other mods on there if only one will stick anyway, a waste of someone's typying it seems to me. How about fixing these things we paying customers are wasting credits on instead of implementing new droids, new poi's - i'd much rather wait the shuttles ten minutes a while longer and have stuff work thats already in the game.
Tiberian74
Fri Apr 30, 2004 11:34 am
#10






bioshock wrote:




Blucher_Miwew wrote:

all,


Thanks for the replies. I better understand the system now and how it is really screwed up. You would think, that if i was not able to do something, it would not allow me to do it and stop me from losing credits, but I guess that is not the case.


Secondly, the above post with the tape rules was extreamly helpful. So the max is +25 on ALL Clothes together? Then, why are my buffs affected when I take my +25 hat off? my pants are +25, my shirt is +25 and my rob is +17. There is definetly a decrease in my buffs when i take my hat off... I don't understand.... In cntl+s you can see your numbers go down as well. So if the max is +25 on all at one time (this is what i understand from the comment in this thread) why are my buffs affected when I take a piece of clothing off when other clothing i'm wearing is +25 too....



Thanks,


Blucher







Well, the common belief is that anything in your skill mods window over +*/+25 will be ignored. I.e., +100/+149 will actually work as +100/+125.

However, this is obviously not true as so very many people (including myself) have had -exactly- the same results that you just posted - I have +25 shirt and hat, and +16 pants and jacket, and a +1 SEA in my boots, so I have a total of +83 in additional wound treatment mods. And if I take off any one of my shirt, hat, pants or jacket, my buffs are lower. I've tried it many times, no one can tell me it isn't true. It is true, which means that the "+25 is all you can have" belief -must- be wrong somewhere.

I think the devs have actually said something like, "yes, it's supposed to limit to +25 but it doesn't and we are going to fix it" or something like that. I have no idea where I got that...maybe I'm hallucinating.


Anyway, I did a simple experiment after the new food came out to see how much bivoli helped my buffs. The experiment was (supposed to go like) this:

Try buffing with no clothing and no droid.
Try buffing with no clothing and no droid - +bivoli.

Try buffing with no clothing and droid.
Try buffing with no clothing and droid - +bivoli.

Try buffing with clothing and no droid.
Try buffing with clothing and droid - +bivoli.

Try buffing with clothing and droid.
Try buffing with clothing and droid - +bivoli.


Also, I intended to test it with my clothing at +25, +50, +66, +82 and +83 (which is what my mods are with my various clothing on).


However, I screwed it up...I noticed after a while that I had somehow put on my armor pants when I meant to put on my +16 pants. Then I couldn't remember when I started doing that...so at that point all of my results were suspect and the whole experiment had to be junked until I could do it all over again from scratch.

Which I haven't gotten around to doing yet.



so for exapmle if you and another doc buff someone with lets say a 900 base power buff pack both use a 110 med droid, you use your +83 and the other doc just uses +25 bio clothsneither of you use bivoli are you telling me you will give a higher buff ?

Blucher_Miwew
Fri Apr 30, 2004 3:04 pm
#11

so for exapmle if you and another doc buff someone with lets say a 900 base power buff pack both use a 110 med droid, you use your +83 and the other doc just uses +25 bio clothsneither of you use bivoli are you telling me you will give a higher buff ?


yes... Every time...


and if the +83 doc takes off, say the hat (+25) his buffs will be lowered considerably. In my mind this is the right way because all skills should be added and in turn more irems are bought. Why buy +25 pants if you got a +25 hat? I also think that the idea that you can't add to bio clothes is bogus, because why buy skill tapes? Why have extra sockets if all i use it for is med? EVERYONE I know wears bio clothing. If you buy a 1 million credit tape you proly want to put it on existing clothing.... Dunno... My thoughts... Don't really want to go off topic....



Blucher_Miwew
Fri Apr 30, 2004 3:20 pm
#12

How about fixing these things we paying customers are wasting credits on instead of implementing new droids, new poi's - i'd much rather wait the shuttles ten minutes a while longer and have stuff work thats already in the game.


AMEN!
Tiberian74
Fri Apr 30, 2004 4:02 pm
#13






Blucher_Miwew wrote:

so for exapmle if you and another doc buff someone with lets say a 900 base power buff pack both use a 110 med droid, you use your +83 and the other doc just uses +25 bio clothsneither of you use bivoli are you telling me you will give a higher buff ?


yes... Every time...


and if the +83 doc takes off, say the hat (+25) his buffs will be lowered considerably. In my mind this is the right way because all skills should be added and in turn more irems are bought. Why buy +25 pants if you got a +25 hat? I also think that the idea that you can't add to bio clothes is bogus, because why buy skill tapes? Why have extra sockets if all i use it for is med? EVERYONE I know wears bio clothing. If you buy a 1 million credit tape you proly want to put it on existing clothing.... Dunno... My thoughts... Don't really want to go off topic....










really.. hmm i will have to get some extra and try it for myself..



as for the extra sockets.. have you ever thought that just maybe they are there for something else.. like stuff you can only get on skilltapes... i for example have a +4 unarmed damage skill tapein a shirt i have

Page 1 of 2
Previous Next