Doctor Archive

Thread: Question about Skill Mods

Airaim
Thu Oct 02, 2003 7:43 am
#1

Hello all,


Quick question about skill mods as I'm not sure how the formulas work:


If I have skill mods that push my Injury and Wound treatment over 100, are they doing anything past 100 or does it cap out?


Also, does anyone know what the deal is with Med Use mods? Mine don't seem to work at all. I have seen something that looks remotely related to this in the update notes:


---Make adding a Skill Enhancer to an equipped socketed item update your skill bonuses correctly.


But even that doesn't look like its the same thing.


Thanks,

Airaim
Thu Oct 02, 2003 3:32 pm
#2

Of course I mean Skill Enhancing Mods....oops
Zarlor
Thu Oct 02, 2003 3:36 pm
#3

Well, that COIULD be the answer. Skill mods (or SEAs, if you will) don't work if you are already wearing the clothing that gives you the skill when you log in. You have to have the clothing unequipoped when you log out right now. That note means that they have supposedly fixed this problem on TC and your SEA should work correctly no matter what.


However, I have gotten conflicting reports from folks about SEA that suggest that some of them may not work over +100, some of the may not work at all and some of them do work just fine. I haven't found a way to narrow down the list of which ones do work and which ones don't though. Maybe if I'm lucky I can do some testing on TC tomorrow with the BE Correspondent.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Yserbus
Thu Oct 02, 2003 4:04 pm
#4

On bria I have some clothing that is be and I get a bonus to those mods as well at to med use.


If I log it and I am wearing the clothing the skills area reads +100. If I then take off the clothes I get +100/+xx where xx is the amount less the mods.


If I logout with the clothes off and log back in and equip the clothing I get +100/+1xx again where xx is the amount of the bonus.


As far as if they really work or not I have no Idea. The first time I wore a set of be enhanced clothing I thought I saw a difference. But with the fluctuations in healing effectiveness it is hard to say. At any rate the clothes look really cool, and If I do get a bonus then /cheer.



I know for a fact that the med use bomus is not working

Airaim
Fri Oct 03, 2003 7:47 am
#5

Thanks for the input. Well I do hope this is one of the things they are looking at to fix. Some of the clothing can be very expensive, its a shame to spend the credits only to find out it doesnt work.


If anyone has seen the changes on TC please post.


Thanks..

IlyaMasool
Fri Oct 03, 2003 8:36 am
#6






Airaim wrote:

Thanks for the input. Well I do hope this is one of the things they are looking at to fix. Some of the clothing can be very expensive, its a shame to spend the credits only to find out it doesnt work.


If anyone has seen the changes on TC please post.


Thanks..







Here it is


http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=15968


PROFESSIONS


Bio-engineer - Tissue Engineering: Removed Medicine Use from new crafted tissues. (Existing tissues and clothing crafted with those tissues will still report the Medicine Use modifier but they will not be counted for determining the level of medicine to be used.)

Dojann
Fri Jan 09, 2004 4:58 am
#7

Was wondering if when i got Master Scout, then later dropped it, would the skill mods like Terrain Navigation still be active? So like i could still run up hills at full speed? Sorry for noob question






Dojann Te'Ada - Elder Commando
\\ . //
Alliance High Command
NRaas
Fri Jan 09, 2004 8:15 am
#8

"Was wondering if when i got Master Scout, then later dropped it, would the skill mods like Terrain Navigation still be active?"


On the Ctrl-S window there is a list of modifiers that your chosen skils are providing your character.


If you were to drop a skill, the applicable modifiers would decrease to compensate.


If you drop Master Scout you will lose all the benefits provided by that skill box, though you would still have the benefits provided by whatever other boxes you still have.


Essentially you would lose the +10 bonus from the Master box, but still be left with +40 from the other boxes.


Hope that helps.





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DeltaXi65
Fri Jan 09, 2004 11:05 am
#9

Doj,


N'Raas beat me to that.


If you don't have the skill, you don't get the mods. It's that simple.


B




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DeamosInfinity
Thu Aug 26, 2004 6:16 am
#10

Ello lads, I have a question about this game's use of skill mods and how they are checked.


For instance, I see both Fencer and Pistoleer gets Dodge Mods, while Swordsman gets Counter Attack and Pikeman gets Block ect.


But do these Skills stack? Meaning that if I had Counter Attack, Block and Dodge and something hit me would it then first check counter attack to see if I made a riposte, then checked block to see if I blocked the attack and failing all that would it then check if Dodge worked?


I understand that Counter attack is currently broken and is working like Block, meaning that you just ignore the attack if it works.


But would it work if I had all three mods?


Oh and someone explain to me how Melee and Ranged Defense mods work Is it like the classical Armour Class found in the old Pen and Paper games? or what?


Thank you for your time spent answering these things



Deamos Planewalker
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d0qtrX
Thu Aug 26, 2004 6:22 am
#11






DeamosInfinity wrote:

Ello lads, I have a question about this game's use of skill mods and how they are checked.


For instance, I see both Fencer and Pistoleer gets Dodge Mods, while Swordsman gets Counter Attack and Pikeman gets Block ect.


But do these Skills stack? Meaning that if I had Counter Attack, Block and Dodge and something hit me would it then first check counter attack to see if I made a riposte, then checked block to see if I blocked the attack and failing all that would it then check if Dodge worked?


I understand that Counter attack is currently broken and is working like Block, meaning that you just ignore the attack if it works.


But would it work if I had all three mods?


Oh and someone explain to me how Melee and Ranged Defense mods work Is it like the classical Armour Class found in the old Pen and Paper games? or what?


Thank you for your time spent answering these things






Okay. This is how it works.


If you have all the mods you get the one that applies to the weapon you are holding. I think it goes:


2h = counter

1h = dodge

pike = block


There will always be a chance to perform any of these actions with any weapon, but the mods only stick when the proper weapon is equipped.


Counter attack is, in fact, completely broken (only been 13 months devs)

DeamosInfinity
Thu Aug 26, 2004 6:36 am
#12

Thats odd, why is Melee and Ranged Defense allowed to stack the way it does then?




Deamos Planewalker
Master Ranger
Professional Creature Resource hunter for hire
Send ingame mails with what you need hunted!
Nolu
Fri Sep 17, 2004 3:09 pm
#13

Will aplayer with

- Fencer 0/0/4/0 (Blademaster)

- Swordmen 0/0/4/0 (Expret Heavy Sowrdman)

- Pikesman 0/0/4/0 (Foot Soldier)


Will this player benefit from the Dodge/Conterattack/Blockskill modsregardless the weapon he use?

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