Doctor Archive
Thread: Crafter's Apron's Do Anything?
it theoretically helps with the succes/failure rates as well
both in the initial creation of the object as well as experimentation
Agent001 wrote:
it theoretically helps with the succes/failure rates as well
both in the initial creation of the object as well as experimentation
I understand the success/failure rate with the other +5 medassembly (assuming a +5 helps and you don't need a +10 to make the next "level" as with experimentation), but what does it do for experimentaion? You can't get half an experiementaion point.
Without a complementary +5 (to make +10) it seems like it would be a waste of money (if used by itself). I'm a newbie Doc.... and trying to undersatnd it's worth getting.
Message Edited by TuskKiller on 04-27-2004 02:38 PM
Message Edited by TuskKiller on 04-27-2004 02:44 PM
IMHO, you would have a better chance of a succesful experiment, and/or an amazing success, you just wouldn't have an extra point to spend until 10+. Sounds right?
TuskKiller wrote:
I understand the success/failure rate with the other +5 medassembly (assuming a +5 helps and you don't need a +10 to make the next "level" as with experimentation), but what does it do for experimentaion? You can't get half an experiementaion point.
If +5 was not enough to make any difference, then WHY would they even put the apron in the game? You certainly can't wear two of them.
I highly doubt that the devs added something special like this to the game - but which only works if you happen to go out and find a bunch of additional skill tapes to go with it.
DarthXanthic wrote:
It doesn't really do anything unless you add +5 in SEA's to it; it just makes it easier to hit your +25 cap.
I don't buy that.
First of all, if only multples of 10 have any effect, then why would you ever need to exceed 20? Hitting the +25 cap wouldn't be any different than hitting +20.
Second, as I said I don't think they added something like this which will not work unless you also have other clothing with SEAs to go with it.
(Oh, and for anyone who might be thinking of trying it - You can NOT add SEAs with the same mod as the clothing already has. If you add a wound treatment +* to a BE shirt which already has wound treatment built in to it, the SEA *poof* dissapears and the wound treatment mod of the shirt does not go up by * and no socket is used. If you put a wound treatment +* into a shirt that has no mod, and then try to add another wound treatment +* to it, the second SEA will disappear and the wound treatment rating of the shirt will not go up.
So DON'T try it. It's a known bug.)
I get the same successes/fails I did before I had it.
Considering that there is only:
undershirt
pants
shoes
hat
gloves
belt
that you can add stuff too, w/o the apron you'd need to average +4 per SEA to hit +25.
With the Apron you start @ +5 so that drops significantly.
Disagree all you want, I don't care.
Message Edited by bioshock on 04-27-2004 09:16 PM