Game Guides Archive
Thread: Guide for Application of Skill Enhancement Attachments
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
8) 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.
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.
Padre Book
Mad Architect
Crazed Pikeman
Serenity Frontman
Mayor of Serenity Valley
Scuddbacca wrote:
Thank man, that helps a lot. Maybe the Devs will quit sitting on their hands and fix the code for these. Unless of course it is "working as intended."
Thanks I had to read a lot of posts and have several people apply a lot of tapes and attachments to figure this out.
Padre
BohoJones wrote:
Can just anyone drop an armor attachment into socketed armor? I've never tried, but thoght I once read that a armorsmith had to apply armor attachments.
Anyone can.
Padre
*floats it with a big red baloon*
Hey Padre. I gotthe Tailor Correspondent Anabelle tosticky thisto the top on the Tailor forum too, in the FAQ Thread. Tailors get asked this set of questions so much it's boggling. Thank you. ![]()
Message Edited by Mystyrys on 02-23-2004 04:49 PM
Mystyrys wrote:
*floats it with a big red baloon*
Hey Padre. I gotthe Tailor Correspondent Anabelle tosticky thisto the top on the Tailor forum too, in the FAQ Thread. Tailors get asked this set of questions so much it's boggling. Thank you.
Message Edited by Mystyrys on 02-23-2004 04:49 PM
Woohoo! Now that is pretty cool! Ranks up there with CSRRobynR giving me some credit for figuring out the solution to the no saved email bug.
Padre
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.
8) 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.
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 anda 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.
Padre Book
Mad Architect
Crazed Pikeman
Serenity Frontman
Mayor of Serenity Valley
Message Edited by PadreBook on 03-17-2004 08:17 PM