Game Guides Archive

Thread: Friday Feature Bonus: Understanding Skill Modifiers, Attachments and Enhancements

MoridinTheSick
Fri Feb 27, 2004 8:40 pm
#14

hehe no kidding
Article57
Fri Feb 27, 2004 8:47 pm
#15

any lawyers or theoretical physicists in the house that could explain this bit to me:



"Partial Bonuses do apply when adding SEAs to clothing and armor items. If an SEA has multiple bonuses and the item you want to enhance has one or more values that are maximum and one or more values that are not at their maximum value, the item will register whatever values that are not maxed out. For example, if you have an item with Melee Defense and Pistol accuracy and the clothing you want to enhance is at its maximum Melee Defense but its Pistol Accuracy is not at its maximum, the item will take the Pistol Accuracy Mod and drop the Melee Defense Mod. Further, if that same item was at max value for both Melee Defense and Pistol Accuracy, both skill mods would be lost and the item would be irretrievable."











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TolaGarf2
Fri Feb 27, 2004 8:52 pm
#16

I think that Friday feature is the worst I've seen in a long time. Not only are the use of skill tapes (and their limitations) described in a confusing way, but also the feature leaves out rather important clues, such as:


1. Skill mods in armor/cloth do not stack (that goes for BE clothes too). I.e. I have some BE clothing with +4 Melee defense, and I want to add a tape with +x amount Melee defense. Doing that will make the skill tape poof!


2. If you try to insert a skill tape that has 2 or 3 modifiers, the modifier with the highest amount will be used. If two or moreof the modifiers have the same amount, the skill modyou get will bechosen in alphabetical order.





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Bryan1138
Fri Feb 27, 2004 9:38 pm
#17

TH,


This is a pretty good guide and a good topic in my opinion for a feature, it needs some polishing though.


Do armor segments work now? They didn't for a long while and I've lost track of which enhancement bugs have actually been squashed.


Please include the fact that if you use a second enhancement of the same feature, only the highest bonus applies. (For example, if you add a +8 Weapon experimentation to a shirt that already has a +4 Weapon experimentation, the total added to Weapon experimentation is only +8. If you reverse the order of adding enhancements to clothing, you still get +8).


Speaking of experimentation you may want to include that adding + something to experimentation has no real value until you get to +10 to gain an extra experimentation point (1 experimentation point for every +10 to experimentation). Do the other skill enhancements work in the same way? I have never understood this properly and I'd like this feature to completely explain enhancements to me.





Bryan1138
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DtLSD
Fri Feb 27, 2004 9:40 pm
#18

So what twit wrote up the part about SEAs, I want to know who's name I should be telling to people when they have their attachments lost because of the bugs this article doesn't even acknowledge.



Aurrora Starblaze-Kettemoor
DionDroids
Fri Feb 27, 2004 10:13 pm
#19

I discovered that only the Highest mod carries on attachments four days ago, at a loss of 300k mind you. CSR ticket said it was a known bug and the development was working on it, however there is currently no satisfactory solution. And no mention in the official guide of a bug that cost me 300k three days ago! I remember right after new years there was talk of clear communication being developed. HA.



"All Animals are Equal but Some Animals are More Equal than Others."

Dion MDE Naritus
RatNasty
Fri Feb 27, 2004 10:18 pm
#20

HA HA HA


The Friday "how things are supposed to be" Feature... any timeline on when we can actually follow the Friday forum without pulling out our hair?






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Quandry
Fri Feb 27, 2004 11:09 pm
#21

/shakehead


Man again im dissapointed. THe bugs with tapes have ben posted all over the place sevral times most of us are sick of reading it. Now it becomes quite obvious that you devs dont read that stuff and have no idea just how broke it is.


You might want to try a search on the forums before you make this stuff, obviously you have no idea how they work. For the most part i like you TH but man you droped the ball here. Deleat that before some new players spend all their money on stuff just to have it ruined. If they worked like that id be happy heh..



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ArchmagiCaT
Fri Feb 27, 2004 11:22 pm
#22






Thunderheart wrote:

Players new and old have questions about how skill mods and skill enhancing attachments work. Presented here is a guide to get players started. It starts with understanding the basics of skill mods, how they work and how they should be accounted for, then covers how skill tapes and armor attachments works and ends with a look at crafting enhanced items.

This Friday Feature is a bonus since I’ve been gone for a few days.I hope you like it!Feel free to post any additional questions and I’ll update it next week.




Did you fix them so that if you already have a Rifle speed +1 and drop in another +1 rifle speed mod the 2nd one won't just VANISH and waste a slot? Or how if you had a 3 in 1 mod, only the 2nd one will be applied? And there are actually 3 mods, a Clothing/Armor and one just named SEA.



---------------
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sciguyCO
Sat Feb 28, 2004 12:06 am
#23

I think there's another section that should really be added to that: skill mods from new chef food. At the very least, make it clear that skill mods from food stack on top of clothing mods (even if the total modifier from clothing is at the +25 cap). So a doctor with clothing giving him +25 wound treatment can still get a benefit from eating a Bivoli Tempari with +15 wound treatment.


Good info there, I hope it matches the code.





Kriles Ch'artoff , Chilastra server
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Currently doing....stuff
TheOrb
Sat Feb 28, 2004 12:14 am
#24

So...should I open a customer service ticket on my buggy SEAs? Will I get the response that it is working as intended? Can I reference this Friday Feature if I get a "working as intended" response?




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Wire3k
Sat Feb 28, 2004 12:51 am
#25

Unfortunately - although you mention that the max bonus per character is 25 on any individual skill, you indicate in the article that's where the numbers stop in the UI. I'm sure they are SUPPOSED to - but ummm, they still don't - I regularly have to remind folks that anything over 25 is just a waste - and I also see players regularly bragging about +100 bonus sets.


I realize this is bug - and the article is how it's supposed to work, but some mention of the bug - and the fact that just because you see the numbers doesn't mean they really DO anything would probably be a good thing. The UI problem is the #1 confusion for most players, it's pretty natural to assume if you see numbers they are doing something.


Some clarification on bonuses that work vs. don't work depending on if you have that skill or not would be good. Normally if you don't have some base skill bonuses aren't going to do you any good - but the chef faq states otherwise on the new foods - and to this day I'm still not sure on the defensive bio bonuses - bleed defense, melee and stun defense - whether they are considered a passive thing and work like the new foods or an active - have to have the skill type thing.





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CLab2021
Sat Feb 28, 2004 12:54 am
#26


This is a pile...man I saw this and was like holy crap...then I read it and was like holy crap...


This guide is absolutly the biggest waste of time...congratz on doing something everyone wants..but as usuall doing it in a craptastic fashion...


Message Edited by CLab2021 on 02-28-2004 02:54 AM



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