Game Guides Archive
Thread: SEA’s (Skill EnhancmetAttachments) V. .01
Great post there. Thanks a lot
. However, I don't think that Thunderheart will return with very pleasant news regarding SEAs. I could very well imagine that at least some or maybe even all (balancing reasons)combat skill related SEAs will simply seize to function as soon as the combat profession changes are done.
To give you an example, let's take one of the major smuggler concerns (top 5 issue). Smugglers have absolutelyno pistol mods at the moment. Let's say the devs introduce new "smuggler_pistol_accuracy" or "smuggler_pistol_speed" classes, then they may have to rewrite the Pistoleer mods and make them "pistoleer_pistol_accuracy" etc.
Let us assume something like this happens, then any current SEA with just simply a "pistol_accuracy" attached to it will stop to work. Doing a profession check on a character wearing an SEA will not solve this problem as there are many Smuggler/Pistoleer hybrids and creating a system that will then randomly assign the "pistoleer_..." or "smuggler_..." mod seems a little unlikely.
I fear that Thunderheart is going to come back to this or your future thread with the bad news that old SEAs will no longer work due to the reasons above.
flavmeister wrote:
This may be the place to ask this, but what is the purpose of negative point skill attachemnets? I have several like this and can't see the point of them.
Currently unknow, been debated that they are Jedi SEA's, i have a friend who lknows a few & they see them as blank also, so for now, they are trash, next week.... well who knows
RazBlack wrote:
the ability to remove tapes would be nice
That will never happen
iam213374u wrote:
are there tapes thatincrease medicine use?
What server are you on & whats your in game name, Im listing you in the credits for poiting out the link& would like to get this right.
Dex1138 wrote:
In addition to all this great info, here is a post about Bio-Engineer enhanced clothing which can also boost your skills
http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=23171
One thing I noticed about the SEAs that have multiple bonuses, when used, they only give 1 bonus. The one that it chooses seems to be the top one IF you do not have the item equiped. If the item is equiped, it takes the first one (starting from top) that you can use.
I could only test this twice, so it might've just been a fluke, but that is what I noticed. Someone told me once that if you had 3 bonuses on a SEA, it'll show the first but the other 2 are hidden, since only the first one shows up in your skill list as a bonus, I'm assuming that the other 2 are lost.
If a tape has 2 mods with the same bonus amount, say Rifle Speed +3 and Def vs KD +3, it will attach the one listed first on the tape.
Soknowthat the same type skill mods in one peice of clothing/armor will not stack. What I'd like to know if anyone can help is......if you put two same type skill mods in different peices, do those stack?
IE +3 carbine speed in helmet and a +2 Carbine speed in boots = +5 Carbine speed?