Game Guides Archive

Thread: SEA’s (Skill EnhancmetAttachments) V. .01

Moriendor
Wed Jan 21, 2004 1:00 pm
#27

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.

iam213374u
Wed Jan 21, 2004 3:17 pm
#28

are there tapes thatincrease medicine use?
QwiqShot
Wed Jan 21, 2004 4:17 pm
#29




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?






Several: 2 off the top of my head are Medicine Experimentation & Range, I would have to look at the ones i have to tell you more, im no doctor so i dont pay attention.




Rodeo Drive & Freelight Technology
The Premiere One Stop Shop
Profession Specific Resources, Deeds, Attachments and Much Much More
Brenn, Naboo -3017 3313 Directly Off Shuttle
POPPA SMURF In Game on SHADOWFIRE


QwiqShot
Wed Jan 21, 2004 4:26 pm
#30






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



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.





Rodeo Drive & Freelight Technology
The Premiere One Stop Shop
Profession Specific Resources, Deeds, Attachments and Much Much More
Brenn, Naboo -3017 3313 Directly Off Shuttle
POPPA SMURF In Game on SHADOWFIRE


Trystan1969
Wed Jan 21, 2004 5:03 pm
#31

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.


Lexy
Wed Jan 21, 2004 5:40 pm
#32

SEA's with multiple mods take the highest mod first. If the clothing already has a mod for that type, then it will attach the next highest mod on the tape.

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.
RazBlack
Thu Jan 22, 2004 1:26 am
#33

the ability to remove tapes would be nice



DECADAI
-IMPERIAL SOLDIER-
Gorath (Master Weaponsmith / Smuggler ) | Scylla (Master Doctor /Master Pistoleer)
"That thug chased me right into the medical center.... what nerve!" - me


QwiqShot
Thu Jan 22, 2004 6:10 pm
#34

Since this original post I have nearly doubled the length of this guide & an awaiting all the changes Thunderheart mentioned in the early part of this thread


As of 1-22-04 it looks as if there are some changes to the professions on the Test server, maybe we have some stuff coming earlier than was expected.


In the meantime, Since the guide is growing at a steady rate, the next version will more than likely be a link out of another thread made fresh that will lead to the guide on its own page.


My reason for doing this is, when i posted the original one i frantically posted each of the 3 sections in hopes that no posts would be made untill i had finished, well since the recent additions have double the size of the guide & will more than likely double againit would seem impossible to me to post this whole thing in a timely manner.


When I get a reasonable amount of information gathered I will post a link to the page.



Best regards

Poppa Smurf




Rodeo Drive & Freelight Technology
The Premiere One Stop Shop
Profession Specific Resources, Deeds, Attachments and Much Much More
Brenn, Naboo -3017 3313 Directly Off Shuttle
POPPA SMURF In Game on SHADOWFIRE


BlueMustang99
Thu Jan 22, 2004 10:21 pm
#35

Tonight I looted an Armor Attachment off an NPC, but there was no skill mod. I've never seen these before, is it a bug, or just junk?
QwiqShot
Fri Jan 23, 2004 9:39 am
#36

Not sure, i would hold on to it for a short spell if i were you




Rodeo Drive & Freelight Technology
The Premiere One Stop Shop
Profession Specific Resources, Deeds, Attachments and Much Much More
Brenn, Naboo -3017 3313 Directly Off Shuttle
POPPA SMURF In Game on SHADOWFIRE


QwiqShot
Sat Jan 24, 2004 3:39 pm
#37

/bumpin up top




Rodeo Drive & Freelight Technology
The Premiere One Stop Shop
Profession Specific Resources, Deeds, Attachments and Much Much More
Brenn, Naboo -3017 3313 Directly Off Shuttle
POPPA SMURF In Game on SHADOWFIRE


Crimus
Wed Feb 11, 2004 7:39 am
#38

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?


Joaann
Wed Sep 22, 2004 4:36 am
#39

i got a little question about a skill tape:


i currently bought a +11 clothing repair+ +8 medical experiment all in 1 CA tape


but now i heard that i needed +11 or great clothing repair 2 active it in my doc apron


is this true? who can verify that for me pls ?


i spended 7 mil on it :S....


so i really have 2 be sure about



thxs in advance


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