Game Guides Archive

Thread: Guide for Application of Skill Enhancement Attachments

Cirtan
Sun Feb 29, 2004 8:49 am
#40

There is a problem with this thread.


information given is not correct, I carried out several tests this morning:


These were all carried out on Lowca server, today. Each test was carried out on a seperate peice of armor which had 4 empty slots.




Test 1:

Armor Attachment has these mods, in this order:


Taking Cover 4

One Handed Weapon Accuracy 2


First, we put a sea with Taking Cover 1 onto the armor.


At this stage the armor had Taking Cover 1, and 3 free slots.


Next we added the TC 4, OHWA 2.


According to the first post, the armor should now be TC1, OHWA 2.


However it is infact Taking Cover 4, with 2 slots remaining.



Test 2:


This test was carried out in an identical manner with a different ubese helmet with 4 slots.




Armor Attachment has these mods, in this order:


Counter Attack2

Artisan Assembly 1


First, we put a sea with Counter Attack 1 onto the armor.


At this stage the armor hadCounter Attack1, and 3 free slots.


Next we added theCA 2,AA 1.


According to the first post, the armor should now be CA1,AA 1.


However it is infact Counter Attack 2, with 2 slots remaining.




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PadreBook
Sun Feb 29, 2004 4:02 pm
#41



Cirtan wrote:
There is a problem with this thread.
information given is not correct, I carried out several tests this morning:
These were all carried out on Lowca server, today. Each test was carried out on a seperate peice of armor which had 4 empty slots.
Test 1:
Armor Attachment has these mods, in this order:
Taking Cover 4
One Handed Weapon Accuracy 2
First, we put a sea with Taking Cover 1 onto the armor.
At this stage the armor had Taking Cover 1, and 3 free slots.
Next we added the TC 4, OHWA 2.
According to the first post, the armor should now be TC1, OHWA 2.
However it is infact Taking Cover 4, with 2 slots remaining.
Test 2:
This test was carried out in an identical manner with a different ubese helmet with 4 slots.
Armor Attachment has these mods, in this order:
Counter Attack2
Artisan Assembly 1
First, we put a sea with Counter Attack 1 onto the armor.
At this stage the armor hadCounter Attack1, and 3 free slots.
Next we added theCA 2,AA 1.
According to the first post, the armor should now be CA1,AA 1.
However it is infact Counter Attack 2, with 2 slots remaining.





Ok first of all, Taking Cover +4 was listed second on the examine window (how do I know that, because they are listed alphabetically not by value of stat mod), so you needed a Taking Cover +4 placed first not a Taking Cover +1.

Same again with the Artisan Assembly +1 is listed first on the second tape not Counter Attack +2.

Padre
haun
Sun Feb 29, 2004 4:16 pm
#42

i dont think that is true.


i use a +1 group terrain negotiation with a

+15 group terrain negotiation/+12 two hand melee speed



put the plus 1 in first and the +15 GTN still stuck.



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Ox1de
Sun Feb 29, 2004 4:36 pm
#43

I have these tusken boots that give +7 to Polearm Dodge and +22 to Defense Vs Dizzy. When I put the boots on I get the Defense vs dizzy mod but its +25 instead of the 22 it said . Anyone else have this weird glitch?



Oxide
-Master Smuggler / Master GunFighter-
City: Xyon, Naboo
PadreBook
Sun Feb 29, 2004 5:05 pm
#44

I have reports that the +1 always works and others that clearly state that it doesn't work. I'm thinking there is some randomness in that trick, again use at your own risk. When in doubt use a matching or higher one. Unfortunately if you have something like my example with +23 grenade experimenation that could be a nightmare to find.


Padre

CorenLanra
Sun Feb 29, 2004 5:25 pm
#45

has anyone personally did a tie and got the 2nd listed when it was alphabetically first?






Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

Mystyrys
Mon Mar 01, 2004 2:00 pm
#46

I agree Sre'dni, it's a shame. How SEA's are said to work in the Friday Feature and how they actually work is like having the Nuns teach Sex Ed. Tapes are so messed up and so costly I won't even touch them. Do they not know these things don't work as intended? Doh! Necklaces. Nevermind.



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ailor &Entertainer
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Dave12183
Mon Mar 01, 2004 9:05 pm
#47




Not only do enhancements of the same type not stack (+3 armorsmith experimentation and +5 armosmith experimentation) but even *similar* enhancements won't stack.


Several months ago I dropped a +1 droid experimentation tape into a pair of boots I had. Later I got a +1 droid complexity tape and dropped it into the same boots. What happened was the +1 droid experimentation dissapeared, leaving just the +1 droid complexity, and showing that I still had 3 free slots. Of course I thought this was some sort of bug so I put in a ticket on the problem.


Eventually CSR-PrestonB got back to me and explained that this was howthe skill tapeswere supposed to work. He said they were intended not to stack, which is why the new one canceled out the first one I had in the boots. But Ipointed outthey WERE NOT the same mods - one was experimentation and the other was customization. He said it didn't matter - they were both droid crafting mods. He said this was the way it was designed so that people could not easily create "uber items" by stacking skill enhancements in them. He said that for instance you couldn't stack a carbine aiming enhancement in the same item you have a carbine speed enhancement in.


Of course I was not happy about this, and asked why we couldn't be told of these rules ahead of time - before people started wasting skill mods that they wanted to keep. I could have easily put that enhancement in a different piece of clothing if I had only known the rules. (Ok, in this case they were really low mods, but it's the principle of the thing.) He didn't really have an answer to my question, which didn't surprise me. I guessthey just intended us to figure this stuff out through trial and error!


MisterDoctor
Mon Mar 01, 2004 9:41 pm
#48

a Question: Ive got one Jacket and One pair of Pants.. Bio Engineered Tissue made, gives +13 Wound treetment and +13 Injury treetment onboth clothings (Total of +26 Injury treetment and +26 Wound treetment).. I wonder, are they both i effect? or do I need one different cloths with only one Mod?, (Like pants with +25 Injury treetment and Jacket with +25 Wound treetment).

and btw, Ive putted a Medicine assembly +1 in the Jacket, will that tape work? (there is only one tape on it)


Thanks on forehand.



**Feyd**

"No One Gets Out Of Here Alive"
CorenLanra
Tue Mar 02, 2004 8:08 am
#49

Im still looking for some first hand info on the Tie rules


Can anyone help?





Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

PadreBook
Wed Mar 03, 2004 9:11 am
#50



Dave12183 wrote:

Not only do enhancements of the same type not stack (+3 armorsmith experimentation and +5 armosmith experimentation) but even *similar* enhancements won't stack.

Several months ago I dropped a +1 droid experimentation tape into a pair of boots I had. Later I got a +1 droid complexity tape and dropped it into the same boots. What happened was the +1 droid experimentation dissapeared, leaving just the +1 droid complexity, and showing that I still had 3 free slots. Of course I thought this was some sort of bug so I put in a ticket on the problem.

Eventually CSR-PrestonB got back to me and explained that this was howthe skill tapeswere supposed to work. He said they were intended not to stack, which is why the new one canceled out the first one I had in the boots. But Ipointed outthey WERE NOT the same mods - one was experimentation and the other was customization. He said it didn't matter - they were both droid crafting mods. He said this was the way it was designed so that people could not easily create "uber items" by stacking skill enhancements in them. He said that for instance you couldn't stack a carbine aiming enhancement in the same item you have a carbine speed enhancement in.

Of course I was not happy about this, and asked why we couldn't be told of these rules ahead of time - before people started wasting skill mods that they wanted to keep. I could have easily put that enhancement in a different piece of clothing if I had only known the rules. (Ok, in this case they were really low mods, but it's the principle of the thing.) He didn't really have an answer to my question, which didn't surprise me. I guessthey just intended us to figure this stuff out through trial and error!






That is really good to know! I have several architect complexity tapes in particular, hmmmm.

Padre
PadreBook
Wed Mar 03, 2004 9:13 am
#51



MisterDoctor wrote:
a Question: Ive got one Jacket and One pair of Pants.. Bio Engineered Tissue made, gives +13 Wound treetment and +13 Injury treetment onboth clothings (Total of +26 Injury treetment and +26 Wound treetment).. I wonder, are they both i effect? or do I need one different cloths with only one Mod?, (Like pants with +25 Injury treetment and Jacket with +25 Wound treetment).
and btw, Ive putted a Medicine assembly +1 in the Jacket, will that tape work? (there is only one tape on it)
Thanks on forehand.





Since those are different items of clothing yes they should work, but since it has been stated that the maximum bonus from stat mods is +25, you will be capped at an effective bonus of +25 Injury Treatment and +25 Wound Treatment. The Medicine assembly should work fine also.

Padre
Formica
Fri Mar 05, 2004 2:03 pm
#52

I have started linking to this thread in my SEA auctions. Caveat Emptor!



- Formica
Kallisti Goldenapple - Gorath
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