Game Guides Archive

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

Seshemw
Sat Feb 28, 2004 11:37 pm
#53



Article57 wrote:

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."





I'd read that like this:
BEs hav ebeen told there's a hard cap of +25 via skillmod, per skillmod, period.
Tensile resistance gives +melee defense and +stun resist (up to about +4/+18)
If you put in two tensile resist items somehow (you can't, just using it for the example), you'd get +8/+25 in final effect as the stun resist hits the cap for that mod. If you put in another one, you'd get +12/+25 as the stun resist is already at cap (and dropped), but the melee defense can increase.

With the other publish 7 changes, let's say you had a BE/tailor made clothing that had sockets and +4/+16 melee/stun defense.
Let's say your skills were stun resist 0 and melee defense 115.
You put the clothing on, you'd see stun resist +0/+16 in your skillmod part of the sheet, and melee defense +120/+124.
Put in a +1 melee defense skilltape.
+0/+16 stun resist
+115/+119 melee defense
Put in a skilltape that has +2 stun resistance and +6 melee defense.
+0/+17 stun resist
+115/+125 melee defense
Put in another one. Numbers wouldn't change for melee defense (melee defense now has a hard cap of +125, so you discard since it's over cap), but would go up for stun resist.
+0/+19 stun resist
+115/+125 melee defense

And, in theory, if you put on a second piece of clothing that was also loaded with tensile resistance, you'd hit the +25 per skillmod cap (and melee defense would still not change due to the hard cap on melee defense, even though your total skillmods are only 16).
+0/+25 stun resist (but due to a bug, would display as if you had it all, so +0/+33 with only 25 counting)
+115/+125 melee defense.


The above example is how I'd read their INTENT.
It's a known fact that you can't get multiple skillmods to stick from one tape/plate.
It's a known fact that (with BE clothing at least) you can get significantly more than +25 to a skillmod, and it'll display in ctrl-S. But we've had Dev clearly say that +25 is the actual max, so the extra presumably displays but does nothing.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
PadreBook
Sun Feb 29, 2004 12:37 am
#54

Reading this makes me laugh and just reinforces what I have been saying for a long time--that the Developers don't play the game and have no idea how key areas of the game work. Like, say, crafting--they say that critical fails happen 4-5% of the time, yet any crafter knows that the rate of critical failure on either assembly or experimentation is far higher--far, far higher than that (and rises based on the quality of the subcomponent, most obivious on armor and meds, because subs have a very wide range--krayt anyone?). SEA's are one of, if not the best loot type item in the game, yet they have no idea how they work. I mean NO clue, as reading that guide clearly indicates. Yet they have their own test servers for testing their Jedi Masters on, and play brawlers on the live/test center servers. Hmm, I don't think that's going to adequately immerse them in the game.


Padre



PoetDancer
Sun Feb 29, 2004 12:39 am
#55

Your official guide doesn't even reflect the official game, so don't blame us when your CS people start complaining to you that theirin-boxes are filled with CS tickets...then again, you'll probibly nerf CS tickets in response. At least you never made a friday feature about bugged food around October.


/cancel



Madame Sirii Ajaan
August 2003-September 15, 2005
"There is a difference between being /watched and being WATCHED."
jemelby
Sun Feb 29, 2004 1:27 am
#56

Yep, this Friday Feature is complete fantasy. It is a VERY good description of how the tapes SHOULD work. But like the Previous Friday Feature on food, this one should also be removed.


I have burned up over 200 tapes and armor attachments to lock down exactly how they are presently working (they were all cheap, pretty worthless ones). Here are a couple facts that I have accertained:



  1. When a skill attachment has two or more modifiers, only the highest mod will be applied. In the event of a tie, the first listed will be applied.

  2. If an article of clothing or armor has already had an attachment applied to it, the only way to add more to it is to apply an attachment with a higher skill mod of the same type. At that point, the higher skill mod will replace the existing one, not add to it.

  3. If you apply a second attachment, it will just be lost (except where #2 applies)

There are many many more subtle nuances (Dang! There's a pair of words to try and spell) to the application of skill attachments. I eventually got frustrated, and decided to wait untill they were all fixed. I did make my two +20 experimentation suits, though.





J'Vee
Mos Onarok, Tatooine - Flurry


Xenothaulus
Sun Feb 29, 2004 1:38 am
#57

Most of everything I was going to say has been said, but:

"Weaponsmiths can craft... power-ups."

what the nuts? Artisan - engineering branch

Also no mention of the tapes with mods on them that DO NOT WORK, period. (heavy weapons anything comes to mind.)

What a joke.



Xenothaulus Questor
iTunesRegistry.com: 2,938 tracks, 3.357 diversity
KetherSWG
Sun Feb 29, 2004 2:10 am
#58






CLab2021 wrote:
Devs...are you going to respond to this inacurate information you have posted?






That's what I'm wondering, too........



+ Jaron Ninefive +
Carbineer | Combat MEDIC | Thread Hijacker
+Known Rebel Sympathizer+

"FoE exploits...seen it and I've called them on it." - Crushgroove

CLab2021
Sun Feb 29, 2004 2:54 am
#59




KetherSWG wrote:





CLab2021 wrote:
Devs...are you going to respond to this inacurate information you have posted?






That's what I'm wondering, too........







The funny thing is, I had made a thread in the Core Systems Forum (my thread), asking the CorrespondentKStarfire to ask the Devs, JustG specifically,to write up a Friday Feature on this. When I saw it first I was think no way it was because of me, and also how cool they finally did it.


Thunderjoke has done many ofretardo things before, this one takes the cake...it seems hisnewestposts are out doing previous ones in the retarded department...




J.I.A.S.F.C
ReptileSpit
Sun Feb 29, 2004 6:13 am
#60






KetherSWG wrote:





CLab2021 wrote:
Devs...are you going to respond to this inacurate information you have posted?






That's what I'm wondering, too........







I think they're scrambling to fix this in game ASAP so they can come back to this thread and go "Huh? This works as advertised....go in game and try it yourself!" and pretend this messup never happened.


Ackdel
Sun Feb 29, 2004 7:00 am
#61

Well, that'd be nice - but I don't believe the devs work on weekends.




Crowne Morril
12pt Droid Engineer - 14pt Artisan (Retired)
Lorde Morril - "He'll zerg your Cloudsong"
Kylex
Sun Feb 29, 2004 8:51 am
#62

Oh i forgot about the part of the feature pertaining to the use of krayt scales/segments in armor crafting, and the use of rancor teeth in weapon crafting. This info seemstotally inaccurate (like the rest of the article)since these items do not give skill bonus, and/or are completly useless unless they have legendary stats. BTW could you pass on to the devs that when you use a krayt scale in the crafting of a composite armor segment they move all the stats on the scale to special protection, thereby making it impossible to get a effectiveness slice on the armor made with these.


Also it is my sincere hope that you TH did not write this friday feature, because that would mean that you either don't remember the multiple threads pertaining to this or you are ignoring us completely. In either case, this "bonus" feature was a bad idea on your part.
Khalaermol
Sun Feb 29, 2004 9:43 am
#63

Why hasn't this "feature" been snatched yet?


There are countless threads showing the inaccuracies of this article...





Khal's Crap 6164, 5539 Rori just to the east of restuss Wanderhome
Master Swordsman, 3/0/3/0 scout, 0/4/4/4 doc
Master Artisan, Droid Engineer, Merchant (my alt)
Holocron said, " ...there's something oddly satisfying about running a game people pay to hate..."
http://www.gamespy.com/articles/march04/galaxies/01/
http://www.gamespy.com/articles/march04/galaxies/02/
http://www.gamespy.com/articles/march04/galaxies/03/
Chickenlad
Sun Feb 29, 2004 11:18 am
#64

Wow. Yeah, so TH can't know everything, but it was really stupid to let him post that without reviewing it, JustG or whomever.

Kynin
Sun Feb 29, 2004 2:24 pm
#65

C'mon Thundermouthpiece whats the dillio?
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