Game Guides Archive

Thread: Guide for Application of Skill Enhancement Attachments

HardwiredXMan
Fri Mar 05, 2004 4:14 pm
#53






PadreBook wrote:

This is a guide for the successful use of Skill Enhancement Attachments. This guide covers both clothing attachments (looks like a role of duct tape; also known as skill tapes) and armor attachments (looks like an armor segment), which are collectively known as Skill Enhancement Attachments (SEA's).

There are some basic rules that apply to all:

1) skill tapes go into clothes that have sockets, armor attachments go into armor that have sockets (including ubese shirts and mabari belts). They are applied by dragging and dropping the SEA onto the socketed item which, if the SEA isn't blank, will fill up one socket. Maximum number of sockets on an item is 4. Sockets on backpacks don't work currently, there is no way to put a skill tape on a backpack at the moment.

2) there is a maximum of 6 stat modifiers for a piece of clothing, which includes stat modifiers from Bio-Engineered tissues added into clothes items at creation (e.g. you could have a clothes item with +10 to injury treatment, +10 to wound treatment, and +10 to bleeding defense, which would allow for 3 more stat mods to be attached assuming 3 sockets).

3) you can only get one skill stat bonus from a tape to stick, with others being lost (i.e. a tape that has 2 or more stat mods will only allow one to stick, see below)

4) stat mods do not stack, you do not get benefit from putting additional tapes with the same type of stat mod on a single item of clothing as they do not add together (e.g. you put a +5 armor experimentation on a pair of gloves, you can't put another +3 armor experimentation on there and get +8, you would just lose the +3 and still have a pair of gloves with +5 on it). If you place a single stat mod tape on a piece of clothing with a higher stat mod of the same type as one that's is already on the item, the higher number will stick (e.g. if you have +3 armor experimentation on a pair of gloves and you put a +5 armor experimentation tape on it, you will get gloves with +5 armor experimentation). Placing multiple stat attachments on items with matching skills follows extra rules see below.

5) when placing an attachment with 2 or more stats, the highest value stats will be the only one applied (e.g. a +5 rifle accuracy with +4 armorsmith experimentation will give the +5 rifle accuracy) regardless of the order of which the stats are listed on the SEA

6) when placing an attachment with 2 or more stat mods and there are 2 or more stat mods tied for the highest numerical value, the stat mod that is placed will be the first in alphabetical order (e.g. +4 two handed accuracy with +4 armorsmith experimentation will give the armor experimentation because it is a tie and A comes before T) regardless of the order the stat mods are listed on the SEA

7) clothes with stat mods that drop to 0 condition, still allow the stat mods to work, so don't destroy any stat modded clothes that are at 0 condition

8) maximum stat mod you can get from a set of clothing (or armor) is +25, so any more than that in bonuses is unused

There is a situation situation that arises all too frequently:

9) if a tape has multiple stats on it and you want one that has a lower value than the highest listed stat mod (e.g. +23 grenade experimentation +20 armorsmith experimentation on a tape, of course you want the armorsmith experimentation to stick). Here the solution is based upon the order that the skill mods are listed on the SEA (e.g. is the +23 grenade experimentation first or is the +20 armorsmith experimentation first?).

There are two different solutions. One is to first place on the desired clothes item, a +1 stat mod tape of the type that you want to eliminate to allow for the more desirable stat mod to stick (e.g. a +1 grenade experimentation tape in the above example)--this only works if the less desirable yet higher number stat mod is listed before the one that you want (e.g. the tape above would have to have +23 grenade experimentation listed first). Second is to first place on the desired clothes item, a stat mod of the same type and value (or greater) as the less desirable yet higher number stat mod (e.g. a +23 grenade experimentation tape in the above example, if the +20 armorsmith experimentation was listed first).

So to refresh, say you have these tapes:

Tape #1
+23 grenade experimentation
+20 armorsmith experimentation

Tape #2
+20 armorsmith experimentation
+23 grenade experimentation

To get the +20 armorsmith experimentation to stick on Tape #1, you would need to put a +1 (or higher) grenade experimentation tape on the clothes item first, then put Tape #1 on an item. To get the +20 armorsmith experimentation to stick on Tape #2, you would need to put a +23 (or higher) grenade experimentation tape on the clothes item first, then Tape #2. In both cases 2 sockets are necessary

What if there are 3 stats but the lowest of the three is the one you want to stick? Follows the same rules as above. I will illustrate with an example.

Tape #3
+25 surveying
+24 droid complexity
+23 weaponsmith experimentation

Tape #4
+23 weaponsmith experimentation
+25 surveying
+24 droid complexity

Tape #5
+24 droid complexity
+23 weaponsmith experimentation
+25 surveying

You of course would want weaponsmith experimentation. So on Tape #3 to get the weaponsmith experimentation to stick you would place a +1 surveying tape, then a +1 droid complexity tape, then Tape #3 on the item of clothes you want it on (making sure it has 3 sockets to start), and you will get your +23 weaponsmith experimentation to stick. On Tape #4, you would have to place a +25 surveying tape on first, then a +24 droid complexity tape, then Tape #4 on, to get the +23 weaponsmith experimentation to stick. On Tape #5, both solutions apply, you would put a +1 droid complexity tape on first, then put a +25 surveying on, then put Tape #5 on, to get the +23 weaponsmith experimentation to stick.


Yes, I know that examine shows them alphabetically, but I decided to illustrate this rule with these examples as the rule is still correct.

Use at your own risk, as any future patch may totally mess this up.

Types of socketed clothes items that a human male can wear that would allow for the maximum number of skill stat enhanced pieces are hat, belt, bandolier (can't wear a backpack with this), shirt, jacket/duster/cloak/robe(belts with these look like a hula hoop surrounding you), pants, gloves (short gloves as longer gloves don't allow for wearing a jacket), boots, so a maximum of 8 pieces with with 4 sockets each for skill tapes. Armor for a human male, composite armor with nine pieces, a mabari armored belt, a ubese armored shirt, a ubese bandolier, allows for 12 pieces with 4 sockets each for armor attachments.

I hope that anyone that has tested 50 or more of these can let me know if this is 100% accurate.

Padre Book
Mad Architect
Crazed Pikeman
Serenity Frontman
Mayor of Serenity Valley






Wouldn't it be better if you just use aSEA with a negative stat modifier instead of wasting your positive SEA's. I see plenty of -1, -2, -3 and higher SEA's and people have basically labeled them as useless. I have quit a few negative one's myself....I use to destroy them but over the last 3 months have been keeping them because I believe that they can't be totally useless.


Using your example above:


Tape #2
+20 armorsmith experimentation
+23 grenade experimentation


To get the +20 armorsmith experimentation to stick on Tape #2, you would need to put a +23 (or higher) grenade experimentation tape on the clothes item first, then Tape #2. In both cases 2 sockets are necessary


If you place anegative grenade experimentation SEA (-1, -2...etc),that should have the same effect of using a +1 or higher tape of the same type.This seems more feasible to me rather than waste a very useful +23 or highergrenade exp. SEA just to get the +20 Armorsmith exp.with your example, you are basically losing a +23 or higher SEA whereas a negative SEA won't benefit your final stat modsand basically exist to be thrown away by using it in this manner.That's assuming that negative mod SEA's work at all in this way and that they don't just subtract from the value that already exist on the clothes (I haven't use negative SEA's yet though)....in which case what I'm saying doesn't matter then because you would have to use Tape #2 before applying the negative mod SEA and you would have already lost the +20 Armorsmith exp.


But I'm assuming that using a -1 grenade exp. SEA on the clothes first yeilds a -1 grenade exp. stat on the clothes, then apply tape #2 which would have the same effect as you have described, but you end up saving your +23 or +24 grenade exp. tape. It also has occured to me that having a -1 grenade exp. mod on the clothes and adding a +23 grenade exp. SEA to the clothes could only give you a +22 grenade exp. mod on your clothes. which then would have you losing the +20 armorsmith exp. mod.


Anyway, I'm just curious as to where the negative SEA's come into play and also the blank ones too (the blank SEA's don't even use up a socket but I've only used one on clothes or armor that didn't have any SEA mods or BE mods on them).....because a +23 or higher grenade exp. SEA (or anypositive SEA)is more valuable than wasting it in the manner of which you have shown. In the case of positive SEA's you could easily get millions for them depending on what type it is. Even though grenades are not of that great importance to most people, a +23 to experimentation is very valuable to those Weaponsmiths who provide grenades to us for grinding that all to hard to get Combat XP and can easily go for 1 million.


NOTE: This is all theory as i have not experimented with SEA's that have multiple stat mods and/or negative modifiers on them or any combination of them.
HardwiredXMan
Fri Mar 05, 2004 4:18 pm
#54

OH yeah, I forgot to applaud you for your efforts and bringing this info to us all
ZhiYoMin
Sun Mar 07, 2004 12:10 am
#55




Not sure what I did wrong here but it didn't work for me.


Tape: +5 Heavy Weapon Accuracy +3 Weapon Experimentation (in that order)


Shoes: 4 sockets


Added: First a +1 Heavy weapon accuracy skill tape


Second, added the +5 Heavy weapon accuracy +3 weapon experimentation tape


Result: +5 Heavy weapon accuracy


How is this example different from Tape #1 in the original post?





Siekierah Edo Master Weaponsmith EDO Enterprises
"Courteous and prompt customer service is our specialty"
EDO Depot Northwest of Coronet, Corellia -939, -3764
EDO Mercantile Pax Veritas, Naboo, next to the shuttleport
Master-crafted Weapons, Power-Ups, Deeds, & Furniture - Email Requests Welcomed!
donnah42
Sun Mar 07, 2004 4:58 pm
#56

Hm. I was under the impression that in order to get one of the lower bonuses on a multiple skill SEA that the first tape you put in has to be at least as good a bonus as the higher bonus on the multi-bonus tape you want to use. Or else the bonus on the first skill would just override the lower bonus tape (just like a single +5 tape overwrites a single +4 or less).

That sentence sounds really complicated to me. But to use what you had a problem with as an example, if you wanted the +3 weapon experimentation, you'd first have had to put in a +5 Heavy Weapon Accuracy SEA. That way the Heavy Weapon Accuracy bonus on your other skill tape would not be greater than what was already on the item, so it would just get skipped and you'd get the +3 weapon experimentation instead.

This is not from my own experimentation. I don't have the finances to buy skill tapes just to test them, but it's how a friend who's used a lot of SEAs explained it to me in game and it sounds reasonable. It also fits with your experience of getting the Heavy Weapons bonus instead of Weapon Experimentation.



Kara Vasa
----------------
Radiant Master Tailor
Mayor of Barsoom, Rori
HardwiredXMan
Tue Mar 09, 2004 3:50 am
#57






Kregi wrote:

Similar attachments do stack. I have plenty of clothes with multiple rifle and structure skill mods added to them. Surveying btw does absolutlely nothing when u get +25 though. I gave up survey 4 when i got +25 and couldnt use max range. Now that really pissed me off, still slowly working my way back thru survey 4. BTW the CSR's know absolutely nothing about most of the game. I play a wookie and have limited clothing options so it has been much harder for me to put together working pieces, but am at +20 structure assmebly +14 experimentation on one set of clothes.On my uber wookie clothing set Ihave +20 rifle accuracy while moving, +20 rifle accuracy, +20 ranged defense, +20 block( evn though its bugged, i still put them in there), rilfe speed +8, cover +24(BE made shoulderpad and bandolier), rifle aiming +10( not really sure if this helps at all considering i never use aim). I still have some remaining sockets open too.But these were all put together satcking similar skill mod clothing attachments.



Mapiasal

Master Sharpshooter/ Master Marksman /former master architect







SEA's don't give you special abilities like mods from the skill boxes do. as for your survey mods, it won't increase your range but should give you an increase on the density of the resource you are surveying for......i.e. when normally a survey result would find a resource density of say 60%, the extra surveying bonus from SEA's would make that result higher than 60% which in turn means longer sampling before a resource is depletedand/or at higher rates of extraction for harvesters if you use them.This is of courseifSurveying SEA's even work at all....I've never seen one myself.


Also, if you use a SEA with a mod on it that addes to a skill that you don't have, you won't get the benefits of that SEA. So if you don't have at least novice artisan, you can use a SEA on your armor or clothesthat gives you a bonus to surveying but you won't be able to survey until you pick up novice artisan. This is to stop people from having skills without putting skill points into getting those skills.....



I don't know about the same type of mod thing.....I've never done it myself.

Chickenlad
Tue Mar 09, 2004 1:49 pm
#58

Hrmmm...



Had


A) Sunguard (hat0 with 4 sockets, no other mods)


B) Skill Tape: +7 Block, +4 Structure Experimentation (listed in that order)


C) Skill Tape: +1 Block



Added +1 Block tape (C) to Sunguard (A), result = Sunguard with +1 to Block Mod


Added +7 Block, +4 to Structure Experimentation tape (B) to Sunguard (A), result = Sunguard with +7 to Block Mod



I think you need to add a higher level mod, regardless of the order...My suspicion is that had I added a +8 to block tape, and then tape (B), it would have come out as +8 Block, +4 to Structual Epxerimentation.


-Snift


Dakota_the_Hutt
Tue Mar 09, 2004 6:24 pm
#59

OK here's a question. I am interested in increasing my weapon experimentation. From what I understand I need +10 WE to actually gain one experimentation point when crafting (correct?) Sosay I only have 10 +1weapon exp tapes than i need to put them in 10 different pieces of clothing? (since they dont stack)? If this is true than I am in trouble since I am a wookie.... /roar



---------------------------------------------------------------------------------
Daakota the Wookie: Master 12-Point Weaponsmith, Master Rifleman
Server: Gorath
Falcon Crest Mall, Correllia (outside DoabaGuerfel): "Official BowCaster and Pistol Vendor"
/tell Daakota for orders!!!!!
"This is not your Daddy''s ShotGun, Cowboy"
PadreBook
Wed Mar 10, 2004 3:02 pm
#60



Dakota_the_Hutt wrote:
OK here's a question. I am interested in increasing my weapon experimentation. From what I understand I need +10 WE to actually gain one experimentation point when crafting (correct?) Sosay I only have 10 +1weapon exp tapes than i need to put them in 10 different pieces of clothing? (since they dont stack)? If this is true than I am in trouble since I am a wookie.... /roar





Yep Wookies once again get the short end of it!

You'll need to get +4 tapes or better probably. A Wookie can wear I think a maximum of 5 items that have sockets (correct me here if I'm wrong) so you will need 5 x +4's or some such.

Padre
byak
Wed Mar 10, 2004 3:31 pm
#61






PadreBook wrote:

Yes, I know that examine shows them alphabetically, but I decided to illustrate this rule with these examples as the rule is still correct.





Okay, I'm a little confused and would like a little clarification if possible, please.


I've got a tape:


Droid Assembly +4

Medicine Experimentation +2

Rescue +1


If I understand correctly, I need toget a Droid Assembly tape (+ or -) and drop it in the clothing first, followed by this tape, and the clothing will have +2 Medicine Experimentation. Is this correct?


Thanks



--
Olio, MD
OLIO ENTERPRISES // OE
PadreBook
Wed Mar 10, 2004 3:34 pm
#62



byak wrote:


PadreBook wrote:
Yes, I know that examine shows them alphabetically, but I decided to illustrate this rule with these examples as the rule is still correct.


Okay, I'm a little confused and would like a little clarification if possible, please.
I've got a tape:
Droid Assembly +4
Medicine Experimentation +2
Rescue +1
If I understand correctly, I need toget a Droid Assembly tape (+ or -) and drop it in the clothing first, followed by this tape, and the clothing will have +2 Medicine Experimentation. Is this correct?
Thanks





To be 100% sure you will need to put a +5 Droid Assembly tape in there first (I don't want to get in trouble here). I feel confident that a +4 Droid Assembly first will work. I'm not as familiar with the -'s tapes, but what the other fellow posted appears to be correct.

Padre
ZhiYoMin
Wed Mar 17, 2004 2:18 pm
#63






PadreBook wrote:


6) when placing an attachment with 2 or more stat mods and there are 2 or more stat mods tied for the highest numerical value, the stat mod that is placed will be the first in alphabetical order (e.g. +4 two handed accuracy with +4 armorsmith experimentation will give the armor experimentation because it is a tie and A comes before T) regardless of the order the stat mods are listed on the SEA.

I hope that anyone that has tested 50 or more of these can let me know if this is 100% accurate.

Padre Book
Mad Architect
Crazed Pikeman
Serenity Frontman
Mayor of Serenity Valley






This is also wrong according to my experience last night.


The tape in order of listing: +3 wound treatment +3 weapon experimentation


I was about to lay 4.5 million on this tape, but the seller was kind enough to take my belt and put the tape in it for me. (Thank you Garrac)


The result: +3 Wound treament


Last time I looked at the alphabet WE came before WO.


Please take this out of your post. I was already burned by one wrong example you gave (see my post above), and thankfully I didn't listen to this post again, else I would have been burned again.


Siekierah




Siekierah Edo Master Weaponsmith EDO Enterprises
"Courteous and prompt customer service is our specialty"
EDO Depot Northwest of Coronet, Corellia -939, -3764
EDO Mercantile Pax Veritas, Naboo, next to the shuttleport
Master-crafted Weapons, Power-Ups, Deeds, & Furniture - Email Requests Welcomed!
DreadWind
Mon Mar 22, 2004 2:44 pm
#64

/update This publish fixed 1 very important thing to armor and clothing attachments!


Today I inserted a -6 to warcry into my cloak but there were no mods so I place another one with -5 medic froge +4 carbine aim and big discovery...the +4 carbine aim was there instead!


In conclusion, what used to be when you put a negative stat tape and it will turn positive stat is no longer! Example ( b4 pubish 7 you can put a -9 carbine speed but it will come out +9 when you insert into a piece of clothing but now the -9 will be nothing )



=[Ruination]=
My Road of SWG has ended!
Imperial 4EVER!
DarthKirby001
Mon Mar 22, 2004 4:54 pm
#65

/bump for being a usefull post



Ka-Lil - Kir'zon

"All kneel before ZOD!"
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