Game Guides Archive

Thread: ULTIMATE Guide to Clothing\Armor Attachments (Skill Enhancement Attachments) -small cu update note

Ajo79
Wed Dec 08, 2004 3:29 pm
#66

Great post!



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LordoftheStrings
Thu Dec 09, 2004 1:56 am
#67

no set day but you might see it as early as the combat revamp




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LordoftheStrings
Sat Dec 11, 2004 10:42 pm
#68

Ok did some research into skill mod caps, found a few answers and have updated the guide with the information!




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RaistLoki
Sat Dec 11, 2004 11:30 pm
#69

Question then....BE can make "taming wild creatures" and "taming Viciuos creatures". The only tape out there is Creature Taming Bonus.


I have tape of

food experimentation +7

Pistol accuracy +7

Creature taming bonus +10


Will the Bio engineered clothing of +11 or more cancel the tamin bonus out so i can get the food exp to stick????



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LordoftheStrings
Sun Dec 12, 2004 8:44 am
#70






RaistLoki wrote:

Question then....BE can make "taming wild creatures" and "taming Viciuos creatures". The only tape out there is Creature Taming Bonus.


I have tape of

food experimentation +7

Pistol accuracy +7

Creature taming bonus +10


Will the Bio engineered clothing of +11 or more cancel the tamin bonus out so i can get the food exp to stick????






yes, only if the BE mod is the same as the skill tape. if not, then you will need another tape with +11 or higher first.




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Memnoche's Skill Tapes & Rare Loot Vendors
Conveniently located 400m South of Mining Outpost, Dantooine -555, 2000

dirlook
Mon Dec 27, 2004 2:28 am
#71

wicked guide...up to the top for all those who have been looking for the guide
Sapphire47
Tue Dec 28, 2004 6:21 am
#72

Alright, so what do you think about this problem?:


I have recently acquired a CA with stats: Berserk +25 and Medicine Experimentation +24


I have 2 theories to unlock the 2nd mod:



  1. I get a +25 berserk ca and put it in a piece of cloth, then insert the +24 med exp tape and get it to stick. This is the method which the guide suggests. However, as I know, if you insert a tape of same or lower numerical value first, it will get the +25 berserk stick, as it overrides the previous +25. In this theory, the med exp cant be unlocked, as there is no +26 (or higher) ca existing/dropping in the game.

  2. In this theory, a -2 berserk ca is enough to unlock medical experimentation. I've been advised to do so, but as it is unconfirmed, I don't want to start testing on this particular ca.

Thanks for any feedback




Zafir Vilya
SgtSixpack
Wed Dec 29, 2004 2:10 pm
#73




Now this is the question "


Nice guide, but i didn't get it I got the following

Tape: Melee Defense +4

Food Exp +2 H


ow can i get the Food Exp to stick ?

"


This reply is different from ur own guide (I know u have just copied other peoples guide to compile this info):





LordoftheStrings wrote: XXXWRONG WRONG WRONGXXX
You will need to find a +5 Melee Defense or higher tape, place it on the clothing first, and THEN place your +4 Melee Defese/+2 Food Experimentation tape on. Since you already have the higher +5 on the clothing, the +4 cannot top it, and instead will place the +2 Food Experimentation on instead Just make sure theres no +3 or higher Food Experimentation on the clothing! lol




"To get food experimentation to stick u need to put +4 melee defence (or higher) into an item of clothing before u add the skill tape with two stats."



Read this part ofur own compiledguide to see that u have contradicted ur self:



"


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


"



If u intend to copy anyone else's guide in future make sure u understand them urself. Its great that u compiled to threads into one easy reference thread but contradicting the guide itself and someone who has understood the guide and read previous incarnations of it and actually used the info ingame, just cant be ignored.

Message Edited by SgtSixpack on 12-29-2004 09:26 PM



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Magnus_Voss
Wed Dec 29, 2004 9:32 pm
#74

Whoa, great guide!



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OneBadMutha
Thu Dec 30, 2004 7:01 pm
#75

Yes... great guide.



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CharlesWoj
Fri Dec 31, 2004 10:04 pm
#76

yeah this bad boy should be auto bumped to the top



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Brandon_shreve
Sat Jan 01, 2005 4:34 am
#77

good guide




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moody628
Fri Jan 07, 2005 5:30 pm
#78






Plaeia_Forreal wrote:



I don't appreciate the suggestion to re-take elementary math, but I was also under the assumption that it meant absolute value of the mod, therefore -4 and 4 would be a tie. Only reason I thought it was the absolute value was because I saw another post that said it did. Either way, hopefully my questioning and testing of that particular case has solved everybody's worries if they were under the same assumption as I was.
-Pla




Then might I suggest re-taking elementary English? He did not say "absolute value of the mod", did he? So why would you assume that's what the original author meant? If I ask you if you'd like a banana, do I really mean that I want to give you an orange?


In all fairness to Plaeia, all of the folks who made comments that the guide did not address their questions simply did not read the material carefully or thoroughly. I find the answers to all of those questions in the original post.


What is far more aggravating is that this guide illustrates that about 25% or more of all the SEAs out there are basically useless. I just have to look at the devs and shake my head.






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