Game Guides Archive

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

Thunderheart
Mon Mar 01, 2004 4:05 pm
#79






MoridinTheSick wrote:


so that is telling me that when you use an SEA you get the bonuses of all of the attributes it has? The community has been under the impression that only one counts (like if you have a tape that has + to accuracy and + to speed only the higher one will take effect) Can you please clear this up?




Yep. I'm going through the questions and follow up now


I'll gather up the questions, but it may take me some investigation work to get to the bottom of some of it (which is my goal here). I'm hoping the thread can become more positive so I can work with the team on specific issues.


Specific questions and descriptions would be helpful.








Kurt "Thunderheart" Stangl
Community Relations Manager
LuthianP
Mon Mar 01, 2004 4:09 pm
#80

I realise it is off topic, but when are the Top 10 Questions going to be finished????????
grooverider_DS
Mon Mar 01, 2004 4:14 pm
#81






Thunderheart wrote:






MoridinTheSick wrote:


so that is telling me that when you use an SEA you get the bonuses of all of the attributes it has? The community has been under the impression that only one counts (like if you have a tape that has + to accuracy and + to speed only the higher one will take effect) Can you please clear this up?




Yep. I'm going through the questions and follow up now


I'll gather up the questions, but it may take me some investigation work to get to the bottom of some of it (which is my goal here). I'm hoping the thread can become more positive so I can work with the team on specific issues.


Specific questions and descriptions would be helpful.












Specifically, getting multiple attributes to stick as most skill enhancers have mutiple attributes would be a start. Additionally, allowing someone to stick a +5 of something onto a piece of clothing that already has a +1 or whatever would be nice. Currently, the +5 would be lost to oblivion.


I'm posting under an alt account, but I've personally lost out on millions, and currently have millions invested in enhancers I'm hoping will work one day. I refuse to use my +24 defense vs kd +5 food experimentation and get the food experimentation for my jedi

Thunderheart
Mon Mar 01, 2004 4:18 pm
#82






LuthianP wrote:
I realise it is off topic, but when are the Top 10 Questions going to be finished????????





They are not on a schedule.


Once we get through some of the other key things, Ill post em, but there is no rush on those.







grooverider_DS wrote:



Specifically, getting multiple attributes to stick as most skill enhancers have mutiple attributes would be a start. Additionally, allowing someone to stick a +5 of something onto a piece of clothing that already has a +1 or whatever would be nice. Currently, the +5 would be lost to oblivion.


I'm posting under an alt account, but I've personally lost out on millions, and currently have millions invested in enhancers I'm hoping will work one day. I refuse to use my +24 defense vs kd +5 food experimentation and get the food experimentation for my jedi




Thanks. Im collecting all the questions now and I'll get some answers and run some tests with the correspondetns on TC and we'll refine this document as soon as we can.


(Something like this is going to push 10 questions out because its more important).





Kurt "Thunderheart" Stangl
Community Relations Manager
DialUp
Mon Mar 01, 2004 4:20 pm
#83

TH -


You can read this thread where I posted my findings as a good start.


http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=24156&highlight=#M24156




.
garvin
Mon Mar 01, 2004 4:23 pm
#84



Questions for TH and the Gang...


1) Multiple Mod SEA's


  • If a mod has multiple skills listed should all of them attach or only one?

  • If only one is of the skills on a multiple skill SEA is suppose to attach, is there a way we can pick which one attaches (defeats the purpose of having a multiple skill mod SEA if it's always the highest)?

I can understand the idea of not having every mod on a skill attachment add when attached (could get messy and complicated) but we should AT LEAST be able to choose which one to add....If I have a Pistol Aiming +5 / Armor Experimentation +4...I may just want the +4 since it would be more useful for a crafter...but currently the Pistol Aiming +5 auto attaches...



2) Stacking Skills via SEA's


  • When we add skill mods of the same type are they suspose to replace the previous or are they suppose to stack? Currently they do not stack...

  • When we add a skill mods of the same type to the same item, should they use the same socket or a new socket each time? Currently they use a new socket...

When I have a +5 Melee defense mod in some armor that still has 3 sockets left, and I add another Melee Defense mod (say +6), the new mod replaces the old mod bringing the total to just +6 (no stacking) and I use another socket leaving me with just 2 left even though I still have a piece of armor with only 1 skill mod on it...doesn't make much sense and is an obvious bug....

Message Edited by garvin on 03-01-2004 03:28 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

daltonj001
Mon Mar 01, 2004 4:25 pm
#85

My biggest problem is the whole "gone to oblivion problem". I spent several hundred thousand buying a couple of nice +6pistol speed attachments and did not know that you couldn't stack them. So I decided that my chest plate armor was holding up very nicely having only lost a couple thousand condition points and to put them on there.


I was VERY upset when I dropped the second one on there and found that it was GONE. I mean, that's the equivalent of 80k+ combat xp just flushed down the toilet.


After reading the forums I found that this was a pretty widely known problem, but it's DEFINITELY a problem. If it just said "Hey, you can't do that, you've already got an attachment on there." or "Are you SURE you want to replace the current skill modifier on this armor? It will be lost forever if you do."


PLEASE do something about this. If not for me, then think of the children





ZARX - TKM and Master Doctor

Now a Master BuffBot
Talus Port - Arador


Vendor: Coronet 157 -5700
Ex-Hologrinder - Merchant, Scout, Dancer, Doctor, Artisan, Brawler, Entertainer, Marksman, Medic, Combat Medic, Image Designer, Musician, Weaponsmith, TKM
Lotussutol
Mon Mar 01, 2004 4:34 pm
#86






Thunderheart wrote:






LuthianP wrote:
I realise it is off topic, but when are the Top 10 Questions going to be finished????????





They are not on a schedule.


Once we get through some of the other key things, Ill post em, but there is no rush on those.







grooverider_DS wrote:



Specifically, getting multiple attributes to stick as most skill enhancers have mutiple attributes would be a start. Additionally, allowing someone to stick a +5 of something onto a piece of clothing that already has a +1 or whatever would be nice. Currently, the +5 would be lost to oblivion.


I'm posting under an alt account, but I've personally lost out on millions, and currently have millions invested in enhancers I'm hoping will work one day. I refuse to use my +24 defense vs kd +5 food experimentation and get the food experimentation for my jedi




Thanks. Im collecting all the questions now and I'll get some answers and run some tests with the correspondetns on TC and we'll refine this document as soon as we can.


(Something like this is going to push 10 questions out because its more important).







you also might want to take a look at the hordes of people using macros and third party macros too loot mass amounts of attachments in the caves with no chance of anything stoping them or beating them to the loot...




Shadowmite
Mon Mar 01, 2004 4:39 pm
#87





you also might want to take a look at the hordes of people using macros and third party macros too loot mass amounts of attachments in the caves with no chance of anything stoping them or beating them to the loot...






Yeah - on my server at least - the same two people have been in the borgle bat cave for about 30 days now - they are there 24/7 - and how they manage to come on 2 minutes after server reboot every day is beyond me ....


CSR's won't do anything - they say it's not an exploit.


Maybe not...but it sure isn't fair.

KzinKiller
Mon Mar 01, 2004 4:40 pm
#88

The unintentional outcome of this thread is to show how desparately SOE still needs a well-edited Known Issues page for this game.


A large percentage of the community already knew that most of this Feature was useless or simply erroneous because of existing bugs. Obviously TH didn't know. A properly updated Known Issues page would have given him something useful to consult before trying to write something authoritative, instead of something thatunderscores his lack of knowledge on how the actual systems are working for paying customers today ... hardly the first time this has happened to him and it can ONLY be the fault of poor, disorganized documentation in the SOE bug-tracking system.


Customers are not the only ones hurt by this project's shameful lack of a well-edited Known Issues page ... TH now has another omelette on his face because even he doesn't have a good resource to error-check his writing against for obvious, long-known problems in current Live code.






*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
Chickenlad
Mon Mar 01, 2004 4:43 pm
#89

Yeah, I'm half tempted to post the program that the macroers use and instructions on how to get it, just so mass amounts of people will use it and the CS reps will actually be able to reply with something other than a form letter along the lines of "We'll get to it hen we get to it - but, you can always go enjoy other parts of the SWG universe in the meantime".


Great cs.


Thunderheart
Mon Mar 01, 2004 4:49 pm
#90






garvin wrote:



Questions for TH and the Gang...


1) Multiple Mod SEA's


  • If a mod has multiple skills listed should all of them attach or only one?

  • If only one is of the skills on a multiple skill SEA is suppose to attach, is there a way we can pick which one attaches (defeats the purpose of having a multiple skill mod SEA if it's always the highest)?

I can understand the idea of not having every mod on a skill attachment add when attached (could get messy and complicated) but we should AT LEAST be able to choose which one to add....If I have a Pistol Aiming +5 / Armor Experimentation +4...I may just want the +4 since it would be more useful for a crafter...but currently the Pistol Aiming +5 auto attaches...



2) Stacking Skills via SEA's


  • When we add skill mods of the same type are they suspose to replace the previous or are they suppose to stack? Currently they do not stack...

  • When we add a skill mods of the same type to the same item, should they use the same socket or a new socket each time? Currently they use a new socket...

When I have a +5 Melee defense mod in some armor that still has 3 sockets left, and I add another Melee Defense mod (say +6), the new mod replaces the old mod bringing the total to just +6 (no stacking) and I use another socket leaving me with just 2 left even though I still have a piece of armor with only 1 skill mod on it...doesn't make much sense and is an obvious bug....


Message Edited by garvin on 03-01-2004 03:28 PM





Thanks Garvin. Ill add this to my list of things to pursue this week



Kurt "Thunderheart" Stangl
Community Relations Manager
Propolis
Mon Mar 01, 2004 4:54 pm
#91







Thunderheart wrote:


Specific questions and descriptions would be helpful.





wow.



wow.



wow.



Ok... enough of my shock on this. Descriptions?


From personal experience, I can confirm:



Problem 1
Before socketing:



  • Clothing peice with
    4 free sockets, and No BE-enhancements.

  • SEA skill tape with
    +5 unarmed damage
    +3 Artisian Experimentation

After Socketing



  • Clothing peice with
    3 free sockets
    +5 unarmed damage modification


Problem 2 (my problem here is different than conventional board wisdom)
Before socketing:



  • Clothing peice with
    4 free Sockets, andNo BE-Enhancements

  • 2 SEA skill tapes, One with
    +5 Artisian experimentation

  • The other with
    +5 Artisian experimentation

After socketing first tape:



  • Clothing peice with
    3 free sockets
    +5 Artisian experimentation.

After Socketing second tape:



  • Clothing peice with
    3 free sockets <---No lost socket!!
    +7 Artisian experimentation <---Conventional wisdom says I'd still have only +5!!



Propolis,
Retired Character.
Contact Goa'uld in game, or GoaOld on these boards.
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