Game Guides Archive
Thread: Guide for Application of Skill Enhancement Attachments
DarkDeathDude
Wed Jun 09, 2004 4:15 pm
#92
Ok having read all of these posts im still not sure how to get my tape to work o maybe someone can help out
I have a tape that is
Armour Assembly +7
Med Experiment +8
Pistol Accuracy while Standing +8
I want to get the Med to Stick
shouldi be adding a Pistol with more than +8 or is +1 good enough
Im pretty sure the armour assembly will just go cos its +7 which is less than +8
Any suggestions are welcome as this tape wasnt cheap and id hate to screw it up and waste my cash
thanks
Thunder68
Wed Jun 09, 2004 7:54 pm
#93
DarkDeathDude wrote:
Ok having read all of these posts im still not sure how to get my tape to work o maybe someone can help out
I have a tape that is
Armour Assembly +7
Med Experiment +8
Pistol Accuracy while Standing +8
I want to get the Med to Stick
shouldi be adding a Pistol with more than +8 or is +1 good enough
Im pretty sure the armour assembly will just go cos its +7 which is less than +8
Any suggestions are welcome as this tape wasnt cheap and id hate to screw it up and waste my cash
thanks
Wouldn't the Med Experiment be the working skill enhancment anyway?...It is the highest stat mod (tied with pistol)andit is the first in alphabetical order compared to the pistol tape. Wouldnt the armor one be thrown outof the equation immedietly because tis alower stat mod.
DirthNader
Tue Jun 15, 2004 4:14 pm
#94
Had the following:
+11 General Ranged Aiming
+6 Armor Experimentation
+10 Wound Healing (Music)
Put it into a pair of pants with +1 GRA and +10 WHM, and got +11 GRA. Bummer. That would have gotten me to +20. Oh well.
westcoastavenger
Thu Jun 24, 2004 3:23 pm
#97
Weren't the blank SEA's with apparently no stats Jedi SEA's only they could use and examine properly? Also, who/what/where is dropping the good stuff now? Used to be the Borgle Bat Cave on Rori, but it's seriously been reduced as to what it provides as loot.
Shakaeq
Fri Jun 25, 2004 8:40 am
#98
****Beware****
This does not work.
I performed the following test:
One piece of armor with 4 sockets
placed a carbine acc while moving +1 attachment into it; resulting in 3 sockets and the +1
then I placed a carbine acc while moving +2/carbine speed +1 into the armor; resulting in carbine acc while moving +2.
I have not tried using a higher number test yet.
Good attept by the orig poster, but not accurate
erotiskefisk
Tue Jul 13, 2004 1:11 pm
#99
Hi all,
I consulted with this post before trying to get my lower mod to stick so i thought I would post result here aswell.
I had a camo+4, AS exp.+3 tape. I bought some pants that where bioengeenered ? with camo+16 and some other stat +16, and with 4 sockets.
So i thought id mught aswell try, and inserted my tape in the pants. The +3 mod sticked and i was very pleased.
Thank you for a great post.
Fosest - a.k.a the bald wookie
ps. now a 12pt. smith 
Humakki
Wed Jul 14, 2004 2:40 am
#100
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
this wont work this way. I hade clothing attachment with:
Wound healing(dancing) 10
Heavy weapon spd 10
so if number 6 would be true heavy weapon spd would stick. But i got wound healing(dancing) 10 to my gloves.
Barafu
Wed Jul 14, 2004 11:10 am
#101
I know this is an old thread and imagine that someone has posted this answer before but I've spent about an hour looking at old threads and I'm sick of Lithium and it's slowness so please help me out.
My question is what's up with the clothing attachments that have no visible skill modifiers (i.e. they are just labeled as clothing attachments when you examine them)? I heard a rumor that they might give skill bonuses to Jedi, who can see them. However, that rumor didn't seem very convincing to me. Can anyone confirm that?
LordMaxx
Fri Jul 23, 2004 6:37 am
#102
Humakki wrote:
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
this wont work this way. I hade clothing attachment with:
Wound healing(dancing) 10
Heavy weapon spd 10
so if number 6 would be true heavy weapon spd would stick. But i got wound healing(dancing) 10 to my gloves.
This worked for me to. I had:
Wound treatment Speed 7
Thrown Weapon Accuracy 7
according to this guide Thrown weapon accuracy 7 should stick, but the wound treatment speed did.
Hardley
Thu Aug 26, 2004 8:38 pm
#104
I'm just reinterating Barafu's question ... inquireing minds want to know: "
"I know this is an old thread and imagine that someone has posted this answer before but I've spent about an hour looking at old threads and I'm sick of Lithium and it's slowness so please help me out.
My question is what's up with the clothing attachments that have no visible skill modifiers (i.e. they are just labeled as clothing attachments when you examine them)? I heard a rumor that they might give skill bonuses to Jedi, who can see them. However, that rumor didn't seem very convincing to me. Can anyone confirm that?"