Game Guides Archive
Thread: Guide for Application of Skill Enhancement Attachments
Rodian_Bounty_Hunter
Fri Aug 27, 2004 1:26 am
#105
So if I added 3 seperet tapes to a belt they all will work? For an example: +1 to Alertness, +1 to block and +1 to doge, they all would work?
Syzygy-Gorath
Fri Aug 27, 2004 4:12 am
#106
Rodian_Bounty_Hunter wrote:
So if I added 3 seperet tapes to a belt they all will work? For an example: +1 to Alertness, +1 to block and +1 to doge, they all would work?
yes
UsalKela
Wed Sep 08, 2004 4:54 am
#107
I have been told by Jedi that blank SEAs have no modifiers visble to Jedi either - looks like they are just bugged SEAs.
This thread has been knocking about for ever, giving possible work arounds to the problems with SEAs that have multiple skill mods. After the outrage that follow the Friday Feature that described how SEAs should work you would have expected SOE to actually fix the problems. To the best of my knowledge they're still broken (an my +18 weapon exp, +22 pistol accuracy while moving, +24 something else clothing attachment will have to stay in the bank).
Tango88
Mon Sep 13, 2004 10:59 am
#108
Hi,I've got a single AA with these 3 stats(in this order):
Polearm Counterattack +5
Bleeding Resist -4
Rifle Speed +5
How do I make the Rifle Speed stick? I've got a Polearm Counterattack +1 and Bleeding Resist +6 AAsif I need to use them to make Rifle Speed stick. Thks in advance. 
RandDarkstar
Tue Sep 14, 2004 4:27 am
#109
Syzygy-Gorath
Tue Sep 14, 2004 4:37 am
#110
*peers at the thread* This is Padrebook's Guide for Application of SEAs. So either someone can't read the first post, or doesn't understand it. I'm hoping it's the latter.
RandDarkstar wrote:
Check out Padrebook's Skill tape guide for alot of these questions. It's a great source for info.
P.S. The answer to the most recent question is: Polearm Counterattack +1 or better on the garment to be enhanced. Ignore the negative mod, it won't stick anyway.
RandDarkstar
Tue Sep 14, 2004 5:07 am
#111
Well, actually, I was answering Tango88's question about having 3 mods in one tape.... The first poster had an answer already to his question, being yes. (Up to 6 mods can be on any one piece of clothes)
Syzygy-Gorath
Tue Sep 14, 2004 5:39 am
#112
Sorry, the someone can't read comment wasn't directed at you. It was directed at the supplecant I answered in the postscript.
RandDarkstar wrote:
Well, actually, I was answering Tango88's question about having 3 mods in one tape.... The first poster had an answer already to his question, being yes. (Up to 6 mods can be on any one piece of clothes)
Syzygy-Gorath
Mon Sep 20, 2004 11:06 am
#113
Night4554 wrote:
I have a CA with
+2 General Ranged Aiming
+2 Rifle Accuracy
From reading this guide, it appears I would have to put a +1 General Ranged Aiming CA on a peice of clothing, and then put my CA on for the Rifle Accuracy to stick?
yes
TheRainKing
Mon Nov 01, 2004 8:20 pm
#114
Very usefull post, still today 
5* for ya!
Ruccus Gunther <SK>
Corbantis
khargash
Wed Jan 19, 2005 5:41 am
#115
Sorry if this is a nooby question, but i've never looked into tailoring or skill tapes before.
Can you remove an attachment from a piece of clothing? For example, if you wanted to put it on a different piece?
Can you remove an attachment from a piece of clothing? For example, if you wanted to put it on a different piece?
Message Edited by khargash on 01-19-2005 04:42 AM
IKIDRO
Wed Jan 19, 2005 6:12 am
#116
khargash wrote:
Sorry if this is a nooby question, but i've never looked into tailoring or skill tapes before.
Can you remove an attachment from a piece of clothing? For example, if you wanted to put it on a different piece?
Message Edited by khargash on 01-19-2005 04:42 AM
Nope once its in its there for evermore.
adam2975
Thu Jan 20, 2005 3:53 am
#117
I always follow the guide which is linked in my sig, this states that you need a tape of equal or greater value to cancel a mod and not just a +1.
The only thing i have found wrong about the guide i use is that Unarmed Damage does not work.