Game Guides Archive

Thread: Question about putting clothing attachments in BE clothing

TuskKiller
Tue Nov 30, 2004 2:37 am
#1


I have a question that I am having a hard time finding an answer too. It is about putting clothing attachments into Bio-Engineered clothing.


I have been searching throughall the excellent FAQs on skill tapes and attachments amd theyseem to indicate that you can put 4 attachments into a Bio-engineered item of clothing for a total of 6 mods.


Example:

you could put a +25 Def vs KD, a +25 Def Vs Dizzy, a+25 Def. Vs Intimidate, and a +25 Vs Posture Change attachment all into a +17 Def. Vs Stun/+4 Melee Def shirt and get a shirt with all six mods working.


Butif you put all 4 attachments into a Bio-engineered jacket with +17 Def.vs Stun/+4 melee defense/+18 injury treatment /+18 wound treatment... only the 1st 2 attachments you put in the clothing item would work and the other 2 would be bugged.


But I frequently encounter posts on the auction forums where people claim the maximum number of working mods any item of clothing can have is 4instead of 6, that if you put more than 2 attachments into a +17 def vs stun/+4 melee defense shirt the rest of the attachments wont function. Are these people posting without knowing what the heck they are talking about? I cant find a FAQ, dev post, or game guide that backs up these statements but people keep saying it so I am wondering if they know something I dont.


if you have a link to a guide that answers my question or you have tested this out yourself please post a reply.


Thanks,

Rival

Message Edited by TuskKiller on 11-30-2004 01:38 AM

themorph
Tue Nov 30, 2004 3:09 am
#2





you could put a +25 Def vs KD, a +25 Def Vs Dizzy, a +25 Def. Vs Intimidate, and a +25 Vs Posture Change attachment all into a +17 Def. Vs Stun/+4 Melee Def shirt and get a shirt with all six mods working.





You uBeR-lOoTeR you ... too bad that Def. Vs Intimidate ain't working, but i would love to get a hand on the other 3.
Sorry, but i have no experience with your issue and can't help you with that.


Greetz,




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[ THOR ]
VuvvikAkikoe KiyomorKenduko Kiyomor
Miragon, Corellia, CORBANTIS `~



HardwiredXMan
Tue Nov 30, 2004 5:47 am
#3






TuskKiller wrote:


I have a question that I am having a hard time finding an answer too. It is about putting clothing attachments into Bio-Engineered clothing.


I have been searching throughall the excellent FAQs on skill tapes and attachments amd theyseem to indicate that you can put 4 attachments into a Bio-engineered item of clothing for a total of 6 mods.


Example:

you could put a +25 Def vs KD, a +25 Def Vs Dizzy, a+25 Def. Vs Intimidate, and a +25 Vs Posture Change attachment all into a +17 Def. Vs Stun/+4 Melee Def shirt and get a shirt with all six mods working.


Butif you put all 4 attachments into a Bio-engineered jacket with +17 Def.vs Stun/+4 melee defense/+18 injury treatment /+18 wound treatment... only the 1st 2 attachments you put in the clothing item would work and the other 2 would be bugged.


But I frequently encounter posts on the auction forums where people claim the maximum number of working mods any item of clothing can have is 4instead of 6, that if you put more than 2 attachments into a +17 def vs stun/+4 melee defense shirt the rest of the attachments wont function. Are these people posting without knowing what the heck they are talking about? I cant find a FAQ, dev post, or game guide that backs up these statements but people keep saying it so I am wondering if they know something I dont.


if you have a link to a guide that answers my question or you have tested this out yourself please post a reply.


Thanks,

Rival

Message Edited by TuskKiller on 11-30-2004 01:38 AM




Well, I have lots of BE shirts and pants that I've put 4 SEA's on them making a total of 6 mods.....the last 2 always worked for me. I know this because I have a shirt with +14 def vs stun, +4 melee def, +14 injury treatment speed, +5 2 hand accuracy, +10 2 handspeed and +7 pistol speed (I was a pistoleer/swordsman ).......both the speed attachments worked just fine....the injury treatment speed definitely worked....can't be too sure about the accuracy but I believe it worked and I'm sure the def vs stun and the MD worked.


I have about 3 shirts and 5 pants with similar mods and I have seen no evidence that only 4 mods work......anyone having only 4 mods working might be bugged.


Just remember that if the professions you have don't give you the mod that's in your BE clothing, then the mod won't work for you. So if you are not a CH, then a shirt with taming won't work for you....if your not a medic, then injury treatment speed won't work for you......This could be where some people have made thier mistake in thinking that only 4 mods work.....Always check what mods your professions give you before you add SEA's to BE clothes......If your a fencer, then def vs stun will not work for you becuase fencer does not have any def vs stun mods in the profession....now if you have fencer and at least pistoleer 0-0-1-0, then any def vs stun mods will work for you because pistoleer gives the def vs stun mod.


And yes def vs intimidate SEA's do work as long as you have either fencer or carbineer (the only 2 professions that give the def vs intimidate mod).


Ackdel
Tue Nov 30, 2004 6:36 am
#4

6 mods is the max for one piece of clothing.




Crowne Morril
12pt Droid Engineer - 14pt Artisan (Retired)
Lorde Morril - "He'll zerg your Cloudsong"
TuskKiller
Tue Nov 30, 2004 3:20 pm
#5

HardwiredXMan Wrote





Just remember that if the professions you have don't give you the mod that's in your BE clothing, then the mod won't work for you. So if you are not a CH, then a shirt with taming won't work for you....if your not a medic, then injury treatment speed won't work for you......This could be where some people have made thier mistake in thinking that only 4 mods work.....Always check what mods your professions give you before you add SEA's to BE clothes......If your a fencer, then def vs stun will not work for you becuase fencer does not have any def vs stun mods in the profession....now if you have fencer and at least pistoleer 0-0-1-0, then any def vs stun mods will work for you because pistoleer gives the def vs stun mod.






I know certain mods wont work if you dont have the command to use it. Like Non-medics cant use injury treatment speed attachments (or Force sensitive injury treatment speed) because they dont have /heal command, surveyattachmenst (or force sensitive survey)dont work for non-artisans who dont have /survey command, maskscent needs /mask command, taming aninmals need /tame command, etc...


Also defence mods like dodge only work when a fencer/pistoleer weapon is equiped... not only if you are a fencer.


But I always thought CAs that worked passively like terrain negotiation, melee defense, defense vs KD all worked for anyone. At least the terrain negotiation SEEMS to work for me even though I am not a scout. And Jedi are always paying millions for KD defense Clothing attachments even though Jedi have no KD defense in their proffesion (they only have melee, ranged, force, and "jedi state" defense)


Whats more lots of attachments like bleed defense, bleed resist, disease resist, fire resist, poison resist, all modifiy ablities that are located nowhere in any proffesion. I am not sure that any of these attachments actually work... but they are not on the list of broken mods. They are all hard to test.


So.. my thinking is that defense vs Intimidate should work for anyone as it is passive. But if you are not stacking it with any proffesion skills it will make such a little difference that you will hardly notice it at all.


HardwiredXMan
Tue Nov 30, 2004 4:04 pm
#6

Good point TuskKiller.......It's been known for a long time that some mods may or may not work without having them from a profession.....but like you said, it's very difficult to find out whether if they actually work and if they do they may not be very noticeable without some very careful testing.....I know I wouldn't want to test fire or poison resistance....besides as long as you have meditate or doc (which most people have one or the other anyway), who cares about bleeding, poison, disease...etc.


Also, I drew my conclussion about mods not working without a profession giving you the mod because the devs stated that they did not want players to benefit from having certain mods without spending the skill points in a profession to get the mod. I wouldsaygaining def vs stun or intimidate from SEA's without getting it from a professioncould and should fit into this category. I definitely know it's that way for all of the profession specific mods.....for those universal or passive mods, it's hard to say....I just assume they work the same....really doesn't matter to me though because I make sure I have all of them from one profession or another anyway.....it can only be a good thing right.


Anyway, it is certainly possible that passive mods work without having the mod from a profession, but I just feel better knowing that I have a profession that gives me the mod any way...so there is no reason for me to believe that a mod doesn't work when a profession gives it to you....unless of course the mod is broken like half the specials in pistoleer or carbineer.


As for the terrain negoatiation, I'd say do some test because I heard that if you don't have scout, you don't benefit from TN, mask scent, trapping, harvesting, creature knowledge, burst run efficiency, campingor foraging....but TN could have been changed with the jedi revamp so jedi can have TN without needing scout....if so, it's certainly likely that all characters benefit from.


As a general rule, for myself, If a profession doesn't give me a mod, I don't waste valuable sockets putting a mod in my clothes becuase unless it's a +25, it's a total waste of a socket...and even +25 is way below average for any kind of passive mod...it simply won't make that big of a difference without a profession givingthe skill mod andadding more points to that +25....it's more to it than whether they work or not, some mods are just not needed at this time in the game for various reason but the first reason is because the game is too easy.....any elite profession can overcome a lack of def vs mods, any of the resistances and those very very rare things with some good ole knowledge of the game and a good strategy based on that knowledge.
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