Game Guides Archive

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

Thunderheart
Fri Feb 27, 2004 7:22 pm
#1



Players new and old have questions about how skill mods and skill enhancing attachments work. Presented here is a guide to get players started. It starts with understanding the basics of skill mods, how they work and how they should be accounted for, then covers how skill tapes and armor attachments works and ends with a look at crafting enhanced items.


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This Friday Feature is a bonus since I’ve been gone for a few days. I hope you like it!Feel free to post any additional questions and I’ll update it next week.



Friday Feature Bonus: Understanding Skill Modifiers, Attachments and Enhancements



You can find the Friday Feature Index here, and today’s Friday Feature Nym’s Scavenger Hunt here.




Kurt "Thunderheart" Stangl
Community Relations Manager
Thornstar
Fri Feb 27, 2004 7:28 pm
#2

nice
RageGods
Fri Feb 27, 2004 7:33 pm
#3


Thanks

Great Feature




ARC - All Accounts Canceled - 04/20/05
This game has no longer became fun for me. I do not see it ever getting better. Goodbye Tempest and Eclipse. Salute SiN Guild.
Vigeant
Fri Feb 27, 2004 7:42 pm
#4

does that mean that the SEA insertion bugs are gonna be fixed soon ?


cause what is written on that paper is totally different that how it works today.





Vigeant
Master Armorsmith
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SWG Beta Paying still cancelled.
scruftydog
Fri Feb 27, 2004 7:43 pm
#5

Funny how the Friday Feature doesnt mention all the bugs in the skill tapes.




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AudioOrgana
Fri Feb 27, 2004 7:58 pm
#6






scruftydog wrote:

Funny how the Friday Feature doesnt mention all the bugs in the skill tapes.







My thought exactly.


I deal in a lot of SEA's, and I'd say 1/3 of them "poof" when used (yes, even on clothing with no prior mods and plenty of open sockets), and lately a lot of "-1 Pistol Accuracy" SEA's have been showing up, or attachments with no mods at all.


And that's just the tip of the ice berg.


Although I don't care for the "Friday Feature" style of documentation (even though they are archived on the message board, the documentation needs to be added to the actual manual and in-game guides), it was nice to have something official about SEA's - if they actually worked as intended it would be great.


Audio

KaernLegorah
Fri Feb 27, 2004 8:02 pm
#7

TH, on the topic of skill mods, if you've got a moment, could you take a look at this:

http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=38901


There's one in every combat profession's forum, so there's a diverse amount of opinions on it.



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
Arkenor
Fri Feb 27, 2004 8:08 pm
#8

Sorry Thunderheart, but half of what you say about attachmentsin this feature is untrue. Spawn yourself a bag of attachments and some bio-engineered clothes for good measure, and try the following:


1. Using an attachment with more than one bonus. Only the highest will work.


2. Using an attachment if the clothing already has that bonus. The attachment will be consumed with no effect, unless the attchment has other bonuses, in which case the next highest will stick.


3. Backpacks have sockets, but they cannot be used.


I am a bit upset you weren't aware of any of this. someone folowing your guidelines would stand an excellent chance of losing their attachments.





Alrevolis Vosteo, Master Politician, Mayor of Pax Imperia - I do nuance.
Zandabar Vosteo, Master Weaponsmith,Merchant, and Shipwright
Vosteo Industries, Corellia -4875, 2147 - Quality weapons, ships, and loot.


Shop Smart - Shop Pax!

MoridinTheSick
Fri Feb 27, 2004 8:12 pm
#9


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?




*edit*



oh looks like every other person has posted the same question as me



Message Edited by MoridinTheSick on 02-27-2004 07:13 PM

Borsig
Fri Feb 27, 2004 8:14 pm
#10

the REAL facts on SEAs:


Inserting an item of the same type that is already in a piece of clothing will causr that item to dissaper.

EXAMPLE : I have a shirt with Rifle accuracy +5. I loot a skill tape with rifle accuracy +4. I insert into the shirt, it dissapears.


I loot an SEA with rifle accuracy +4 and rifle speed +4. Only rifle accuracy +4 sticks, because the values are the same and accuracy is listed first.


I loot an SEA with Rifle Accuracy +5, RIfle speed +6. Only rifle speed +6 sticks because it is the greater value.



Borsig Rhinemetall / Useless combination of unproductive skills.

Scarl Nightrunner/ Master Rifleman Master CM.

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Arkenor
Fri Feb 27, 2004 8:15 pm
#11

Also, in the final section, you state that using a Kraytpart in the construction of composite armour will give it a skill mod. Are you quite certain thats the case?



Alrevolis Vosteo, Master Politician, Mayor of Pax Imperia - I do nuance.
Zandabar Vosteo, Master Weaponsmith,Merchant, and Shipwright
Vosteo Industries, Corellia -4875, 2147 - Quality weapons, ships, and loot.


Shop Smart - Shop Pax!

Arkenor
Fri Feb 27, 2004 8:23 pm
#12

Weaponsmiths can also craft weapon enhancements such as scopes and grips, but those items are Power-Ups and work differently.

Power-ups are made by artisans.



Alrevolis Vosteo, Master Politician, Mayor of Pax Imperia - I do nuance.
Zandabar Vosteo, Master Weaponsmith,Merchant, and Shipwright
Vosteo Industries, Corellia -4875, 2147 - Quality weapons, ships, and loot.


Shop Smart - Shop Pax!

Oldy
Fri Feb 27, 2004 8:36 pm
#13

Uhm yeah better rename that guide to: how to waste your precious sea's guidelines lol.


Alrevolis said it all already in his post big difference between how it's supposed to work and how its working on live atm.






Oldy

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