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Thread: Guide for Skill Enhancing Attachment (SEA) use (CU facts, still testing) scroll down for discussion
Mini guide for Skill Enhancing Attachments usage - post CU facts,v1.0
1. Skill Enhancing Attachments (SEA) still drop
You can find Clothing Attachments (CA) and Armor attachments (AA). CA can be inserted into clothing (tailor items). AA can be inserted into armor (armorsmith items).
2. Items can have up to4 sockets.
This means an item can handle FOUR skill modifiers, and NOTfour different SEA, read below for explanation.
3. SEA can have 1, 2, or 3 mods on them.
Example: useful skill +4 CA. (clothing attachment with 1 mod)
Example: useful skill +5, useful skill +9, useful skill +1 AA (armor attachment with 3 mods)
4. All skills from a SEA will stick to your clothing/armor, each skill mod taking ONE socket!
Beware!
Example: After sticking a rifle speed +5, rifle defense +8 AA into your empty composite chestplate with 3 sockets, you will end up with this item:
Composite chestplate, rifle speed +5, rifle defense +8, 1 empty socket.
As you can see, sometimes the “all mods stick” rule can be good for you. In the example above, you get 2 cool skills from 1 attachment.
This, however, can be also a bad thing.
Example: After sticking a rifle speed +5, carbine speed +1 AA into your empty composite chestplate with 3 sockets, you'll end up with this item:
Composite chestplate, rifle speed +5, carbine speed +1, 1 empty socket.
A clear waste of 1 socket, who wants carbine speed +1??!
5. How to get only the skill mods you like from an attachment?
That’s simple. If there are not enough free sockets in an armor/clothing item, only the highest mods will stick. Order in which the mods are listed matters only when the mods have the same number value. When mods have the same value, only the mods listed first stick. Mods are always listed in alphabetical order.
Example: Droid Assembly +2, Rifle defense +1, Two-Handed Lightsaber Speed +12 CA.
Problem: How to get only the lightsaber speed to stick?
Solution: prepare clothing item with only 1 socket left, i.e.: Gloves, Force Accuracy +10, Force power max +5, 1 empty socket. Insert attachment, only highest mod will stick into the 1 free socket. Other two crappy mods will not stick, leaving you with cool jedi Gloves, Force Accuracy +10, Force power max +5, Two-Handed Lightsaber Speed +12 no empty sockets.
Example: Armor experimentation +5, Carbine defense +9, Tracking droids +11 CA
Problem: How to get only the armor experimentation to stick?
Solution: Sorry, that’s impossible. Get a clothing item with 3 empty sockets, all three mods will stick, you’ll get an item with working armor experimentation +5 and two other mods your armorsmith will never use and zero empty sockets.
Example: Armor assembly +12, Armor experimentation +8, Carbine Speed +8 CA
Problem: I only want the armorsmith skills to stick.
Solution: simple. Prepare a clothing item with 2 sockets left, i.e. get gloves and stick armor repair +3 into them. Then insert attachment in question. Now you end up with cool armorsmith gloves that have armor assembly +3, armor repair +12, armor experimentation +8.
EDIT: Please note that in the examples above I used a 3 socket clothing. This method works the same for 4 sockets or 2 sockets, of course ![]()
6. Stupid things you can do to ruin your day:
Example: Insert two mods for the same skill into the same item. The lower mod will just go to waste. You will also loose 1 empty socket gaining nothing on the item.
Example: Forget how many free sockets your item has and cry when your third-in-order skill mod on the attachment gets cut away cause there aren’t any sockets left for it to go into.
Example: Attempt to combine skills you cant use, like rifle defense and ranged defense when you're wielding a carbine.
Example: Stick Lightsaber Experimentation +10 to clothes your Jedi uses for PvE. Unless you apply an anti-decay kit, the items will degrade fast and you'll loose the experimentation. Keep experimentation clothes in guild halls or private houses. Do not fight while wearing experimentation clothes!!!
7. Final notes: Things people often misunderstand about post CU attachments.
Statement 1: Post CU, only working skill attachments drop. FALSE.
Some broken mods were taken out of the game, several broken mods still drop, like grenade assembly, grenade experimentation, droid complexity, structure complexity...
Statement 2: Bleeding, disease, poison resistance mods are broken post CU. FALSE.
They still work, you just don’t get them from your skill template, they were all moved into abilities, i.e. a jedi has a bleeding defense icon, when he pushes it, he gets +80 bleeding resistance for 40 seconds, or something like that.
Statement 3: Defense vs dizzy, vs stun, vs knockdown, vs intimidate, vs posture change down mods are broken and should be discarded. UNSURE. Defense stacking still works, although those skills are not listed in you skill templates because you don’t get them anymore from boxes, they were too powerful and made some classes very unbalanced. If you don’t believe me, use /respec to quickly gain Master Swordsman/Master Brawler and see that at this skill level you get a set of bonus skills: defense vs dizzy +10, defense vs intimidate +10, defense vs stun +10. Theoretically, its still possible to equip your JEDI with defense vs knockdown +100, but you’ll definitely need a lot of good tapes.
EDIT: see discussion for updates to the testing on this
Statement 4: Unarmed damage is broken post CU. Discard unarmed damage tapes. UNSURE.
EDIT: see discussion for updates to the testing on this. If this proves true, novice TKA will deal same damage as Master TKA with +345 unarmed damage. Ridiculous, but hey... see discussion.
Statement 5: Skills are still capped. UNSURE. On the weapon you have equipped, see the damage per second (DPS) rating. Use skill attachments and apply weapon speed +100 to yourself. Despite the diminished return formula, you’ll see your DPS skyrocket. Most noticeable on high end damage weapons. At +65 rifle speed my master rifleman/master doctor solos any and every krayt (including grand krayts) before they can even get close to him.
EDIT: Experimental and assembly crafting skills are capped at +25, same as before the Combat Upgrade. No way to test crafting Repair skills, but I am convinced they are capped as well at +25.I cannot get combat skill mods to make any difference at all today, see discussion.
Statement 6: There is no point in making a Doctor or Combat Medic suit anymore. FALSE. Doctor and Combat Medic skill mods drop now as AA and CA. You can decorate your armor with them, thats 9 pieces total, thats a lot! Augumentation efficiency is the UBER skill. See the difference in health/speed/accuracy buffs you apply. Even +25 augumentation efficiency bonus makes hell of a difference now. Someone test it for +100 and let me know how big is the speed boost. Also, see the havoc a Combat Medic can raise while being pumped up on Medical Warfare and Bio-suppresion skills.
8. Best skill mods to have post CU and other tips:
Jedi: Lightsaber speed, Lightsaber accuracy, Force Power regeneration rate, Lightsaber experimentation, Force power max and of course Force Accuracy, Choke being the best DOT in game.
Crafting templates: assembly, experimentation and repair tapes, same as pre-CU.
Combat professions: General ranged/melee speed/accuracy, and your template skills, i.e. for rifleman, Rifle Speed, Rifle Defense, Rifle Accuracy. You can safely stick General Ranged Speed on the same item you have Rifle Speed.
And of course, general resistance and defense vs tapes, as well as melee/ranged defense.
If you’re wearing a melee defense +16 ranged defense +16 BE shirt, don’t take novice scout for terrain negotiation, that’s a waste of 15 skill points. Buy a terrain negotiation AA or CA (yes, it now comes in AA as well) and stick it into your boots or gloves. You need about +15 terrain negotiation to defeat even the worst hills in good speed.
9. Disclaimer: This is a work in progress.
If the code changes after a patch, I’ll update the guide. If you get the info first, post below and I’ll edit the note. If you have found any other cool tips, please post them below. Thanks.
Message Edited by Cootie on 05-19-2005 02:43 AM
Mini guide for Skill Enhancing Attachments usage - post CU facts,v1.0
1. Skill Enhancing Attachments (SEA) still drop
You can find Clothing Attachments (CA) and Armor attachments (AA). CA can be inserted into clothing (tailor items). AA can be inserted into armor (armorsmith items).
2. Items can have up to4 sockets.
This means an item can handle FOUR skill modifiers, and NOTfour different SEA, read below for explanation.
3. SEA can have 1, 2, or 3 mods on them.
Example: useful skill +4 CA. (clothing attachment with 1 mod)
Example: useful skill +5, useful skill +9, useful skill +1 AA (armor attachment with 3 mods)
4. All skills from a SEA will stick to your clothing/armor, each skill mod taking ONE socket!
Beware!
Example: After sticking a rifle speed +5, rifle defense +8 AA into your empty composite chestplate with 3 sockets, you will end up with this item:
Composite chestplate, rifle speed +5, rifle defense +8, 1 empty socket.
As you can see, sometimes the “all mods stick” rule can be good for you. In the example above, you get 2 cool skills from 1 attachment.
This, however, can be also a bad thing.
Example: After sticking a rifle speed +5, carbine speed +1 AA into your empty composite chestplate with 3 sockets, you'll end up with this item:
Composite chestplate, rifle speed +5, carbine speed +1, 1 empty socket.
A clear waste of 1 socket, who wants carbine speed +1??!
5. How to get only the skill mods you like from an attachment?
That’s simple. If there are not enough free sockets in an armor/clothing item, only the highest mods will stick. Order in which the mods are listed matters only when the mods have the same number value. When mods have the same value, only the mods listed first stick. Mods are always listed in alphabetical order.
Example: Droid Assembly +2, Rifle defense +1, Two-Handed Lightsaber Speed +12 CA.
Problem: How to get only the lightsaber speed to stick?
Solution: prepare clothing item with only 1 socket left, i.e.: Gloves, Force Accuracy +10, Force power max +5, 1 empty socket. Insert attachment, only highest mod will stick into the 1 free socket. Other two crappy mods will not stick, leaving you with cool jedi Gloves, Force Accuracy +10, Force power max +5, Two-Handed Lightsaber Speed +12 no empty sockets.
Example: Armor experimentation +5, Carbine defense +9, Tracking droids +11 CA
Problem: How to get only the armor experimentation to stick?
Solution: Sorry, that’s impossible. Get a clothing item with 3 empty sockets, all three mods will stick, you’ll get an item with working armor experimentation +5 and two other mods your armorsmith will never use and zero empty sockets.
Example: Armor assembly +12, Armor experimentation +8, Carbine Speed +8 CA
Problem: I only want the armorsmith skills to stick.
Solution: simple. Prepare a clothing item with 2 sockets left, i.e. get gloves and stick armor repair +3 into them. Then insert attachment in question. Now you end up with cool armorsmith gloves that have armor assembly +3, armor repair +12, armor experimentation +8.
EDIT: Please note that in the examples above I used a 3 socket clothing. This method works the same for 4 sockets or 2 sockets, of course ![]()
6. Stupid things you can do to ruin your day:
Example: Insert two mods for the same skill into the same item. The lower mod will just go to waste. You will also loose 1 empty socket gaining nothing on the item.
Example: Forget how many free sockets your item has and cry when your third-in-order skill mod on the attachment gets cut away cause there aren’t any sockets left for it to go into.
Example: Attempt to combine skills you cant use, like rifle defense and ranged defense when you're wielding a carbine.
Example: Stick Lightsaber Experimentation +10 to clothes your Jedi uses for PvE. Unless you apply an anti-decay kit, the items will degrade fast and you'll loose the experimentation. Keep experimentation clothes in guild halls or private houses. Do not fight while wearing experimentation clothes!!!
7. Final notes: Things people often misunderstand about post CU attachments.
Statement 1: Post CU, only working skill attachments drop. FALSE.
Some broken mods were taken out of the game, several broken mods still drop, like grenade assembly, grenade experimentation, droid complexity, structure complexity...
Statement 2: Bleeding, disease, poison resistance mods are broken post CU. FALSE.
They still work, you just don’t get them from your skill template, they were all moved into abilities, i.e. a jedi has a bleeding defense icon, when he pushes it, he gets +80 bleeding resistance for 40 seconds, or something like that.
Statement 3: Defense vs dizzy, vs stun, vs knockdown, vs intimidate, vs posture change down mods are broken and should be discarded. UNSURE. Defense stacking still works, although those skills are not listed in you skill templates because you don’t get them anymore from boxes, they were too powerful and made some classes very unbalanced. If you don’t believe me, use /respec to quickly gain Master Swordsman/Master Brawler and see that at this skill level you get a set of bonus skills: defense vs dizzy +10, defense vs intimidate +10, defense vs stun +10. Theoretically, its still possible to equip your JEDI with defense vs knockdown +100, but you’ll definitely need a lot of good tapes.
EDIT: see discussion for updates to the testing on this
Statement 4: Unarmed damage is broken post CU. Discard unarmed damage tapes. UNSURE.
EDIT: see discussion for updates to the testing on this. If this proves true, novice TKA will deal same damage as Master TKA with +345 unarmed damage. Ridiculous, but hey... see discussion.
Statement 5: Skills are still capped. UNSURE. On the weapon you have equipped, see the damage per second (DPS) rating. Use skill attachments and apply weapon speed +100 to yourself. Despite the diminished return formula, you’ll see your DPS skyrocket. Most noticeable on high end damage weapons. At +65 rifle speed my master rifleman/master doctor solos any and every krayt (including grand krayts) before they can even get close to him.
EDIT: Experimental and assembly crafting skills are capped at +25, same as before the Combat Upgrade. No way to test crafting Repair skills, but I am convinced they are capped as well at +25.I cannot get combat skill mods to make any difference at all today, see discussion.
Statement 6: There is no point in making a Doctor or Combat Medic suit anymore. FALSE. Doctor and Combat Medic skill mods drop now as AA and CA. You can decorate your armor with them, thats 9 pieces total, thats a lot! Augumentation efficiency is the UBER skill. See the difference in health/speed/accuracy buffs you apply. Even +25 augumentation efficiency bonus makes hell of a difference now. Someone test it for +100 and let me know how big is the speed boost. Also, see the havoc a Combat Medic can raise while being pumped up on Medical Warfare and Bio-suppresion skills.
8. Best skill mods to have post CU and other tips:
Jedi: Lightsaber speed, Lightsaber accuracy, Force Power regeneration rate, Lightsaber experimentation, Force power max and of course Force Accuracy, Choke being the best DOT in game.
Crafting templates: assembly, experimentation and repair tapes, same as pre-CU.
Combat professions: General ranged/melee speed/accuracy, and your template skills, i.e. for rifleman, Rifle Speed, Rifle Defense, Rifle Accuracy. You can safely stick General Ranged Speed on the same item you have Rifle Speed.
And of course, general resistance and defense vs tapes, as well as melee/ranged defense.
If you’re wearing a melee defense +16 ranged defense +16 BE shirt, don’t take novice scout for terrain negotiation, that’s a waste of 15 skill points. Buy a terrain negotiation AA or CA (yes, it now comes in AA as well) and stick it into your boots or gloves. You need about +15 terrain negotiation to defeat even the worst hills in good speed.
9. Disclaimer: This is a work in progress.
If the code changes after a patch, I’ll update the guide. If you get the info first, post below and I’ll edit the note. If you have found any other cool tips, please post them below. Thanks.
Message Edited by Cootie on 05-19-2005 02:43 AM
Message Edited by Cootie on 05-19-2005 02:45 AM
Thanks, that was exactly what I was looking for.
EDIT: oh, if I forgot to mention it, feel free to copy/paste/mail this guide to whoever needs it.
Message Edited by Cootie on 05-17-2005 03:56 AM
Message Edited by Cootie on 05-17-2005 04:15 AM
#7.3 - Not saying this is totally incorrect however....
"If you don’t believe me, use /respec to quickly gain Master Swordsman/Master Brawler and see that at this skill level you get a set of bonus skills: defense vs dizzy +10, defense vs intimidate +10, defense vs stun +10"
I am Master Swordsman, Master Pikeman and Master Brawler and the only 'Def vs' mod I have is Defence vs Blind +15 (not from any attachment), so it looks like your theory might be correct, but its not totally accurate.