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Thread: Guide for Skill Enhancing Attachment (SEA) use (CU facts, still testing) scroll down for discussion

Cootie
Thu Feb 12, 2004 4:47 am
#1










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



This is not the signature you are looking for...
Cootie
Tue May 17, 2005 3:47 am
#2










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



This is not the signature you are looking for...
Cootie
Tue May 17, 2005 3:54 am
#3




List of working Skill Enhancing Attachments v1.0


An asterix * denotes skill tapes that are damn good and if you find one, you're lucky!


Jedi

one-handed lightsaber accuracy

one-handed lightsaber speed *

two-handed lightsaber accuracy

two-handed lightsaber speed *

double-bladed lightsaber accuracy

double-bladed lightsaber speed *

lightsaber experimentation *

force accuracy *

force max

force regeneration rate *



Combat

general ranged accuracy

general ranged speed *

general melee accuracy

general melee speed *

melee defense

ranged defense


rifle accuracy

rifle speed

rifle defense

carbine accuracy

carbine speed

carbine defense

pistol accuracy

pistol speed

pistol defense

one-handed accuracy

one-handed speed

one-handed defense

two-handed accuracy

two-handed speed

two-handed defense

polearm accuracy

polearm speed

polearm defense

unarmed accuracy

unarmed speed

unarmed defense

unarmed damage (Warning: Probably bugged atm)




Medical


augumentation efficiency *

bio-suppresion efficiency

medical warfare efficiency




Scout and related


terrain negotiation (Warning: Probably bugged)

trapping

camouflage

creature harvesting

creature taming




Defense (Warning: Probably bugged or nonworking)


defense vs stun

defense vs intimidate

defense vs knockdown

defense vs dizzy

defense vs posture change down

defense vs posture change up


Defense (Warning: Probably working)

bleeding resistance

fire resistance

disease resistance

poison resistance




Entertainer


music mind enhancement

battle fatigue healing (music)

dance mind enhancement

battle fatigue healing (dance)



Crafting


armor assembly

armor experimentation *

armor repair

clothing assembly

clothing experimentation

clothing repair

droid assembly

droid experimentation

medicine assembly

medicine experimentation

structure assembly

structure experimentation

weapon assembly

weapon experimentation *

weapon repair


NON-WORKING MODS THAT STILL DROP

structure complexity

droid complexity

grenade experimentation

grenade assembly

Message Edited by Cootie on 05-19-2005 02:45 AM



This is not the signature you are looking for...
ShannonKnight
Tue May 17, 2005 3:54 am
#4

Great guide!
Thanks, that was exactly what I was looking for.



_______________________________
Colonel Elalk Obesa
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes. That way I wouldn't have to have any goddamn stupid useless conversations with anybody. If anybody wanted to tell me something they'd have to write it on a piece of paper and shove it over to me. They'd get bored as hell doing that after a while, and then I'd be through with having conversations for the rest of my life."


"I don't suffer from insanity, I am enjoying it."


Cootie
Tue May 17, 2005 3:55 am
#5




Keep in mind that this will probably change. There are lots of hotfixes being pushed live every day now.

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



This is not the signature you are looking for...
Klinsek
Tue May 17, 2005 4:07 am
#6

Awesome post. Nice work.




Klin-sek Clydiarc - Crimson Six

1000110101111001101001110111011101101100
1111111000011100010110010000101111111001
0111100111000001010100100001100000110000
1010010000010001000011100010100001100010
1111010101100010010100110111000010110011
0001000011011001101000101101110101001011
1110011100100000010110000111110101011111
1111101011111010100010110100100011101110
Earland
Tue May 17, 2005 4:09 am
#7

Great guide, but one thing though... you might want to test actual speeds with timestamps to see if your speed of your attacks change over the +25 that you say is not capped because crafting experimentation is DEFINATELY still capped at +25. The reason I know this is because you can only get 12 experimentation points from it... and before you say that they just capped the experimentation points, they did not because a human artisan (base of +15 from human) can get 14 experimentation points. So the cap on experimentation tapes is still there even though it pretends thereare higher numbers... you might want to test out combat as well even though it shows the DPS raising... it might actually do nothing like the experimentation.



Nri Talani
Cootie
Tue May 17, 2005 4:11 am
#8


I'll clarify that in the original post. This has been extensively tested.


Experimental is capped.


Combat is NOT capped. You can have +100 speed and your DPS will still increase further if you go to +110. Thats very easy to test, do it yourself Just look at your weapon's DPS as you wear +speed items (borrow them from guildmates or whatever).


Thanks for making me clear that up.

Message Edited by Cootie on 05-17-2005 04:15 AM



This is not the signature you are looking for...
Earland
Tue May 17, 2005 4:18 am
#9

What I meant is that the DPS might be like the crafter's experimentation bonus listed in the Skills screen... it keeps going up, but it does nothing. Have you actually tested what type of speed difference you actually get while firing?



Nri Talani
Cootie
Tue May 17, 2005 4:25 am
#10

When you get below 2.0 speed, testing gets hard, its hard to distinguish a gun firing at 1.3 from one firing at 1.4 cause the combat spam window doesnt give you the hundredths of a second count. So one has to sum damage over lets say 60 seconds and find out the average, thats what I did.


The testing was done with a novice swordsman (2000), Iwent up (in steps) to +41 speed from SEA, and his real average damage output (from the combat spam window) was increasing in correspondence to the weapon examine window DPS number. Couldnt get more tapes to test further atm, but +41 is definitely higher than +25 where one could possibly expect a stop in the damage output increase.


Any parallel tests are most welcome, please post your findings.



This is not the signature you are looking for...
Jackdurdan2000
Tue May 17, 2005 4:51 am
#11

Awesome Dude great post



Dragco Zenox

Master Smuggler/Master Bounty Hunter
Rebel ("Krenal")
Have u Snuggled your Smuggler today? br>
"Smuggler revamp when Jedi stop complaining"

FoW
www.fowswgguild.tk
cahn-a-licious
Tue May 17, 2005 5:32 am
#12

now if we could get a list of the npc's that drop such things it would help those that devote time to loot hunting.



Keed-Jedi
Cahn-not
I am a SOE customer. Now, if they would only treat me like one...
i used to be 4 accts out of 450k active accts
then 2 accts out of 250k
then 1 out of 200k
now 0 of 175k as of dec 25th....
i am a soe shareholder and do know how many active accts there are.
-VtS-Maddix
Tue May 17, 2005 5:36 am
#13

#2 - Items can have upto 4 sockets, not 3

#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.



-----

Ne'la Hi'had - Master Armoursmith, Master Merchant
[VtS]Armour located at -1800 5385 in Neo-Rome, Naboo

R.I.S. Certified
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