Items And Loot Archive

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

Frogmorton76
Wed Jul 20, 2005 7:43 pm
#53






xavier1937 wrote:

are any attachments working after pub 20? my speed +25 doesn't affect my modified anymore. it stays the same with or without armor with attachment in it.







There's currently a bug with pub 20 where the information on modified speeds from SEA's aren't showing up when examining the weapon (although the ctrl-c screen was updating the proper speed). I tossed two General Melee Speed CAs into clothing last night nothing changed when viewing my weapon, I logged for a bit and when I came back the updated speed was showing, but if I unequip the clothing it doesnt update again.


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WarrbaccaGorath
Wed Aug 03, 2005 10:59 pm
#54




Cootie wrote:




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.





Not always.

Anyone tested which sticks when they are not listed alphabetically?





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BreaTaryn
Thu Aug 04, 2005 7:54 am
#55

Ok, so there is a +25 Speed Cap. My question is, can I get +50 speed, with the extra +25 actually increasing my speed, by combining SEAs for One Hand Weapon Speed and General Melee Speed? I have assumed yes, and have been buying up Melee Speed SEAs... but will it make a difference?




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ljay
Thu Aug 04, 2005 1:26 pm
#56

As Mast CM i had placed a +25 bio-suppression efficiency AA onto a pair of boots


My de-buffs etc.. still seemed to have about the same stick rate, but seemed to use less mind


I have now aquired a chestplate which also has +25 bio-suppression efficiency on it.


The +50 shows on my character skills (as expected)


De-buffs seem to stick at the same rate as with no SEA's and with just the +25


but mind cost seems to be even lower with +50


This was not definitive testing, just my impression


I'll try and test this properly in next day or two and post the results


nimmitz
Sun Aug 07, 2005 6:18 am
#57


First of all, to see a difference on the DPS if u have +25 or +50 with SEAs u have to log off and on again if not the game doesnt refresh ur boards for some reason.


In second place, i think that SEAs like "weapon accur" work over the cap (+25) but u can see the diff only if u have a really great stack of SEAs (+50 or higher). As deuterium-pyro shows it for example (+200 ranged accur) u make more damages and u lower ur "misses" if ur opponent has great defenses (tested vs a jedi with Force aura activated).





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Uthyr
Sun Aug 14, 2005 1:20 pm
#58


This is a great guide that I have bookmarked and refer to periodically. However, I just noticed the following contradictorygroup headerin the list of working attachments (in the second post in this thread):


Defense (Warning: Probably working)


I assume that this was meant to read "Warning: Probably NOT working," otherwise it wouldn't have been a warning. Can anybody confirm this?




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Mandrain
Tue Sep 27, 2005 7:23 am
#59

up



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Albaa
Tue Sep 27, 2005 8:24 am
#60






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!!!





I thought that even if the clothes go down to 0 condition the mods will still work



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Shender
Tue Sep 27, 2005 9:27 am
#61



Cootie wrote:

If the defense vs stun and defense vs intimidation and defense vs all else has been hard code removed from the game, why the hell then:

1) my master swordsman, master brawler, medic 4040 has in his skill tree defense vs dizzy +10, defense vs intimidation +10, defense vs stun +10?

2) why does defense vs stuff attachments still drop?

3) why does that master up there in the notes see defense vs blind +15 in his char?

4) One more thing: such thing as polearm damage +1 never added to the numbers on your ctrl+s screen. I just stuck a defense vs dizzy +1 on my bracer and the ctrl+s value for this skill went up to 11. Thus the game HAS to recognize the name and value of this skill, otherwise how the computer would know where to add the +1? it wasnt able to add the polearm damage, cause yes, that skill was removed.

I think thats quite enough hard data for the existence of these skills.

I'm looking into the DPS thing now, cause I want to know for my own benefit. Dev's have claimed multiple things, including the statement that NS bicep isnt supposed to drop from Nightsisters because noone ever coded it that way and its a bug (yeah, right, the Aliens coded it, or the Nightsisters themselves).






Are you sure it's in the skill trees? If you're a Zabrak, you get those mods. Rodians and Ithorians also get some innnate vs. stuff.



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Keldar99
Wed Sep 28, 2005 1:51 pm
#62


Correct me if I'm wrong, but I don't see the artisan mods listed...



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Auraboron
Wed Sep 28, 2005 4:24 pm
#63


Nice guide.



Looking forward to seeing the results of more testing.


Seems to be a lot of conflicting information flying around.











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HardwiredXMan
Sat Oct 01, 2005 2:57 pm
#64






Cootie wrote:











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.






I'm willing to bet that the reason these mods showed is because the person was a zabrak. zabrak's get all 3 of these mods as species bonuses. They have nothing to do with being a master swordsman and master brawler. Species bonuses to my knowledge have not been changed and so some species that have def vs mods will still have those skill mods in their character sheet regardless of profession.


LordRetep
Sun Oct 02, 2005 5:46 am
#65






Cootie wrote:




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!




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



Missing the Artisan exp/assembly ones here. Otherwize great job




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