Ranger Archive
Thread: Bio Enhanced Clothing and Ranger...
* The rate then drops when walking, and drops further when running.
* I don't know by how much it drops however (perhaps a percent or two)
Unless things have changed, with standing still as the baseline:
- Being prone gives +15%
- Walking is -5%
- Running is -10%
As for the clothing modifiers, I thought +25 was the maximum from any single piece of clothing. But here people are saying it is all clothing combined. Is there a way to confirm which it is?
But our numbers are a little different. From the phrasing of what we were orginally given a month or so ago, standing with +100 conceal would be 98%. Is it actually only 90% then? Running with +100 is only 80%?
- Is it +25 per item, or for all items?
- Do racial bonuses count as a part of this +25 if it is all items?
As a Bothan, it would be a bit upsetting to find out I only need +10 to max out my camouflage when I paid for a full outfit with significantly higher modifiers. Tailors in the know seem to think it is per item. Either way, it would be nice to know for when my current outfit decays into nothingness...
"From the phrasing of what we were orginally given a month or so ago, standing with +100 conceal would be 98%. Is it actually only 90% then? Running with +100 is only 80%?"
Since the ultimate maximum is 98% and it not possible to exceed that success rate in any way, it must be the case that crawling provides the 98% rate, and everything else is downhill from there. ![]()
From my analysis when the changes initially went in, even at running speed the success rate was around 92%. So I suspect the walking speed is around 95%. ![]()
"Is it +25 per item, or for all items?"
I will reiterate what I said above... The maximum +25 is over all clothes combined.
"Do racial bonuses count as a part of this +25 if it is all items?"
My belief is that Bothans only need to have +10 clothes bonus to reach the maximum for camoflauge.
- I will float the question and see if I catch response though.

The maximum benefit you can get to any one skill via bio-enhanced clothing is +25. Numbers displaying higher bonuses do not apply over +25. Racial bonuses do not count towards that maximum.
The maximum number of skills that can be modded by a single piece of clothing is 6. Most tissues modify two skills. (+Cover and +Bleeding Defense tissues are the exception.)
The bonuses in a single piece of clothing only stack if the cloth with the bio-enhancements goes into separate slots in the construction of the clothing. E.g., a large headwrap has a slot for 1 synthetic cloth panel, and then another slot for 2 factory crated,identical synthetic cloth panels. (To make crated/factory identical synthetic cloth with bio tissue, the tailor would need factory crates of the bio tissue first.) If the large headwrap was made with a single+13/+13 Injury Treatment/Wound Treatment synth cloth panel, and then 2 factory crated +13/+13 Injury Treatment/Wound Treatment synth cloth panels, the end resulting item would be a large headwrap that would say it had +25 Injury Treatment/Wound Treatment (if it hits the max value in a single item of clothing, it won't display over the max value). No other clothing worn would boost the actual applied bonuses beyond +25, regardless of what was displayed in the skills window.
There are two types of tissues: those that go into Synthetic Cloth, and those that go into Reinforced Fiberplast Panels (the 'combat' tissues). There are no items of clothing that have separate slots for RFPs, but there are several that have multiple Synthetic Cloth slots, or both RFP and Synthetic Cloth slots. So the 'combat' tissues have to be made into items of clothing that can be combined. The most common combo is a shirt and bandolier, as these can both be worn with armor. Please note: there was a period of time for about 4 days when bio-tissued cloth panels could be put into armor. That was fixed and is no longer possible. There was also a bug wherein a critical failure making synthetic cloth/reinforced fiberplast panels with a bio-enhanced tissue would then allow you to add another tissue's bonus onto it. That also no longer works. So at this point, no single item of clothing can have the max value for the 'combat' tissues unless it was made due to a bug, or unless it's had clothing attachments dropped in its sockets.
After experimenting on tissues quite a bit, I conjectured that the maximum bonus per tissue is +20 for the upgraded version of most tissues, and that would be with perfect resources. (And that's not likely to happen.) The melee/stun tissue is lower on the melee defense side, by about a factor of 1/3. I think a perfect one of those would be +5/+20. If I have exceptionally good resources, I can usually manage to get the higher-end tissues to +17 (+4/+18 on the stun/melee) and +8 if I'm lucky on the lower-end versions of the tissues. [Ed. I gave up Bio-Engineering, but this hasn't changed.]
For a list of the tissues available to Bio-Engineers, what they do and what resources are needed to make them, check out Grelgren's Datapad. To see what kinds of clothes use which kinds of cloth panels, I use SWG Tailor's Bio-Engineered Components Table.
Most popular bio tissues for clothes:
- Tensile Release (Master BE) • +Melee defense/+Stun defense • goes into RFPs
- Fear Release (Master BE) • +Intimidation/Warcry • goes into RFPs
- Scent Neutralization (Tissue Eng 4) • +Camouflage/+Mask Scent • goes into RFPs
- Mimetic Circuitry (Tissue Eng 4) • +Cover • goes into RFPs
- Active Tranquilizers (Tissue Eng 4) • +Taming Vicious Creatures/+Taming Wild Creatures • goes into Synthetic Cloth
- Active BioSensors (Tissue Eng 4) • +Injury Treatment/+Wound Treatment • goes into Synthetic Cloth
- Enhanced Myoflex Treatment (Tissue Eng 3) • +Musician Wound Healing/+Dancer Wound Healing • goes into Synthetic Cloth
- Coagulant Agents (Tissue Eng 3) • +Bleeding Defense • goes into RFPs
Almost every singleBio-Engineered item requires meat. Many need bone or hide. High Flavor, Potential Energy and Overall Quality are the stats needed for tissue engineering.
Message Edited by Echinacea on 02-27-2004 08:36 AM
Fred_Skinner wrote:
I beleave this is bugged on some people. I have crawled up to Desiesed Vrelts (CL8?) and it breaks 25% of the time. For the life of me I do not know why.
Vrelts are UBER!!!! But seriously, if i am walking around on Corelia and my camo breaks, guess what did it? Noxious or Diseased Vrelts evey time. So, I wonder if the creature is bugged and not the camo. I rarely use mask scent anymore, so I can't compare that to the camo.
I have two peaces of clothing both with +14 to camo and mask scent. I'm at lvl 4 wayfaring but not master yet and Im a Bothan. So my mask scent is 123 and camo is 128. It does make a small improvement. I noticed the bigest difference in my /conceal. It almost never breaks no since I got these clothes. And I was running around Dath and Endor with reds all over my radar, and it didn't break at all.
As for the effectivness of camo and mask scent, they work all the time. The difference is you get something like -20% when running -10% when walking, and -5% when prone. Not sure if these are the exact numbers, but that's how it tiered. They did specifiy that it is if you are prone, whether lying still or crawling it was the same. So since all of those have a minus, I'm going to assume that standing still is what you get with the full mask scent/camo score, with no penalty.
Oh yes, I have heard that there are skill enhancements for Terrain Negotiation, but I have not seen one. Nor do I know if it still works even if you go over +100 in TN, like if you were master ranger and had +15 TN. Would you have and effective +115 TN?
NRaas do you know about TN?
"like if you were master ranger and had +15 TN. Would you have and effective +115 TN?"
No idea. ![]()
- What exactly would the effect be? Faster crawling speed? Yeah.
