Rifleman Archive

Thread: Publish 7 CAP Information

klawlegna
Sat Mar 20, 2004 1:47 am
#14

Its been discussed on the Correspondent forum. The CHEF correspondent can confirm.



--------------------------------------------------------------
Sudelaya - Rage of Carkoon
"The Villain of Kettemoor"


Gdog79
Sat Apr 10, 2004 11:47 am
#15

Can someone tell me why the correspondant forum clearly stated that skill tapes exceed you past the 125 cap when in another thread a correspondant talked to a DEV and said that skill tapes do not allow you to exceed the cap??
I would really like to know since I built a character around what the Rifleman correspondant said in this thread, when apparently it is not true



Colonel Gdog of The Imperial Army
Killing Candyass Rebels Since 6/26/03
Loot, Skill Tapes, and Sliced Weapon Vendor in MASC City on Naboo -190. 5700





XaverriJade7
Sat Apr 10, 2004 1:24 pm
#16

Thanks klawlegna!





Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
WayneInAustin
Sat Apr 10, 2004 1:45 pm
#17

Welcome Back, Kez!!


Sorry Klaw... not related to this thread... just saw Kezia's namename and wanted to say Hey! She's been away for a while...


So, Kez, send me a quick PM so we dont hijackKlaw's thread...


I'm out of town for Easter, just looking in witha relative's PC, so I'll get back to the forums next week...





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Xechran
Sat Apr 10, 2004 8:25 pm
#18

Err, heres what the BEswere toldabout skill caps:


X skill mod is given up to yamount, lets use arbitrary skills mask scent/camoflague this time:


Suppose you have a character Q-3P0 who for some reason needs to go into hiding, suppose in order to best acomplish this he picked up master ranger and has 100 total camo, he could get seas increasing this value, he could get foods increasing this value, he could get a species bonus to this value, (and more importantly to us BEs) he could get BE tissued clothing increasing this value. However, the increase is not allowed to exceed +25 over whatever he already has. It doesnt do a doctor any good to wear 6 items of +25 injury/wound treatment clothes, have +60 in seas and whatever else to boost his stat, only +25 goes in. Weve tested, this IS how the skill mods are treated.


I would assume, it would after all be logical, and maybe because of that, improbable , that the same would apply here to defense mods. They allow the skill mods to stack between profs up to the value of what did they say, +125? Then you should be able to obtain +25 beyond that IF they used the same logic doing that as they did when they capped everything else.



But whats logic got to do with it eh?





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- Benjamin Franklin

"Those who want freedom, yet are willing to sacrifice their civil liberties, deserve neither. "

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