Shipwright Archive

Thread: Cap on CA attachments?

SpecterLeader
Tue Sep 13, 2005 3:19 am
#1

How high can one use, is 12pt the limit or how does it all fit together?


Adwar




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-H A R K E N N I E L S O N -
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-Vengeance-

"Aren't you a little small to be a Storm Trooper?"
Sar-larid
Tue Sep 13, 2005 3:52 am
#2


All artificial skill mods(clothing, attachments, etc.; other than Jedi robes) are capped at +25 total on each specific mod(2 additional experimentation points maximum, as you get one experimentation point per 10 mod points).


In addition to that, many shipwright experimentation lines(if not all, not sure on that) already have 15 points to work with at master; so it's not a matter of being a 12 point experimenter as a 17 point experimenter.







Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
Ardilis
Tue Sep 13, 2005 3:56 am
#3

For Shipwrights the experimentation points are maxed at +12 chassis experimentation, +17 engine experimentation and +17 weapon systems experimentation. So the best you can be as a shipwright is a 12/17/17 pt master shipwright.



Xjarna RSA Colonel, Master Bounty Hunter/Master Pistoleer/Alliance Ace Pilot
Vorsha Illestin RSA Colonel, Master Droid Engineer/Master Shipwright/Master Artisan/Ace Pilot(Smuggler's Alliance)
Ardilis Illestin RSA Staff Corp., Master Squad Leader/Master Doctor/Ace Pilot(Smuggler's Alliance)
SpecterLeader
Tue Sep 13, 2005 4:19 am
#4

Thanx, 2more chassis points and I am there:-)


Adwar




V____E____N____G____E____A____N____C____E
-H A R K E N N I E L S O N -
- M B H - M C M - P I S T O L E E R -
-Vengeance-

"Aren't you a little small to be a Storm Trooper?"
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