Tailor Archive

Thread: New tailor question :)

Mariia
Tue Aug 09, 2005 10:05 am
#1

Hello everyone.

I am very brand new. To the game, and to tailoring. I have played the game now for going on four days.

I have been reading the forums to see what I can learn.

My problem is there are so manyacronyms.

For example, the resources youuse to creat your end product has certain acronyms.

ER CR CE DR FL HR MA PE OQ UT

What does these mean? I know PE is potential Energy. So ok I know that. But what does the number mean?

Whats good whats not?

I do read asiabrothers.com to try and see what is higher in number but confused as to what exactly is what.

Is there a guied like swg for dummies?

hehe.

Thank you!

Chramoki ~`~<@


Ani_cul
Tue Aug 09, 2005 10:09 am
#2





ER Entangle Resistance


MA Malleability


CR Cold Resistance


OQ Overall Quality


CD Conductivity


SR Shock Resistance


DR Decay Resistance


UT Unit Toughness


FL Flavor


PE Potential Energy


HR Heat Resistance




that is the basic what is what

now for the numbers


the higher the number {1 - 1000} the stat is the better it is for the schematic which calls for that particular resource stat.

when you look at the schematics you will see a break down f how much each stat {like conductivity} will affect the over all end product stats.

The higher the % in description the more it relys on that stat.


This is for all general crafting except Tailoring, currently we do not rely on any stat of any form, so you do not have to seek out high # stats to craft clothing.

Message Edited by Ani_cul on 08-09-2005 12:16 PM



stop looking at me
Oreet
Tue Aug 09, 2005 10:13 am
#3



ER - ?

CR - ?

CE - ?

DR - Decay Resistance

FL - Flavor

HR - ?

MA - Malleability

PE - Potential Energy

OQ - Overall Quality

UT - Unit Toughness

SR - Shock Resistance

CD - Conductivity



There's some of the stats.


basically every resource has stats. the higher the numbers, the better.


certain items require certain stats on the resources.


As a Tailor, we don't care about resource stats, as they don't effect clothing.


Weaponsmiths only care about Shock Resistance (SR) for most of their Melee weapons, and Overall Quality (OQ) and Conductivity (CD) for Ranged weapons.


Armorsmiths generally need too OQ, SR, and MA.


Chefs need good OQ, PE, and FL generally


Artisans, when crafting vehicles, only care about Shock Resistance




basically, during the crafting stages, on the right hand side, while you're adding ingredients, it will tell you what % the selected resources are, and the higher that number the better.


you're best bet, is to find the forum for each specific crafting prof you are interested in, and read their stickied threads at the top, as there should be some sort of guide about what kinds of resources you should be looking for.


but as i said, Tailors can use the lowest quality or the highest quality resources around, and still end up with the same product. so if you've got some REALLY amazing resource, with lots of stats in the 900's, you might want to either use it for something other than clothing, or sell it to some other crafter, and use that money to buy lower quality stuff for clothing.


hope some of that helps you


good luck, and welcome to Star Wars Galaxies (SWG)
Mariia
Tue Aug 09, 2005 10:14 am
#4

Thank you for that information! What does the numbers mean that goes with those?

for example I know that with say avain meat a pe is good if it is say 900 vs 300. So what would good number be for tailoring and what of those acronyms go with tailoring?


Thank you again!

Mariia
Tue Aug 09, 2005 10:18 am
#5

oops Oreet I didn't see your post. I think I was typing my last one up. Thank you so much for the information.


I was sorta wondering how to know what types of BE affects what professions. So if I wanted to market to a certain class of character I could make just their clothing looking for BE to affect just them?


why does my questions sound dumb to me.hehe


Thank again


Chramoki ~`~<@



Oreet
Tue Aug 09, 2005 10:18 am
#6






Mariia wrote:

Thank you for that information! What does the numbers mean that goes with those?

for example I know that with say avain meat a pe is good if it is say 900 vs 300. So what would good number be for tailoring and what of those acronyms go with tailoring?


Thank you again!







check out my post.


Tailors don't need to worry about Stat numbers at all for clothing.


if you used Wooly hide that had all stats at 1, or all stats a 999, the clothing item would turn out EXACTLY the same.



and that, is one of the most appealing qualities of Tailoring to me. i don't need to stockpile the best of the best resources in order to compete.


Ani_cul
Tue Aug 09, 2005 10:20 am
#7

BE craft tissues themselves, Tailor then craft the tissue in cloths {SC-synthetic cloth, or RFP reinforced fiberplast panels} to be crafted into clothing


There is nothing during the Tailoring process which affects the stats of the tissue a BE makes. That is all done by the BE during creation.





stop looking at me
Oreet
Tue Aug 09, 2005 10:22 am
#8

Ah, BE clothing, that's a big thing now since it just got fixed.



Melee/Ranged Defense - This applies to everyone.


Terrain Negotiation/Unarmed Damage - The Terrain Negotiation applies to everyone, and allows you to climb hills faster. The unarmed damage should apply to anyone, and should boost the amount of damage you do when fighting without any weapon in hand, or with a Teras Kasi weapon.


Healing Efficiency - This should only effect Medics, Doctors, and Combat Medics (but this may also effect Jedi with healing abilities, as well as anyone using Stim Packs). i'm not 100% clear how this one works.




as of right now, these are really the only 3 BE tissues i've been dealing with, so i actually don't even know what other tissues there are out there, other than the Surveying one and the Dancer/Musician one, and neither of these currently work.
srekor
Tue Aug 09, 2005 10:56 am
#9

what level tailor do u have to be to apply b.e. components to clothes


i was crafting last night and i had a b.e. in inventory, had the slot in the schematic but when it list the things


from my inventory i could use the b.e. component wasn't one of them. i am just starting and i am 0101 right now


is that why







-Srekor -

Master Artisan 3Master Architect4Tailor
VENDOR (3421 -3642) Mos Eisley



Oreet
Tue Aug 09, 2005 11:04 am
#10

Which BE tissue type was it?


Certain BE tissues go inside of Synthetic Cloth, and certain ones go inside Reinforced Fiber Panels.


Most tissues you will sell, such as the Melee/Ranged Defense and Healing Efficiency, go into Reinforced Fiber Panels. So you would need whichever Tailor box lets you craft those (i'm not sure which one that is).



Bascially, you take the Tissue created by a Bio-Engineer, and put it into either a Synthetic Cloth or Reinforced Fiber Panel (RFP), and then you put either the Synth Cloth or RFP into a article of clothing. only some clothing items take Synthetic Cloth, and even less take Reinforced Fiber Panels.


hope that helps.
srekor
Tue Aug 09, 2005 11:05 am
#11

ok yea the comp. was for mask scent




-Srekor -

Master Artisan 3Master Architect4Tailor
VENDOR (3421 -3642) Mos Eisley



Oreet
Tue Aug 09, 2005 11:10 am
#12






srekor wrote:
ok yea the comp. was for mask scent





if i'm not mistaken, that will go in a Reinforced Fiber Panel. so once you can make that Tailor Component, and once you can make a clothing item that accepts Reinforced Fiber Panels, than you can make a garment with that BE mod.
srekor
Tue Aug 09, 2005 11:11 am
#13

thanks alot really appreciate the help





-Srekor -

Master Artisan 3Master Architect4Tailor
VENDOR (3421 -3642) Mos Eisley



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