Tailor Archive
Thread: Ultimate combat suit
OK, so you can get different bonuses working together on a single piece of clothing provided it has separate slots for tailors to place the components in
So for instance if a particular coat needs : one reinforced fiberplastl, one synthetic cloth and 2 factory-identical synth cloths it can hold 3 bonuses
About the best the BEs are getting is +18/+4 on a single tissue
So here's a possible suit for an unarmoured character like a TKA Master:
Formfitting undershirt: 1 RF -
Mercenary bandolier: 1 RF -
Reinforced pants: 1RF, 2 identical SC
Warm hat: 1 SC + 2 identical SC
Rugged jacket: 1 SC
and maybe a couple more:
Desert crawlers: are these shoes?
various waist wraps: are these belts? wookie only?
So without the ones I am not sure about that gives 7 slots
The good combat bonus tissues (with very high bonues from a really good craft) are:
Tensile resistance: +18 stun defence, +4 melee defence
Fear release: +18 intimidation, +18 warcry (Master Brawlers)
Coagulent agents: +18 bleed defence
Each skill is capped at +25
So with 7 slots we can get
Non-Master Brawlers: +25 bleed defence, +25 stun defence, +20 melee defence
Master Brawlers: +25 intimidation, +25 warcry, +25 bleed defence, +25 stun defence, +12 melee defence
With people with scout, medical or CH skills using macros to throw on clothes with those bonuses when they want to use them - so a TKA/doctor could have a +25 med hat and simply hit the hotkey for that hat when using his Medical skills and put his combat hat back on after
So questions:
Can we devise an outfit with more than 7 slots?
What would look good?
I like the direction this thread is going![]()
very good insight BristaAB
the only snag i see is that i don't think you can do a +25 hat for the medical use...
other than that, i may try this out for myself tonight and see what i can do with it =)
Undershirt - RFP
Any of several types of shirts - SC or RFP
Any of a few types of pants or shorts - SC and RFP
Any bandolier - RFP
Any of a couple or few types of hats - SC
A Desert Command Jacket, Heavy Reinforced Jacket, or Spec-Ops Duster - SC & RFP
You can't stack SC and CS or RFP and RFP in the same item (currently - appears to be slated for a future fix).
This would mean that you can get (assuming you want more RFP than SC, and choose your shirt accordingly) 3 SC bonuses, and 5 RFP bonuses.
Don't forget that if multiple synth cloth slots are ever straightened out toproperly stack bonuses of different types, then the high-level twi'lek headgear wins out by far (3 SC in 3 slots for a total of 9). Once again, those darn twi'leks have the rest of us beat!
And don't forget some gloves, boots, and belt just for the extra sockets. You can never have too many sockets.
YetiIronfist wrote:
I believe the max is 8 slots:
Undershirt - RFP
Any of several types of shirts - SC or RFP
Any of a few types of pants or shorts - SC and RFP
Any bandolier - RFP
Any of a couple or few types of hats - SC
A Desert Command Jacket, Heavy Reinforced Jacket, or Spec-Ops Duster - SC & RFP
You can't stack SC and CS or RFP and RFP in the same item (currently - appears to be slated for a future fix).
This would mean that you can get (assuming you want more RFP than SC, and choose your shirt accordingly) 3 SC bonuses, and 5 RFP bonuses.
this math doesn't seem to work..
you can't wear a shirt over top of a form-fitting shirt can you?
actually... best i can tell unless you're adding medic to things, there are only 4 pieces that can be modified and worn at the same time that hold RFP
shirt (form-fitting)
pants (reinforced or camo)
bandolier
jacket
am i missing anything?
currently i'm making myself an outfit like that
using 2 tensile resist and 2 coagulate for +30 bleed def, +30 stun def, +8 melee def
i can't think of what i could do differently to max those without going all one or the other which wouldn't make sense except for the melee defense
ok, i've hijacked this thread for my own! but this one will fit along with the topic exactly...
i made myself a very nice combat suit...
all 4 pieces have +15 stun/+4 melee in it
camo pants
form fitting shirt
mercenary bandolier
heavy reinf jacket (had to add2 +16 injury/+15 wound synth cloths to get the stun/melee to stick)
wearing that with my ubese boots and gloves
during my field test on this, i decided to try and take a mountain dewback by myself with nothing but my vibroknucklers (i have unarmed 4, working towards TK novice)
i managed to get myself jumped by all 5 that were out of the lair, and the sad thing is, i lasted longer in this outfit than i did in my full composite under similar conditions.
it seemed like i was hitting faster in this than i did in my armor, and the +16 to melee defense defintely helped. i escaped 2 incapacitations with 3 bf and 1 wound in each of 4 of my stats. it wasn't until i died and realized i wasn't cloned nearby that i took massive wounds, and even then it was significantly less than normal. normally i've taken about 150 to each HAM bar, this time i only took 100 to health and action, and 70 to mind. i'm guessing this has to do with the fact that my secondary stats were considerably higher since i didn't have the high encumberance of my armor...
either way, this is a most welcome fix and i can't wait to see what happens when they fix it some more....
Thanks for the feedback
Yeti, you list an undershirt, a shirt and a jacket. I thought the max was undershirt plus shirt or jacket. Could someone with access to a good stock of clothes check for us please?
Songe, yes I'm assuming that the research suggesting total skills are capped at +25 is valid. It might not be but it was pretty thorough and no one has done any other research successfully to indicate it is not valid.
Gaia, you're right, a +25 hat isn't possible. But with macros a one button equip healing clothes; heal; equip combat clothes is possible which is a perfectly valid alternative
I was reading one of ArthurDent's posts on the BE forums and he mentioned that not all tissues will go in all slots - in fact only the 2 myoflex tissues, and the 2 biosensor ones go in synthetic cloth (thanks Arthur!)
So I think we're looking at:
Undershirt - RFP - Tensile Resistance
Any of several types of shirts - SC or RFP - Tensile Resistance
Any of a few types of pants or shorts - SC and RFP - Bleed defence (or Brawler skills), Med skills
Any bandolier - RFP - Bleed defence (or Brawler skills)
Any of a couple or few types of hats - SC - Med skills
A Desert Command Jacket, Heavy Reinforced Jacket, or Spec-Ops Duster - SC & RFP - Tensile Resistance and a spare slot - med skills if you don't believe the +25 assumption or entertainment skills if desired
Now taking a perhaps unrealistic assumption that +18/+4 is possible on the ultimate suit that gives:
Stun defence +54
Melee defence +12
Bleeding defence +36 (or Warcry and Intimidation +36 each)
Injury treatment & wound treatment + 54
Now it's likely that the effective cap is +25 and this suit is theoretical rather than something anyone's managed to do yet
If you don't fill all schematic slots for RFP(s) and SC(s) with new BE enhanced items, then you run up against a few bugs. After a lot of posts on here, people seem to have nailed down the following work around (this seems more (only?) necessary when using SC and RFP made prior to the patch):
1) Remove all of your crated items into your inventory FIRST. Do not double click in the crafting window to add them directly to the schematic slots.
2) Add your enhanced cloths last.
I'll double check the undershirt, over shirt, duster/jacket combo tonight (I think I'll be on tonight).
"Non-Master Brawlers: +25 bleed defence, +25 stun defence, +20 melee defence
Master Brawlers: +25 intimidation, +25 warcry, +25 bleed defence, +25 stun defence, +12 melee defence"
Does this mean that intimidate/warcry enhancements won't help non-master brawlers???
Nyah Prentiss
after a bit more experimenting tonight...
heavy reinf jacket (and desert command would be the same) can only take RFP mods as long as you also add a synth cloth mod. if you add a blank synth cloth, you get no bonuses, unless there's some secret as to the order of items added to the schematic.