Tailor Archive
Thread: Info on bio-enhanced clothing for customers and tailors..
This was posted by another member, but it was well-put so I wanted to include it here.
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First, some things that seem to be generally accepted (please speak up if you disagree). I'll use examples wherever possible because that tends to be easier to understand. "Cloth" means either synth cloth or reinforced fiber panels (the only two things that can have enhancements added).
- Bonuses from multiple cloths in one schematic slot don't stack.
- Schematic: 1 slot, 3 identical cloths.
- Use: (3) +14 Injury/Wound Treatment cloths.
- Result: +14 Injury/Wound Treatment.
- Bonuses for the same skill in one piece of clothing don't stack.
- Schematic: 2 slots, 1 cloth per slot.
- Use: +14 Injury/Wound Treatment cloth and +13 Injury/Wound Treatment cloth.
- Result: +14 Injury/Wound Treatment.
- Bonuses for different skills in one piece of clothing do stack.
- Schematic: 2 slots, 1 cloth per slot.
- Use: +5 Injury/Wound Treatment cloth and +5 Bleading Defense.
- Result: +5 Injury/Wound Treatment and +5 Bleed Defense.
- Bonuses for the same skill in different pieces of clothing stack.
- Wear: +14 Injury/Wound Treatment pants +11 Injury/Wound Treatment shirt.
- Result: +25 Injury/Wound Treatment.
- Skills can't be enhanced by more than +25.
- Wear: +14 Injury/Wound Treatment pants +14 Injury/Wound Treatment shirt.
- Ctrl-S Shows: +28 Injury/Wound Treatment.
- True Effect: +25 Injury/Wound Treatment. - ------------------------------------------------------------------------------------------------------------------------------------
Coagulant, scent netralization, and tensile resistance to into reinforced panels, and bio-sensors an myoflex go into synth cloth.
What I have available right now and what it does....
Coagulant cloth adds to combat bleed def. Scent neutralization gives a plus to camoflage/maskscent. Tensile resistance gives a bonus to def vs stun/melee def. Active bio-sensors give abonus to injury/wound treatment.
What can I put it in? Bleed def, camo/maskscent, and def vs stun/melee can go into the following articles of clothing: (note items with stars can also have injury/wound treatment ie-be dbl moded):
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ammo bandolier -
mercenary bandolier -
multi-pocket bandolier -
rank sash -
two strap bandolier -
fighter flightsuit** -
heavy flightsuit** -
infiltration suit -
reinforced jumpsuit -
trader's flightsuit** -
transport flightsuit** -
desert command jacket** -
heavy reinforced jacket** -
spec ops duster** -
crafter pants** -
infiltrator leggings** -
padded workpants** -
paramilitary camo pants** -
reinforced pants** -
pocketed shorts** -
formfitting undershirt -
lined workshirt -
reinforced workshirt -
wookie shoulder pad
Injury/wound treatment mods and dance/music healingcan go into many shirts, pants, jackets, dresses, vests, robes, skirts, bodysuits, some headgear, and wookie items.
Items that will not take any bonus ever: Gloves, Boots, Belts, Packs, Jewelry, tactical skinsuit, revealing fleshwrap, early shirts and pants.
There have been numerous other posts here about the technical side of adding the tissues to the clothing, so I will not repeat that here.
And I believe I have nailed down another "issue" (I think this one is a bug, not an intentional design cap):
- Bonuses from stacked and unstacked cloth of the same type won't stack in the same item of clothing
- Example 1: +14 Wound/Injury Treatment (synth cloth) in one schematic slot, (2) Dance/Music Healing (identical synth cloths) in a second schematic slot.
- Result 1: Only one of the two bonuses appear in final product (Wound/Injury OR Dance/Music).
- Example 2: +14 Bleed Defense (RFP) in one schematic slot, (2) +16/+4 Stun/Melee Defense (RPFs) in a second schematic slot.
- Result 2: Again, only one or the other of the bonuses appears in the final product.
- Example 3: +14 Wound/Injury Treatment (synch cloth) in one schematic slot, (2) +16/+4 Stun/Melee Defense (RPGs) in a second schematic slot.
- Result 3: +14 Wound/Injury Treatment AND +16/+4 Stun/Melee Defense on the final product.
- It appears that the max of 3 enhanced stats on one piece of clothing does NOT exist.
- It appears that the +25 max bonus on one piece of clothing does NOT exist.
Maybe these restrictions only apply to adding skill enhancement tapes to sockets?
Maybe I misunderstood some posts I read, or remembered them incorrectly, or the original poster was mistaken.
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=15909#M15909
there you go
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- Bonuses from stacked and unstacked cloth of the same type won't stack in the same item of clothing
- Example 1: +14 Wound/Injury Treatment (synth cloth) in one schematic slot, (2) Dance/Music Healing (identical synth cloths) in a second schematic slot.
- Result 1: Only one of the two bonuses appear in final product (Wound/Injury OR Dance/Music).
- Example 2: +14 Bleed Defense (RFP) in one schematic slot, (2) +16/+4 Stun/Melee Defense (RPFs) in a second schematic slot.
- Result 2: Again, only one or the other of the bonuses appears in the final product.
- Example 3: +14 Wound/Injury Treatment (synch cloth) in one schematic slot, (2) +16/+4 Stun/Melee Defense (RPGs) in a second schematic slot.
- Result 3: +14 Wound/Injury Treatment AND +16/+4 Stun/Melee Defense on the final product.
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Not sure if, in example 2 you are saying that only one bonus from the 3 items you use, if you are this is not correct. While 2 of they same type of cloth with enhancement will not stack, you can stack RFP with synth and have both the stats appear. I have done this on multiple items. Result 2 should be (if this is what you meant, ignore -)
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- Bonuses from stacked and unstacked cloth of the same type won't stack in the same item of clothing
- Example 1: +14 Wound/Injury Treatment (synth cloth) in one schematic slot, (2) Dance/Music Healing (identical synth cloths) in a second schematic slot.
- Result 1: Only one of the two bonuses appear in final product (Wound/Injury OR Dance/Music).
- Example 2: +14 Bleed Defense (RFP) in one schematic slot, (2) +16/+4 Stun/Melee Defense (RPFs) in a second schematic slot.
- Result 2: Again, only one or the other of the bonuses appears in the final product.
- Example 3: +14 Wound/Injury Treatment (synch cloth) in one schematic slot, (2) +16/+4 Stun/Melee Defense (RPGs) in a second schematic slot.
- Result 3: +14 Wound/Injury Treatment AND +16/+4 Stun/Melee Defense on the final product.
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Not sure if, in example 2 you are saying that only one bonus from the 3 items you use, if you are this is not correct. While 2 of they same type of cloth with enhancement will not stack, you can stack RFP with synth and have both the stats appear. I have done this on multiple items. Result 2 should be (if this is what you meant, ignore -) +14 bleed def and +16/4 stun melee on resulting product. If you are not getting this, there is a trick to it. Make sure nothing is being pulling from factory crate during creation ( not clicking on factory crate to fill slot). I also ALWAYS put in the RFP last.. i have had mixed results but 100% success so far with this method.
In Example 2 I'm saying that the bonuses from only one schematic slot or the other will be shown - either the bonuses to Wound/Injury Treatment OR the bonuses to Dance/Music Healing.
Whether schematic slots call for individual or stacked RFPs / SCs doesn't matter - it's all by schematic slot.
And yep - if you have one slot that takes synth cloth(s) and nother that takes RFP(s), you can get bonuses from both in the final product.
In other words:
SC slot + SC slot = single set of bonuses.
RFP slot + RFP slot = single set of bonuses.
SC slot + RPF slot = both sets of bonuses.
We know that slots that require multiple identical SCs or RFPs are not supposed to stack the stats. What we don't know is whether or not having two slots, both taking either SCs or RFPs, in the same item, should give multiple bonuses, but based on previous dev feedback, it appears that it is supposed to, and is known not to work currently.
You're saying that you put a pair of +15 Wound/Injury Treatment enhanced synth cloths into a single schematic slot, and the resulting piece of clothing is +30 to Wound/Injury Treatment?
That doesn't match with what I've seen in game, or what other players are reporting, or a comment from the Dev on how stacking should and shouldn't work.