Tailor Archive
Thread: Guide To Bio Clothing NEW (Long)
"On to a question. I have two Active Biosensors which still read +13 to 3 skills - injury treatment, medicine use and another medical one. The medicine use is no longer available on post-patch biosensors so these are gold dust.
I want to make sure I get the most out of them. As I understand it if one tissue goes into two separate pieces of clothing the bonuses will stack and I'll get +25 to 3 skills. Is that correct?"
You'll get +25 to two skills (injury and wound healing). Medicine use never worked, and was removed completely from the game. It doesn't matter if you have some pre-patch bio-sensors or not, it still won't work.
"" Ri'a Ocoli"" Master Tailor, Kettemoor
"" Fine Attire by Ri'a is 1km north of Keren at 1190, 3770
"" .. my door is always open, stop by any time!
You can learn what the tissues do by looking at the skills page in game. Goto the bio-engineer skills and click on one of the tissues boxes. It will show what tissues they can make. If you hover your cursor overthe name of the tissue, it will show a description that tells what it does. It tells whether it is for chefs or tailors with a description of the bonus it gives.
I was able to use this to put in an order to a BE in game. I was able to get the actual names of the tissues without having to search for it on somebody's web site.
Hello all, I bought a crate of coagulent agents which apply a +15 to bleeding defense on reinforced fiber panels and crafted an entire suit with them,4 pieces in total. Here's the suit:
Heavy reinforced jacket
Form fitting undershirt
Paramilitary camos
Ammo bandolier
Each piece had +15 to bleeding defense. After puting them all on I checked my skill mods and I had +60 to bleeding defense! I had a friend shoot me with the pisoleer body shot 2 and when the bleed hit me it only did 75 dmg. I'm a trandoshan so I regenerate pretty quick anyway so I was able to totally regen my health before the bleed hit me again. My friend freaked out! So the buffs will stack if you wear different pieces of clothes. I'm gonna test out the melee defense enhancements next to see what kind of defense it gives me but I am very excited about this. With +60 bleeding defense those pesky riflemen will never be able to kill you with mind bleed ever again!
Sytem
Master Tailor and Master Merchant
Guild Master of the Crafting Cooperative
Bria Galaxy
The max skill mod is +25 - it shows more in your skill screen, but you are only getting +25. They really should fix that (along with a lot of other things).
"" Ri'a Ocoli"" Master Tailor, Kettemoor
"" Fine Attire by Ri'a is 1km north of Keren at 1190, 3770
"" .. my door is always open, stop by any time!
In this thread there are some good testing #'s:
http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=15762
And a quote from the person who did the testing:
"Because +30 in Active Biosensors gave very similar results to +60, and because the experimental data fits the hypnothesis, I conclude that there is indeed a +25 cap on the amount that a given skill can benefit from BE Tissues. The fact that higher bonuses appear on the Skill Mods window is a misleading display bug and should be fixed."
"" Ri'a Ocoli"" Master Tailor, Kettemoor
"" Fine Attire by Ri'a is 1km north of Keren at 1190, 3770
"" .. my door is always open, stop by any time!
Has anyone made more testings about the 'cap'? I can hardly say to my customers that they don't stack over 25 because one person on another server knows someone who did a test and concluded it doesn't stack ![]()
In any case, it does stack in the stats sheet so I tend to believe that it's supposed to stack. I would be curious to hear from the developpers about that issue.
Redsand189 wrote:
I have made several differend +17 components. I would be interested to hear if anybody has made higher
Actually I have made everything with +17's but I the quality of resources required is EXTREMLY hard to obtain, I actually wrote this for my server and didn't want to get people thinking +17 was the only thing to buy. Pratically a good BE should be able to churn out +15's consistantly, but +17 are going to be hard and rare.