Tailor Archive

Thread: IMPORTANT change to BE clothing!

Wire3k
Fri Nov 14, 2003 6:40 am
#14






Subcriminal wrote:

This really isn't much of a boost to be honest. Right now only clothing with synth cloth allows for you to double up and stack the tissue bonus. So this is good news for entertainers and medics who can have a +25 treatment or healing pair of hot pants or wookiee wear.


But for defense/combat tissues? Nada, not a single schematic comes to mind where reinforced panels are allowable for two different slots. So we are stuck with the +18 max (if you get some nice tissue) on any RFP garment, yet synth cloth garments can go much higher.


I've got some +24 treatment garments for sale, and I get people asking if I can do the same for +bleed, stun etc. Kind of a shame to let them know the semi-bad news.





The only bonus that's pretty impossible to hit - and that's probably by design, is melee defense. Everything else - with decent tissues - 2 garments should be able to hit the 25 cap, but the best I've ever gotten in melee is a +4 - granted the stun that goes with it is 15, 16, 17 - but at 4 - it would be pretty much impossible to hit 25 on a whole outfit.



www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
Subcriminal
Fri Nov 14, 2003 5:44 pm
#15








Wire3k wrote:


The only bonus that's pretty impossible to hit - and that's probably by design, is melee defense. Everything else - with decent tissues - 2 garments should be able to hit the 25 cap, but the best I've ever gotten in melee is a +4 - granted the stun that goes with it is 15, 16, 17 - but at 4 - it would be pretty much impossible to hit 25 on a whole outfit.






I'm sorry if I didn't make myself clear, what I meant was the new stacking BE tissue change isn't all that great because it only allows us tostack +treatment/+dance/Music healing within a single garment, I didn't mean the overal skill cap count


For example you won't be able to make any single garment with +25 bleed/stun/melee/etc. in it because no schematics call for RFP in two separate schematic slots, this is only allowed for some synth cloth garments.

Rhensis
Fri Nov 14, 2003 8:16 pm
#16

i do NOT see why this is handled this way. As it stands, some clothing can NEVER be enhanced, and other will take 2 or 3 mods from you to make the clothing have the stats of using ONE mod. can it be changed to a simpler system? add an optionalslot to EVERY clothing item for a NEW kind of component...enhanced cloth. the schema for that is the same or similar to RFP or SC, allowing for the addition of ONE BE mod. this would allow people to wear whatever items of clothing tickle their fancy and prevent us from wasting expensive mods.



--------------------------------------------------------------------------------------------------------------

Lord Rhensis : eeeeevil Master Tailor of Starsider

Favourite Sith Tailor response: ...''Pray I do not alter it any further!''

Fallsguy
Sat Nov 15, 2003 5:34 am
#17






ArthurDentOnBria wrote:
what REALLY chaps my hide about this is to give us this itty bitty little thing they screwed up the entire BE clothing system. To be honest it was working pretty darn well before this patch, now I'm having tons of problems adding tissues. I made about 6 pieces of clothing with tissues last night and only one of them retained any type of bonus at all!





If you are using factory crates -do not remove the cloths from the crate first.


Use double click on the crate to add the cloth.


I had the same thing happen to me until I read elsewhere that this was now a problem.




________________________________________

Druid Bledso
Master
DARK FORCES
Imperial Ace Pilot-Storm Squadron
Colonel Imperial Army

Page 2 of 2