Tailor Archive
Thread: It's official: Bio Enhanced clothing (with the exception of medical use) will work after the patch
I should also say that I have been selling clothing with stats for a while now (while disclaiming that it will work until after the patch) and people are VERY willing to pay HUGE prices for stat clothing such as melee and stun defense, and bleeding defense.
Medical bonuses were also a huge market, bringing in huge prices with a LOT of player interest. But ofcourse all that stuff is useless.
I think that it's a blessing and a curse. On one hand, it will be boosting the business of tailors and BEs, but on the other hand, fashion won't be on the minds of most people anymore. Instead of worrying about how they'll look, many people will be concentrating on how many tissues they can cram into their outfit. This isn't necessarily a bad thing, but I thinkit would beunfortunate to see creativity taking a backseat to utility. I see orders like this one becoming common:
- Gunman's Duster (4 synthetic cloth)/Spec-Ops Duster (1 synthetic cloth, 2 reinforced fiber panels)
- Wooly Shirt/Leather Trim Shirt (6 synthetic cloth)
- Dress/Comfortable Slacks (5 synthetic cloth)
- Some sort of hat (among others, sunguards use 3 synthetic cloth and master Twi'lek headdresses use 9)
It really would be a shame if a lot of our schematics are neglected by customers simply because they don't use synthetic cloth or reinforced fiber panels as components.
I'm sorry, I meant they removed personaphene, not myoflex (which is dance and music.
My mistake.
Personaphene helps merchants if I recall. God knows they dont need any help.
I guess I should be grateful, personaphene was the least important thing to merchants. They could have nerfed advertsing and ad barking. Oh, wait... those don't work anyway.
Well, if I'm remembering correctly, the enhancer that was supposed to help merchants was for a "business acumen" skill that no longer exists. So removing something that refers to it isn't really taking out an enhancer that would help merchants. It's just removing an obsolete item.
tzakiel wrote:
Personaphene helps merchants if I recall. God knows they dont need any help.
I guess I should be grateful, personaphene was the least important thing to merchants. They could have nerfed advertsing and ad barking. Oh, wait... those don't work anyway.
From the perspective of a Bio-Engineer, what's a fair price for these tissue items, given the difficulty or lack thereof of making them, cost of ingredients, etc.?
The same time they nerfed bio-enhanced RFP in pants, they also nerfed bio-enhanced RFP in the wookiee shoulderpad, which was THE only wookiee-specific item that used RFP instead of synth.
over 70% of bioengineered tissues can only go into 2 shirtsand a few bandoliers. yeah, that makes sense.
Hope the devsget the factory stuff working.
Hope the devsdon't force us to have to use ALL bio-enhanced components in a combine in order for it to'take'(having to use up 6 synth with oh, say +10 each, and only ending up with +25 for your efforts?! ...ouch.)
HypoxicWombat wrote:
The same time they nerfed bio-enhanced RFP in pants, they also nerfed bio-enhanced RFP in the wookiee shoulderpad, which was THE only wookiee-specific item that used RFP instead of synth.
over 70% of bioengineered tissues can only go into 2 shirtsand a few bandoliers. yeah, that makes sense.
Hope the devsget the factory stuff working.
Hope the devsdon't force us to have to use ALL bio-enhanced components in a combine in order for it to'take'(having to use up 6 synth with oh, say +10 each, and only ending up with +25 for your efforts?! ...ouch.)
Reinforced items aren't nerfed - they are BROKEN - big difference. Hopefully the part where they mentioned non bonus cloth not wiping out bonuses will fix that - that's the problem. It's the recipes that have mixed types that are hosed at the moment.
As for identical cloth, I haven't heard yet - but I suspect the 25 bonus limit per item isn't going anywhere. what you want to do when the recipe calls for 6 identical pieces is use a 2 or a 3 , etc- bit cheaper to make, and a LOT easier to get ahold of ingredients. I'll be saving my good stuff for items that take single panels and throwing the junk in the factory to crank out crates of low power cloth for exactly this reason. There are two versions of every bio buff - a low one - and a high one.
God - I hope they come to their senses and don't stick in a 100 limit on factories.
Working on a website right now that might help with bio-cloth issues, but it's not done yet. Should be ready by the time the patch rolls around if not before.
I've been getting a lot of questions about enhanced clothing and animals of late, and wanted to clear up a few questions.
First, the stats do NOT currently work. This is quoted from my standard email that I send out to anyone who asks:
I do not make enhancement tapes, those are drop only items that, when they are not bugged, can be dragged and dropped in to a slotted item by anyone. What I can do is add enhancements to the cloth I make my clothing with.
These items do NOT work properly at the moment - but will soon! Word has recently come from above, that tissues made by Bioengineers will be working properly very soon.
That means that enhancements to entertainer healing, medical healing, animal taming/training, melee/stun defense, cover, bleed defense, and warcry/intimidation will be up and running soon.
Medical modifications will be changed. Medicine use is being removed because it was felt that if working properly, it was overpowering.
Mask scent is also being added to camouflage.
The next question I get, and quite often, is what can be added to what item, and how much. This is not an easy question to answer. Only certain items can be given certain stats, and some much more than others. Also, 2/3 of the items that could be enhanced cannot currently be made that way - because Bioengineers can't use factory schematics in any factory. So, keeping that in mind, here is the listing of what is working, and which stats, and how much.
(Assume approximately +8 per mod, it can be much more, but for some that is also high, so for this listing, that's a safe assumption.)
Melee/stun, cover, warcry/intimidation, bleed defense (and soon) camouflage/mask scent
Here are the clothes that can be modified and how much (watch the patch messages for BE fixes, when they go through, the bugged clothing should be modifiable):
(assume approximately +8 per mod)
1 mod: Ammo Bandolier Formfitting Undershirt Lined Workshirt Rank Sash Reinforced Work Shirt Mercenary Bandolier Multipocket Bandolier Two Strap Bandolier
__BUGGED__ Crafter's Pants Pocketed Shorts
__BUGGED__ Padded Workpants Reinforced Pants Wookie Shoulder Pad Infiltrator Leggings Paramilitary Camos
BUGGED, ENT/MED/ANIMAL ONLY__ Desert Command Jacket Heavy Reinforced Jacket Spec Ops Duster
__BUGGED__ Infiltration Suit Reinforced Jumpsuit
__BUGGED__ Fighter Flightsuit Heavy Flightsuit Trader's Flightsuit Transport Flightsuit
Music/Dance Healing (increases healing rate of the recipient)
Medical Healing (med use invalid, injury/wound working)
Animal Taming/Training (not currently working at all, not known whether or not it will work for NON CH)
1(mod): Large pocket pants, Padded jacket, Ribbed pants, Rugged jacket, Striped pants, Thin striped pants, Wooly Jacket, Belted jacket, Flex-form shirt, Longsleeve shirt, Mangy vest, Muscle shirt, Pullover, Scout jacket, Simple vest, Tight jacket, Cold weather jacket, Reinforced jacket, Swoop helmet, Fashionably pleated skirt, Decorative vest, Flared jacket, Suit jacket, Vested jacket, Suit shirt, Trim lined shirt, Flared cuff shirt
2: Weighted waist wrap (wookie), Wookie traveller's helm, Modest skirt, Pleated skirt, Desert crawlers, Hot pants, Striped slacks, Wookie battle padding, Belted skirt, Sigiled waist wrap (wookie), Two-tone formal skirt, Cloaked dress, Robe
3: Councilman's robe, Sleeveless dress, Smock, Loose dress, Decorative dress, Crested battle padding, Decorative waist wrap (wookie)
4: Wookie Sage's Hood
1, 2 ISC (ISC bugged, cloth is not): Large headwrap, Sunguard, Warm hat, Exquisite gown, Luxurious gown, Patterned slip dress, Pantaloons, Short Skirt
1, 2 IRFP (IRFP bugged, cloth is not): Desert command jacket, Heavy reinforced jacket, Spec-Ops duster
(ISC=Identical Synthetic Cloth, IRFP=Identical Reinforced Fiber Panel)
Items bugged due to factory production problems or stat overrides (fix currently in progress)
Light bustier, Small bustier, Sports bustier, Belted vest, Crested vest, Long vest, Short vest, Twi'Lek Bone Crest, Twi'Lek Lekku Wrap, Decorated skirt, Noble skirt, Refined skirt, Thin pleated skirt, Metal bikini, Revealing bikini,Pleated dress, Pilot's jacket, Reinforced pullover, Sleeveless jacket, Dress robe, Dress uniform jacket, Long formal jacket, Gunman's duster, Decorative headdress, Doctor's dress, Elegant gown, Formal gown, Lined shorts, Longsleeve gown, Slacks, Bikini leggings, Comfortable slacks, Dress slacks, Short wrap, Exotic leotard, Grand ball gown, Grand healer's robe, Low-cut top, Revealing top, Leather trim shirt, Sports wrap, Wooly shirt, Fighter flightsuit, Heavy flightsuit, Robe of honor, Trader's flightsuit, Transport flightsuit, Twi'lek Noble's crest, Grand Twi'lek headpiece, Lekku Ys'rak, Crafter's pants,
Pocketed shorts, Padded workpants, Reinforced pants, Wookie shoulder pad, Infiltrator leggings, Paramilitary camos
Wire3k wrote:
God - I hope they come to their senses and don't stick in a 100 limit on factories.
Community feedback on this one was overwhelmingly opposed to the 100 unit limit, and Holo heard it loud and clear.
Whether they'll actually do anything based on that feedback remains to be seen.
Hope the devsdon't force us to have to use ALL bio-enhanced components in a combine in order for it to'take'(having to use up 6 synth with oh, say +10 each, and only ending up with +25 for your efforts?! ...ouch.)
Well, in the notes, they stated that you can do something like:
add one +5 cloth
add a cloth with no bonus, and wind up with +5. The trouble though is of course when you make an item that requires factory components, like a Twi'lek wrap for instance. If someone wanted one of those with a bonus, and you did a factory run of synth cloth all with a +5 bonus, you may have to eat up however many (5?) just to get that +5 bonus in that item (argh!). Perhaps they are additive, but I doubt it, we'll have to see. If they aren't additive, then yea, we have a problem. It would cost an outrageous amount to put a bonus (any bonus) in some items.
Mods now go into pants.
Crafter pants included
tried it myself and the mod isnt disappearing and my stats are boosted. I am not saying Mods work, just that they dont blow up with pants anymore.
Dr, Zephyr,
My apologies if this is a bit off topic, but is there any mention of Skill tapes working in those notes as well? Would make sockets a lot more valuable.