Tailor Archive
Thread: Bio-Engineered clothing
One question that wasn't covered...if a piece of clothing decays to a condition of 0/1000 or whatever...if it's at 0 condition, will enhancements in the clothing cease to work?
Thanks in advance!
Forgive my ignorance.
Maybe my math is off here.
I just took my first factory run of Reinforced Fiberplast Panels out of my factory. They are the camo/mask scent variety, and the numbers are +14/+14.
So my first craft was a Spec-Ops Duster, seeing how I can do the nifty camo look and I thought being that it requires 2 identical Reinforced Panels, I would end up with a +28/+28 bonus. I am aware that the cap is +25.
What I ended up with was a standard bonus of +14/+14 to camo and maskscent.
Is it not stacking because my BE made them too good?
I searched the guides and all that, and I cannot make sense of it. These tissues aren't the kind I want to waste, so if anyone can help me out I would be very grateful.
If someone knows of a better site than the one people already listed simply post it. If I am to learn for myself the hard way, don't hesitate to tell me that too.
Don't flame me! I figured it out.
Things that require 2 identical items, like the Spec-Ops Duster, which need 2 identical items from a crate, the bonsus will NOT STACK.
Makes no sense, but, we are sadists and we play this game.
Hooray!
Romkill: For pricing, each server is different and it is always best to check the trade forum for your server. There are also many many threads going back a page or two that offer helpful guides to what others have charged for theirs. Newer servers have prices at a lower range, with high end stats outrageously priced due to short supply. On older servers, the player base, population and supply of ready cash make for a market where a +25 medical shirt is rather easy to find. Krayt weapons are everywhere and all the pvp characters are running in full 90% composite, loaded with skill tapes. It really depends on the server and the market.
Fuseblown: Currently clothing that decays to 0/1000 or even negative values is wearable, and the skilltapes and bio-tissue work fine. This is a bug and will be addressed. When? No idea. Maybe never, maybe tomorrow. Clothing is the only stuff that suffers from this, and it is likely due to code implementation. Before the item-decay on death, clothing did not decay normally. armour did, so the code was tested in all conditions. Death only added more decay. Clothing was immortal (in essence) and with item-decay on death, it did remove condition, but is considered immortal, so condition really doesn't matter to it. When they fix things, you should expect your 0/x condition clothing to either be reset to working condition (unlikely) or crumble to dust (also unlikely), or set to 1/1 condition like items that fail a repair (my best guess)
I don't know about your server, but most of my guild and the guild that shares our city have been getting a number of bio-modded clothes from my tailor-wife.
Both combatants buying melee/stun defense, to CH's buying taming enhancement and camo/mask scent, in addition to the injury/wound treatment. In fact, Dance healing and bleed are almost never asked for in her shop.
So, don't be so sure that the guy in the armoe next to you isn't wearing a cozy bio enhanced undershirt to add a bit of extra Protection.