Tailor Archive

Thread: Big Patch 2 Report

Thrahl
Sun Oct 05, 2003 11:41 am
#79

So am I reading this right...


Tailor/Armoursmith combo is finally a viable option?

BradBradley
Mon Oct 06, 2003 5:13 am
#80

Vandessa, I'm looking for a clarification before I update my web page?


Let's say that I make a Gunman's Duster (in white, of course) with four factory-identical synthetic cloth components made with +2 Passive Biosensors. All four of those cloths go into the same ingredient slot, of course.


Is the resulting duster +2 to the medical skills, or +8?


Let's say that I make an Exotic Leotard using +3 myoflex-enhanced synthetic cloth? There are two slots for a total of five of them. Is the resulting leotard +6, or +15?




- - - - - - - - - -
Brad Bradley, Master Tailor/Novice Musician, Rori/Kettemoor
Azyre
Mon Oct 06, 2003 5:32 am
#81

WOW three colors, that is a nice surprise, thank you Vandessa


Bridget
Wanderhome

Vandessa
Mon Oct 06, 2003 7:05 am
#82






BradBradley wrote:

Let's say that I make a Gunman's Duster (in white, of course) with four factory-identical synthetic cloth components made with +2 Passive Biosensors. All four of those cloths go into the same ingredient slot, of course.


Is the resulting duster +2 to the medical skills, or +8?



The result wil be +2


Let's say that I make an Exotic Leotard using +3 myoflex-enhanced synthetic cloth? There are two slots for a total of five of them. Is the resulting leotard +6, or +15?



The result will still be +3
However if you use +2 Biosensors and +3 Myoflex you will get +3 Myoflex

Aparently the LAST cloth with stats that is added to the item is the stats that will actualy apply correctly. But I'm still not 100% sure on this aspect because on the Crtl-S window, it shows that you will have both +2 to medical stuff and +3 to dance healing.




I will admit that when it comes to statistical testing, I'm not the brightestflower in the world. Its hard for me to tell myself, but I'm starting to get results from field testing now. Numbers make my head hurt lol. I have a lengthy comentary from the developer in charge about this issue. Just waiting for clearance from Q-3PO now to post it.



* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

Wire3k
Mon Oct 06, 2003 7:53 am
#83

I did notice on live while checking out the new formula weights that it appears the reinforced panel mods are now listed as higher slot numbers, not sure if it was that way before or not - never paid much attention to that part, but I THINK that's a change - just can't swear to it.


I know for sure the formula weights were streamlined (Excellent thing) and those changes are already live - I just redid my spreadsheets.





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Jedorin
Mon Oct 06, 2003 7:56 am
#84

Vandessa, you see the slider on factory schematics going up to 1000 units?


Just asking for clarification because the patch notes indicate they "fixed" it at 100. Or do they mean that 100 is just the default value and you can still create a schematic for 1-1000 items?




Jedorin Auj <OZ>
Order of Z Malls:
Toxic Tavern, Sanctuary, Dantooine -2660 5150
Theed, Naboo -5370 3420

Jedorin
Mon Oct 06, 2003 8:27 am
#85

Hmm, maybe a typo in the patch notes then. Very cool if it is!!


I assume I could create one for say 500 items then, great!




Jedorin Auj <OZ>
Order of Z Malls:
Toxic Tavern, Sanctuary, Dantooine -2660 5150
Theed, Naboo -5370 3420

Themble
Mon Oct 06, 2003 9:16 am
#86

You have been able to type and extra 0 in for a while. They were going to fix that and keep the limit at 100, but recieved a ton of input (screams) from people on the boards, and raised it to 1000 officially.




Rei' Master Bio-Engineer/CH (Blue Skulls)

can != should

The combat system will be 'balanced' when NPC's and PC's have the same HAM.
Suboshi
Mon Oct 06, 2003 9:06 pm
#87

I just wanted to say thank you for the hard work you are putting in, Vandessa. As a near master BE working with a Master Tailor, we're both very interested in how the tissues interact with the tailoring schematics. Unfortunately our bio-engineer correspondent has been busy of late, so we have not seen anything from him since noting that the patch was on test... however, your posts are extremely informative in this regard.


I hope Q gives you the go-ahead to post your conversation soon!


And moreover, I hope its good news! The biggest thing I'm worried about is the sheer dificulty in making these tissues versus the gain... for those tailor schematics that require identical synth cloth, if we have to make 4 identical tissues for those cloths and only one of them is used in the entire outfit, well, I think the rage will be heard throughout the land.


In any case, thanks again, and keep up the great posts!




#~~~~~#~~~~~#~~~~~#~~~~~#~~~~~#~~~~~#~~~~~#
Tarrissh -- Lowca -- Rifleman, Commando, and Wookie Explorer Extraordinaire &
Sasya Irobe -- Lowca -- Master Weaponsmith, Master Tailor, Master Artisan, and Merchant &
Jamisia Shido -- Test Center -- Fledgling Brawler, Fencer, Master Image Designer

MOJO - Galactic Spies of Mystery (based in Mojovia, Dantooine, Lowca)

HypoxicWombat
Tue Oct 07, 2003 1:52 am
#88

Great stuff, Vandessa.


Good to hear what the latest quirks are with bio-enhanced cloth, although not good to hear that they're not stacking at all, and still having problems with multiple types of BE cloth used in a single piece of clothing. Those things need to be sorted out... =/


Someone posted in another thread that the BE adds are also not stacking over different items of clothing (ie, having +4 shirt and +2 pants only gives +4, not +6)


... is this true, and is this also happening with Skill Enhancement Items? (ie, +3 polearm in gloves, +2 polearm in belt, but only see +3 rather than +5) ?





Aicyr
First Master Tailor of Flurry
(-355, -5652) and (-411, -5652)
just south of Coronet, Corellia

Krenn_
Tue Oct 07, 2003 3:04 am
#89






Vandessa wrote:





MadmaxSC wrote:
For color choices are we talking about the metal choices that are displayed under metallic colors here? http://www.aubereanjourney.com/catalog (on the OOC: About Colors link)?


Yes

Here is the list as I know of it so far for armor whatever palette I list, its the same as the tailor's, he does have all the colors I do for that set:


Composite: Metallic


Padded: Complete Colorset


Ubese: Basic Leather and Extended Leather palettes

Tantel: Will find out tonight

Chittin: Will find out tonight


Mabari: Metallic and Complete Colorset

Bone: Will Find out Tonight







First of all, big thanks to Vandessa! Your info on the upcoming patch has been superb...


Second, I was able to make some Mabari on a live server with Master Tailor/Novice Armorsmith, and I noticed the complete colorset is only available on the chest and gloves pieces. I was only able to craft them when not at a crafting station, of course, so they were pretty low quality, but make perfect clothing for vendors - those of you who have Hiring IV or know someone that does, it's definitely worthwhile. Also, the hat, I believe, has the basic leather colorset, not metallic. But boots/pants are metallic.


The one I'd like to see better color selection on is the Ubese Pants. Those things are just plain ugly.

Vandessa
Tue Oct 07, 2003 7:57 am
#90

Okay here is what I've learned from the BE Developer:


He has first off stated this:



"Using different stat modifying components in different slots is kinda bugged, but will be fairly difficult to fix so might take a while. Using multiple of the same components in a single slot works exactly as designed. These bonuses are not supposed to be multiplied by the number of components used, you only get the bonus once. This is the way it works for all crafting."


Then goes on to say this in a later post:



"Vandessa, I just read through some of your threads on the Tailor forums and there's one thing that should help you guys out.


The stats reported on the final product are the actual bonuses you should be receiving.The only caveat to that being if you don't have the Skill box needed to use the bonus then it won't count. For example getting a +10 to creature taming such that you skill is listed at (0/10) would not give you the ability to tame animals without the Creature Handler Novice box.


Let me know if you find any Tissue bonuses that are being reported but don't seem to be working."


...


Okay so yeah he used Taming as an example (mutters about milk) but other than that it is some additional confirmation and information about this whole "Tissue Issue" (Hah! I rhymed!)


Digest, enjoy, lay more questions on at will!




* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

Suboshi
Tue Oct 07, 2003 8:10 am
#91

Thanks again, Vandessa!


I hate to put this on you... I really, really do, but I think we're all worried about the issues remaining with tissues. Our BE correspondent, while a terrific guy, has not exactly been forthcoming of late, so what I was wondering is if you could ask the BE Dev about the ingredients. As you're undoubtedly aware, even with tissues *somewhat* working we are as of right now going to be severely limited in what we can make. Anything that requires milk or mollusks is flat out impossible, and anything that requires fish may be fine for low end tailoring schematics that do not require identical components, but for those that require, say, 4 identical synth panels or identical reinforced fiberplast, you're talking possibly as much as 75 fish to be used for one item (15 fish as an example in one tissue, x 4 tissues, + 15 for the schematic itself to match them all up). That's possible, but will be so expensive it'll make weaponsmiths look cheap.


Keep up the great communications!




#~~~~~#~~~~~#~~~~~#~~~~~#~~~~~#~~~~~#~~~~~#
Tarrissh -- Lowca -- Rifleman, Commando, and Wookie Explorer Extraordinaire &
Sasya Irobe -- Lowca -- Master Weaponsmith, Master Tailor, Master Artisan, and Merchant &
Jamisia Shido -- Test Center -- Fledgling Brawler, Fencer, Master Image Designer

MOJO - Galactic Spies of Mystery (based in Mojovia, Dantooine, Lowca)

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