Tailor Archive

Thread: BE Tissue enhanced clothing details some questions

YetiIronfist
Sun Oct 12, 2003 8:59 am
#1

First, some things that seem to be generally accepted (please speak up if you disagree). I'll use examples wherever possible because that tends to be easier to understand. "Cloth" means either synth cloth or reinforced fiber panels (the only two things that can have enhancements added).

  • Bonuses from multiple cloths in one schematic slot don't stack.
    - Schematic: 1 slot, 3 identical cloths.
    - Use: (3) +14 Injury/Wound Treatment cloths.
    - Result: +14 Injury/Wound Treatment.

  • Bonuses for the same skill in one piece of clothing don't stack.
    - Schematic: 2 slots, 1 cloth per slot.
    - Use: +14 Injury/Wound Treatment cloth and +13 Injury/Wound Treatment cloth.
    - Result: +14 Injury/Wound Treatment.

  • Bonuses for different skills in one piece of clothing do stack.
    - Schematic: 2 slots, 1 cloth per slot.
    - Use: +5 Injury/Wound Treatment cloth and +5 Bleading Defense.
    - Result: +5 Injury/Wound Treatment and +5 Bleed Defense.

  • A single piece of clothing can only increase up to 3 skills.
    - Schematic: 2 slots, 1 cloth per slot.
    - Use: +5 Injury/Wound Treatment cloth and +5 Dance/Musician Wound Healing
    - Result: +5 Injury/Wound Treatment and +5 Dance Wound Healing (4th skill lost).
    - Question: Does it show right on the piece of clothing that there are only 3 skill mods? Or does it show 4 and one doesn't work?

  • Bonuses for the same skill in different pieces of clothing stack.
    - Wear: +14 Injury/Wound Treatment pants +11 Injury/Wound Treatment shirt.
    - Result: +25 Injury/Wound Treatment.

  • Skills can't be enhanced by more than +25.
    - Wear: +14 Injury/Wound Treatment pants +14 Injury/Wound Treatment shirt.
    - Ctrl-S Shows: +28 Injury/Wound Treatment.
    - True Effect: +25 Injury/Wound Treatment.


And finally for the one I'm not clear on:
  • A single piece of clothing can't give more than +25 total to skills.
    - Simple Example: +15 Cover, +15 Bleeding Defense = +15 Cover, +10 Bleed Defense
    - Question 1: Does this show that it is capped when /examining the clothing? On your skill screen? Or only in final effect?
    - Tougher Example: +14 Injury/Wound Treatment clothing is very common.
    - Question 2: This already exceeds 25! WHen looking at the clothing it shows those as two different skill entries at +14 each. Do the bonuses that come from a single schematic slot act differently? Is the +25 total per piece of clothing limit only applied for multiple schematic slots?


Please let me know if any of this is incorrect, or if you can shed light on any of the questions! Thank you

If this list is deemed useful, I can update and repost it.
AnitaSWG
Sun Oct 12, 2003 9:23 am
#2




YetiIronfist wrote:

  • A single piece of clothing can only increase up to 3 skills. - Schematic: 2 slots, 1 cloth per slot. - Use: +5 Injury/Wound Treatment cloth and +5 Dance/Musician Wound Healing - Result: +5 Injury/Wound Treatment and +5 Dance Wound Healing (4th skill lost). - Question: Does it show right on the piece of clothing that there are only 3 skill mods? Or does it show 4 and one doesn't work?






I must have missed this if it's been mentioned elsewhere. Today I made a test pair of pocketed shorts that show Camouflage +1, Injury Treatment +2, Wound Treatment +2, and Mask Scent +2. Will all those mods not 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!




:+: In Good Taste ~ Keren/Naboo ~ 1180, 3720 :+:
Ri'a Ocoli ~ *Cancelled*
Saori Eiwaki ~ *Cancelled*
Jaira Zelona ~ *Cancelled*

YetiIronfist
Sun Oct 12, 2003 4:10 pm
#3

Not sure AnitaSWG. I read a post saying that you couldn't have more than 3 bonuses on one item.

But right now I'm finding it very hard to determine intentional caps because I think a lot of the problems are due to bugs.

We (me on a BE, wife on a tailor - both master) did some testing today. Couldn't get multiple bonuses to work...

Warm Hats with (2) Wound/Injury Treatment synth cloths in one slot and (1) Dance/Music Healing synth cloths in the other slot - only get the Wound/Injury Treatment bonuses.

The bonuses were high - +16 or +17, so I repeated the above with intentionally cruddy BE enhancers so that even adding the bonuses to all 4 skills together, it was under 25 (in case that cap exists), and the same thing happened: +6 Wound Treatment, +6 Injury Treatment, no sign of Dancing or Musician Healing.

It's frustrating playing guinea pig for SOE because they can't seem to do anything right the first or second times. Maybe a couple patches from now this will work better. Although I'm sure they'll still never give us real information about how things are supposed to work.
Songe
Sun Oct 12, 2003 4:48 pm
#4

Yes to my experience if you put medicine and entertainment tissues in one clothes you will only get one of the two. But you can make anything with one RFP and one SC enhancement.



------

Novice Lekku Stomper
Yokatsu
Mon Oct 13, 2003 2:09 am
#5

Clothing that uses RFP and SC can have up to four skill mods. While I haven't experimented with all tissues, I have been able to produce reinforced pants, paramilitary camo pants, infiltrator leggings, spec-ops duster, and reinforced jackets that have the following mods each:


+4 Melee Defense


+18 Stun Defense


+17 Injury Treatment


+17 Wound Treatment.



The +25 mod-per-item cap appears to be incorrect, or to only apply to the healing mods.


YetiIronfist
Mon Oct 13, 2003 6:40 am
#6

My wife and I did some more testing last night. Sorry - it looks like a couple of my original points based on things I read on these forums, were incorrect. The follow up posts do appear to be correct. It is my guess that clothes that use a single synch cloth as well as a stack of identical ones in a separate slot SHOULD allow you to add two different bonuses (same for RFPs / IRFPs), but currently can't due to a bug.

Here's an addendum to my list:

  • Bonuses from stacked and unstacked cloth of the same type won't stack in the same item of clothing.
    - Example 1: +14 Wound/Injury Treatment (SC) in one schematic slot, (2) Dance/Music Healing (ISCs) in a second schematic slot.
    - Result 1: Only one of the two bonuses appear in final product (Wound/Injury OR Dance/Music).
    - Example 2: +14 Bleed Defense (RFP) in one schematic slot, (2) +16/+4 Stun/Melee Defense (IRPFs) in a second schematic slot.
    - Result 2: Again, only one or the other of the bonuses appears in the final product.
    - Example 3: +14 Wound/Injury Treatment (SC) in one schematic slot, (2) +16/+4 Stun/Melee Defense (IRFPs) in a second schematic slot.
    - Result 3: +14 Wound/Injury Treatment AND +16/+4 Stun/Melee Defense on the final product.


- It appears that the max of 3 enhanced stats on one piece of clothing does NOT exist.
- It appears that the +25 max bonus on one piece of clothing does NOT exist.

Maybe these restrictions only apply to adding skill enhancement tapes to sockets?
Maybe I misunderstood some posts I read, or remembered them incorrectly, or the original poster was mistaken.
YukonSam
Mon Oct 13, 2003 6:47 am
#7

Stacked, unstacked, doesn't matter. The bonuses on the last component you put in overwrite the bonuses on all other components of the same type in the garment. This is a new bug introduced by the patch, and as such needs to be addressed along with all the other patch bugs.
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