Tailor Archive
Thread: Jame'thiel's CU testing
Message Edited by RandDarkstar on 04-20-2005 08:24 PM
Remember - the only clothes that are affected by this is jackets/vests/robes, hats, and pants/skirts.
Shirts and bandoliers are unaffected. These comprise half of the RFP capable slots; Jackets and Pants make up the other half. From a combat side of things, the real purchasers of clothing never cared much for jackets because they wore armour in that slot. Pants - they liked those, because of the armour exploit of 4-item wear. if you had boots on, any damage done to the leg or foot area went to the boots, so you never had to armour your legs, as long as you did NOT wear a skirt.
We will be doing more business with Leather Trim Shirts, as they have 2 synth slots and can take a double shot of entertainer, medical and taming tissues. This still means a max of +25 mod per item, but they stack in multiple items.... That's a nice plus, if it is intended and not a bug.
Items of note:
- +4 melee defense is absurdly low, considering that you can achieve over 300 melee defense in certain templates, but stun renders you incapable of doing ANYTHING. you can't stand, recover, move, run, attack, nothing.... Expect the +4 melee/+17 stun tissues to remain hot sellers. (unclear if the current mod does anything for stun, as there is a stun recovery skill now)
- "Bleed Defense" is the new black. Everyone is going to want this. It is a low-end attack form, and does a very good amount of damage, because it reduces that regen rate, which is currently all-important now. You can get a decent +17 or +18 easily enough per tissue, and bleed defense is fairly low, so a +36 bleed defense looks very nice in a pair of items.
- Cover. Well, I KNOW deep down to my toeses that this is getting a heavy nerf... but for now, cover is an on/off skill. Having a bonus to cover may/may not work, but if it does, these will not be in your vendors for longer than 30 minutes. Stock up on mollusks to pay your BE friend for these tissues. Get them in LARGE orders too. Note: the cover skill seems to be broken, though I tested this with one of the riflemen alpha team, and found that when he wore a +38 suit of clothes (bandolier, shirt, pants of +16 each) the cover skill could not cause a crash. We tested it over and over and found it worked perfectly. *ouch to me*
- Maskscent is a great ability for scouts and artisans. Load up. We can't wear armour, but we can wear a kickload of maskscent clothing. I have 2000 scout skill just for the quick march across rugged terrain, and to be able to milk those ebil pikets (they mutter bad things about me) - Load up on these to avoid the red dots everyone.
- Forget taming tissues. For a CH to bother going out into the wilderness in anything less than full armour is silly. There are so many red dots that they have to assume alot of combat, and that means big time loss. Placed in a shirt is great, but look for more maskscent or bleed defense customers.
- Medical tissues (broken) are going to go entirely into shirts now. Anyone that provides the lightest cure on anybody draws full agro from anything on the planet. A doc needs to be a tank.... Look for fewer medical sales outside of shirts. Currently, the mod is for Injury/Wound Treatment. We don't use this one anymore. We need it converted to be Healing Efficiency.
- +15 entertainer clothes are what I tested. The twi'lek hats have2 or 3slots for synth... hawtpants have 2, revealing top has 2, robe of honor has 2.....that'salot of mods. Look for novice entertainers wearing some cumbersome outfits, but granting some serious healing love. They can have a total of +100 to the skills if wearing a hat, shirt, pants and robe of honor.
Message Edited by Akaara on 04-21-2005 12:47 PM
RandDarkstar wrote:
OOPS...
Skills can now exceed +25 as tested with defense clothing. We had 4 items with +16 maskscent, and it showed a +64 mod on the character's skills. An artisan with 2000 scout skills can move around fairly effectively and not draw agro.
Message Edited by ArthurDentOnBria on 04-22-2005 08:11 AM
RandDarkstar wrote:
Forget taming tissues. For a CH to bother going out into the wilderness in anything less than full armour is silly. There are so many red dots that they have to assume alot of combat, and that means big time loss. Placed in a shirt is great, but look for more maskscent or bleed defense customers.
I'll still be wearing clothing, not only because I like thetissue benefits I can get, but also because my CH is also a TKM and Dancer. So I have class, finesse, and style. And I wear a hugevariety of clothing.
ArthurDentOnBria wrote:
I disagree. CH counts towards the character level, and character level is much much much much more important than armor when it comes to preventing damage. And of course creature handlers have great mask scent. So it seems to me that there will be much more incentive for them to wear clothing then ever. Also the apparent effectiveness of wild pets is on the increase, so I'd expect to see more creature handlers. More creature handlers + more creature handlers that wear clothing = potential for big increase in taming clothing, imo of course.
RandDarkstar wrote:
Forget taming tissues. For a CH to bother going out into the wilderness in anything less than full armour is silly. There are so many red dots that they have to assume alot of combat, and that means big time loss. Placed in a shirt is great, but look for more maskscent or bleed defense customers.