Tailor Archive

Thread: Jame'thiel's CU testing

RandDarkstar
Tue Apr 19, 2005 7:26 pm
#1

Here are some things of note...


You can pick up a factory from a vehicle, but you cannot place one.


Clothing acts as armour now. It resists nothing, but each hit takes condition away. The more damage you take, the exponential the loss.


For a grey con creature that was 10 levels below me, it did 62 damage, and my TK natural armour reduced it 12 points, down to 50. I lose 4 points of condition. For a Green con creature that is 4 levels below me, it hit for 75 damage, mitigated 15 points to be 60 damage total, and I lose 6 points of condition.


This only happens to "armour slot" clothing. This means that hats, jackets, skirts or pants will take damage depending on hit location. Bandoliers, belts,shoes, gloves andjewelry are never affected. Shirts appear to be unaffected as well. I could not get a shirt to become damaged.


Cloning reduces the item by 50 points as always




Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

WarIllusionist
Wed Apr 20, 2005 2:14 am
#2

Cool thanks for the info

*****



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Gyopi
Wed Apr 20, 2005 5:12 am
#3

That is great news! Now to die a lot to see if I can get clothing down to 0 condition and see if it is still equipable. That shouldn't be hard. Its not exactly the kind of decay that we wanted, but it is so much better than what we have on live now that I can hardly complain!


Anyway, for those people trying to get ahold of me I should be back from taking care of the family emergency today!








Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

RandDarkstar
Wed Apr 20, 2005 7:52 pm
#4


OOPS...


already tested, and the 0-condition bug remains. 0/xxx condition clothing is wearable, even though when you clone, it shows the clothing in a new "Disabled" section of the item decay window. The bonuses also continue to add to your skills.


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.


When I finish testing all the BE tissues, I will post about those too.... lots are broken, some are not

Message Edited by RandDarkstar on 04-20-2005 08:24 PM



Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

wisp1422
Thu Apr 21, 2005 12:21 am
#5

One of the biggest questions I have for Tailoring is are BE Clothes going to be useable or have a use?



Charal,Nicolette' Corbantis Keep
Tailor Extroidenaire- Preserving the empire one super suit at a time!
RandDarkstar
Thu Apr 21, 2005 4:26 am
#6


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.



Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

Akaara
Thu Apr 21, 2005 9:46 am
#7


For maskscent/camo I usually throw in taming with it. They sell quickly.

I also will put injury/wound treatment into melee defense clothes too, I may start adding these to bleed defense clothes as well.


Not that people need all those but it's nice to maybe have an extra bonus thrown in there.

Message Edited by Akaara on 04-21-2005 12:47 PM



_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

Gyopi
Fri Apr 22, 2005 7:03 am
#8

Are people still seeing clothing decay like armor on TC? I finally got a chance to play a little this morning and for me clothing is decaying like it does on live. I am afraid this might have been a bug.






Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

ArthurDentOnBria
Fri Apr 22, 2005 8:09 am
#9

This has always been the case Rand. Right now on live the amount of both mask scent bonus and injury treatment bonus both far exceeds +25 as shown in my skill mods. However, at least with the case of injury treatment, people have proven that you don't in fact benefit from anything over +25. A dev also told us this way way back when this was first implemented. Now whether you can benefit from something over +25 in the CU is unknown until it is tested, but in any case it shouldn't be assumed.




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



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


ArthurDentOnBria
Fri Apr 22, 2005 8:15 am
#10

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.









ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Tralmek
Mon Apr 25, 2005 4:59 am
#11






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.








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. I'm betting that I'm not alone in this template, at least not with CH/TKA.





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