Tailor Archive
Thread: BE clothing. Answers are not clear. Please help.
* Active Biosensors: Augmentation Efficiency / Cure Efficiency
* Active Tranquilizers: Unchanged
* Confidence Cloth: Unarmed Damage / Terrain Negotiations (Every TKA is going to want this!!!)
* **New Tissue** Crystalisation Circuitry (20 Creature Food/ 20 Flora Struct/ 20 Reptillian Meat/ 15 Mollusk) -- Surveying!!
* Enhanced Myoflex: Dance/Music BF Healing.
* Fear Release: Same as confidence cloth but advanced.
* Myoflex: Non-advanced version of Enhanced Myoflex as before.
* **New Tissue** Neutron Enhancers: (15 CF/20 FR/20 CR) Healling Efficiency
* Toughend Fibers: Ranged/Melee Defense (Will also be popular). [These use 25 milk now]
* **New Tissue** Pathway Agents: Advanced version of Neutron Enhancers (20CF/20FR/20CR/15Bone)
* Scent Camoflage: Same as before
* Scent Neutralization: Same as before
* Passive Biosensor (non-advanced version of Active Biosensors)
* **New Tissue** Visualizers: Non advanced version of Cystralization Circuitry that uses no mollusks.
http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=55219
* Augmentation/cure efficiency (Passive Biosensors, Active Biosensors)
* Wild/vicious creature taming (Passive Tranquilizers, Active Tranquilizers)
* Unarmed damage/terrain negotiation (Confidence Cloth, Fear Release)
* Camouflage/maskscent (Scent Camouflage, Scent Neutralization)
* Surveying (Visualizers, Crystallization Circuitry)
* Ranged/melee defense (Toughened Fibers, Tensile Resistance)
http://www.naytempletree.com/swg/BEClothes.html
Reinf. Fiberpanel Can Use:
Bleed Defense
Maskscent/Camofaluge
Melee/Defense vs Stun
Warcry/Intimidation
Inj/Wnd Treatment
Wound Healing Dance/Music
Tame Wild/Vicious Creature
http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=54716
1) What have existing "old" (crated) BE tissues been changed to? Please provide a conversion list.
2, No
3, If there is two seperate synth cloth spaces you can have a +25 item of clothing. If its only one space that needs two (or more) identical pieces you will only get the bonus from one.
4, Yes, you can have one synth cloth enhancement and one RFP enhancement.
5, Combat Enhancements are:
These are the tissues that are put into Reinforced Fiber Panels:
* Healing efficiency (Neutron Enhancers, Pathway Agents)
* Unarmed damage/terrain negotiation (Confidence Cloth, Fear Release)
* Camouflage/maskscent (Scent Camouflage, Scent Neutralization)
* Surveying (Visualizers, Crystallization Circuitry)
* Ranged/melee defense (Toughened Fibers, Tensile Resistance)
6, Non-Combat Enhancements are:
These are tissues that are put into Synthetic Cloth:
* Musician/dancer battle fatigue healing (Myoflex, Enhanced Myoflex)
* Augmentation/cure efficiency (Passive Biosensors, Active Biosensors)
* Wild/vicious creature taming (Passive Tranquilizers, Active Tranquilizers)
7, The Eight bonuses (over 16 tissues) above are what are available today. All tissues that were made before the CU have been converted into current bonuses.
I hope that helps
jabjowie wrote:
My questions:
1) is stun defense still available? NO
2) is bleed defense still available? NO
3) when an item is synthetic and can take 2 Synth. Cloth,can you get the +25 cap for an enhancement in one item? KINDA. If it takes two SEPERATE sets of SC, then YES. If it takes 2 identical cloth in one space then NO.
4) when an item takes 1 Reinf. Fiberpanel and 1 Synth. Cloth, can you put one of each type of enhancement in these?YES
5) what are the combat enhancements? Normally RFP, stuff that you would be using in Combat (UAD/TN, R/MD, etc.)
6) what are the non-combat enhancements? Normally SC. Stuff that non-combatants use or are used outside combat (Entertainer cloth, Buffs, Wound Healing, etc.)
7) does anybody have an accurate list of what exactly is availabel as of today? ummm... tryhereand also in the FAQ
Message Edited by Cdapolito on 05-18-2005 05:19 PM
That is just what I needed. Straight forward 'yes / no / here is the list' answers. You have just helped me a lot. And the best part is, you both agree! woo hoo! ItemCreator, I will check that other site you mentioned. Cdapolito, thanks for the links, but those are the places I have been looking, and getting confused, hehe.
Ok, I think this will get me going on my custom order!! If I have any additional question I will stick them back in this post.
Thanks again !
RandDarkstar wrote:
1) Stun defense can no longer be created, but like me, any tailor that still has crates of the stun defense tissues, you can make these. They are limited, and will get harder to find as time goes on.
2) Bleed defense clothing was converted to healing efficiency, so it is no longer available at all.
3) some pants and shirts, hats and the robe of honor can all take multiple synth cloth. Maximum effect is +25 on any single item of clothing, and they do stack together. Maximum effect would be all 4 items at a total of +100 to the modification desired. So any of the entertainer, taming or medical enhancers that can be put into synth cloth can get this bonus.
4) These items can be enhanced with both types of tissues. you can therefore get a whole bunch of different enhancements. Only pants are capable of this kind of addition, as well as the full body suits, though you are limited in other clothing types with body suits, so the pants work best, though you will not be able to wear armour overtop of them. Legs would therefore be unarmored and vulnerable to certain classes of attack moves.
5) on Gorath, the best resources with 4 resource deeds were capable of making +16 melee/ranged defense cloth. They are exteedingly difficult to find, though I had a few. Alternately, making +14 is fairly easy with common resources, and is a decent possibility, for a grand total of +56 ranged/melee defense with shirt/pants/bandolier/jacket. In testing, this seems to be the most effective melee tissues.
6) see above responses.
7) see above responses.
Stun def tissue was converted as well
the stats retain the old 4/15-19 of MD/DvS but the mods are indeed converted to melee/ranged defense
So, for the MD/DvS clothing I have now, how do I know what value MD/RD it turned into? It still shows the +4 MD/+15 DvS in my skills window.
*edited*
oh wait, so does it just mean i have +4 MD/ +15 RD now instead? straight swap for DvS to RD?
Also, more confusion because Mira's Post-CU Guide says this:
Q4: Why didn’t my bio-engineered clothes convert when the CU came out?
A4: Unfortunately, clothing crafted before the CU did not convert. That is, they still have the old (probably useless) bonuses in them.
thanks for the help!
Message Edited by jabjowie on 05-21-2005 12:24 PM
Message Edited by jabjowie on 05-21-2005 12:31 PM
Tissue which is a componant, and the cloths made containing this tissue were converted, wether single or in crate
Clothing with the BE tissue/cloths in them did/will not convert.
So any clothing that contain the stun def in it is indeed stun def, but we have been informed that mods no longer ingame do not work.
{stun being one no longer ingame, along with things as wound healing for performers}
The clothing still lists it, but it is 'worthless'
Ani_cul wrote:Tissue which is a componant, and the cloths made containing this tissue were converted, wether single or in crate
Clothing with the BE tissue/cloths in them did/will not convert.
So any clothing that contain the stun def in it is indeed stun def, but we have been informed that mods no longer ingame do not work.
{stun being one no longer ingame, along with things as wound healing for performers}
The clothing still lists it, but it is 'worthless'
Perfect! Thanks Ani_cul! I understand now. So my current jacket and pants that were created pre-CU with +4 MD/+15 DvS are junk now. The conversion applies to the tissues people had stocked, so those unused DvS tissues are now RD that can be used in creating new BE clothing. Whew, slowly I am getting there! Thanks for the help!