Tailor Archive
Thread: Mask Scent / Creature Taming Clothing
Tirgwystraff wrote:
I'll bump a comprehensive thread I have stickied.... Very succinct, straight up listing.
Thank you both Asri and Tirwystraff
Based on information received please verify my assumptions.
CH Clothing
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Goal (+125 Taiming, + 125 Mask Scent (max +25 per item))
1) boots no data
2) pants +25 Active Neutralizers and +25 Scent Neutralization so anyof the following pants areselectable
Infiltrator Leggings (2 Synth, 1 Reinforced)
Padded workpants (2 Synth, 1 Reinforced)
Paramilitary Camo's (2 Synth, 1 Reinforced)
Reinforced pants (2 Synth, 1 Reinforced)
3) belt no data
4) shirt (synthetic only) only one slot needed +25 Active Neutralizers
5) gloves no data
6) hat (synthetic only) (human) only one slot needed +25 Active Neutralizers
7) jacket +25 Active Neutralizers and +25 Scent Neutralization
Heavy Reinforced Jacket (1 Synth, 2 Reinforced)
Special Ops Duster (1 Synth, 2 Reinforced)
Result (+100 Active Neutralization and +50 Scent Neutralization)
I addtion to the CH clothing the only option for a melee fighter is a single slotted reinforced fiber paneled shirt that is the only item that can be placed under armour.
Corrections or comments please.
Thanks,
lowca.miller
ASrai wrote:
Max +'s for all items is capped at +25, so you might want to readjust your template to be +25 Taming/+25 Mask Scent. Also, Using +5 tissues spread across more items keeps the cost down.
ASrai,
So to clarify ... The max + mod for a set of clothing is +25 not +125 as I have read elsewhere?
the multiple persoanlities of: Syzygy-Gorath, and
Good luck with CH
Raijen_ArDesh wrote:
Remember that 125 maxIf your current mod is 110 (from skills/tapes etc.) than even another +25 would only change your effective level to 125, not to 135 (altohough as someone posted earlier, due to an older bug it'll still SHOW as a 135)
Good luck with CH
That's actually not the case. Take dodge/counterattack/block, for instance—these mods have a +125 "natural" cap, but with SEAs, food/drink, and SL bonuses can get to an effective +200. I said "+125 in general" because most mods that are BE-enhanceable have a "natural" cap of +100. But, generally speaking, you can get +25 max from SEAs/BE tissues, +25 from food/drink, and +25 from "group" (SL) bonuses in addition to whatever the "natural" skillmod cap is.