Tailor Archive

Thread: Mask Scent / Creature Taming Clothing

ASrai
Wed Jun 09, 2004 1:45 pm
#1

Try the sticky at the top **READ This First**. There are several links to BE Clothing, what goes in which clothes, what mods etc.



A'Srai Mizuho
Master Tailor/Master Artisian/Merchant

A'Srai's House of Fashion's
-1250, -4700 South of Bestine, Tatooine, Chilastra
Proud Member of Team Hawtpants

slaier0702
Thu Jun 10, 2004 12:31 am
#2

I reviewed a few pages of posts on the Tailor's forum w/o finding the answer to a question on clothing for a Creature Handler.


What option(s) does a CH have for clothing to enhance; Mask Scent, and Taming of Vicious Creatures?



Thanks in advance.


Regards


Tirgwystraff
Thu Jun 10, 2004 6:09 am
#3

I'll bump a comprehensive thread I have stickied.... Very succinct, straight up listing.



Newmoon Tirgwystraff
Resident of Mr. Ploppy's Turtle-Flavored Ice Cream Kingdom
" English doesn't borrow from other languages. English follows other languages down dark alleys, knocks them over, and goes through their pockets for loose grammer. "
slaier0702
Thu Jun 10, 2004 8:44 am
#4






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


------------------------------------------------------------------------------------------


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
Thu Jun 10, 2004 9:11 am
#5

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.



A'Srai Mizuho
Master Tailor/Master Artisian/Merchant

A'Srai's House of Fashion's
-1250, -4700 South of Bestine, Tatooine, Chilastra
Proud Member of Team Hawtpants

slaier0702
Thu Jun 10, 2004 9:25 am
#6






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?

Syzygy-Gorath
Thu Jun 10, 2004 9:27 am
#7

+125 is the total post-mod skill maximum (in general.) BE tissues will only add a functional +25 no matter what the actual plus is. (Yes, those +100 medic outfits are useless—they only add +25.)



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

slaier0702
Thu Jun 10, 2004 9:54 am
#8

OK so a re-adjustment seems to be in order.


BTW, is the +25 max totalfor BE tissues by design or a nerf?
Songe
Thu Jun 10, 2004 10:04 am
#9

By design, it just took forever for them to announce it, and the display is still bugged after 7 months /sigh.



------

Novice Lekku Stomper
slaier0702
Thu Jun 10, 2004 1:09 pm
#10

Thank You,

A'Srai

Tirgwystraff
the multiple persoanlities of: Syzygy-Gorath, and

Songe



for your input. I'll try to put your information ot good use.



lowca.miller

Raijen_ArDesh
Thu Jun 10, 2004 9:04 pm
#11

Remember that 125 max If 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



--
Raijen Ar'Desh - Master Artisan/Merchant/Tailor, Not Qute Master Yet Architect, Yellow Pen
Tolaris Ar'Desh - Master Medic. Doctor and Aspiring Fencer, Purple Pen
"Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer."
- HalasterTheBlack

Syzygy-Gorath
Thu Jun 10, 2004 9:35 pm
#12






Raijen_ArDesh wrote:
Remember that 125 max If 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.



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Page 1 of 1
Previous Next