Tailor Archive
Thread: Mask Scent Enhanced Clothing Not Working?
Is the enhanced clothing that improves Mask Scent not working right? When I put the clothing on, I see the skill increase reflected in the Skills window, but I'm seeing little improvement in actual use. Here is how I measured it.
As your Mask Scent skill improves, the length of time it lasts increases. As I progressed in my Exploration skill, I found it lasted 1 minute for every +10. At Exploration 3 the unmodified Mask Scent skill is +40, and it would last for 4 minutes before expiring. I have two enhanced Mask Scent items, pants and a shirt, which total +19. I tried wearing just the pants, just the shirt, and both together. In each case I had the item equipped at the time I activated the Mask Scent skill, I left the item on for the entire time, and I did not approach a hostile creature (which has a chance of breaking the mask). I was wearing no other enhanced clothing. I was outside the city. In each instance it lasted 4 minutes -- no benefit. When I reached Exploration 4 I got +30 to Mask Scent (total of +70, unmodified) and I repeated the tests. It lasted exactly 7 minutes regardless of what I was wearing.
A higher level of skill also decreases the waiting period to renew Mask Scent after being detected. In tests (only done at Exploration 4) Idid see an improvement of about 9 seconds to the amount of time I had to wait to renew Mask Scent when I had the +19 bonus from the enhanced clothing.
I haven't noticed a difference in my detection rate with the clothing, but that's harder to measure without getting a statistically significant number of results under controlled conditions. But it doesn't seem to be helping. Has anyone objectively measured this?
So, is the improvement to the waiting period to renew Mask Scent the only benefit of this enhancement? If so, isn't the enhancement broken if it only improves one part of the skill?
This enhancement is somewhat difficult to measure as you are finding out.
My personal opinion (emphasizes opinon and not supported by fact) is that you need a total of a +30 bonus to actually get an increase in scent effectiveness, which is equal to one box of explore.
Dix wrote:
Thank you Jaela. But I'd read elsewhere on the Tailor form that despite what the Skills window shows, only the first +25 bonus from enhanced clothing counts (you can pump up the bonus by adding more clothing for the same skill, but it's a waste). They were pretty adamant that this cap exists. Maybe I need to get to exactly +25 to see an improvement? I was only at +19. That seems kind of weird though.
The stat bonus works as such. You need to first see what your base bonus is already. If you are at 100 then no additional buffing will matter that is the true cap. So if you have camo/mask scent at 75 - anything above 25 will be useless.
If your base is +40 then you can gain benefits up to +60 etc....
The +25 max is for an individual item buff. Say a wookie sage helmet that takes 4 synthetic cloths. I could add four +11 buffed cloths to this but it will max out at +25 not the +44 it should.
Even though your skill box will show the added buffs above 100 it will ignore anything over the stat max of 100.
Hope this helps.
Fallsguy wrote:
The stat bonus works as such. You need to first see what your base bonus is already. If you are at 100 then no additional buffing will matter that is the true cap. So if you have camo/mask scent at 75 - anything above 25 will be useless.
If your base is +40 then you can gain benefits up to +60 etc....
The +25 max is for an individual item buff. Say a wookie sage helmet that takes 4 synthetic cloths. I could add four +11 buffed cloths to this but it will max out at +25 not the +44 it should.
Even though your skill box will show the added buffs above 100 it will ignore anything over the stat max of 100.
Hope this helps.
You sure about this info? Cause armorsmiths can use skill enhancing attachments to gain 2 more experimentation points at 120 armor experimentation skill.
Dix,
I did the same experiment, with no improvement noted. However, I believe my mask scent (I only have explore 2) has been breaking a lot less when I use the clothing (difficult to measure like you said). I have heard others claim that the regen rate is also improved (i.e. the amount of time you need to wait after your mask scent breaks before you can apply it again). One of these days I'll take the time to measure that myself.
- Experimentation seems to benefit for every 10 past if what others say is true.
- Maskscent/Camouflage is capped at 95/98% success respectively. However movement increases penalties and a higher than 100 bonus will offset this. Likewise, a higher CL mob gives penalties that can be offset by greater than 100 skill.
I'm sure there are others that don't see a benefit as Fallsguy said though.
However, I have noticed my +25 Injury/Wound Treatment Helmet and Jacket have actually (_Post-Patch_) been HURTING my ability to heal.
I've been getting LOWER results with the clothes on than with the clothes off.
I will test the Mask Scent if I can tonight as you did. There may be a larger problem with BE clothes in general now hurting you instead of helping you.
Anyone that wishes to help, please test what you can.