Teras Kasi Archive
Thread: What are Skill Tapes
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Sovi-FFO
Sat Oct 23, 2004 8:45 pm
#2
Skill enhancing attachments.
They increase certain modifiers.
Such as Defense Vs. Knockdown
Weapon Experimentation.
Atama
Sun Oct 24, 2004 2:05 am
#3
Certain pieces of clothing or armor have "slots" in them. You can tell if an item has available slots if you examine it.
If a piece of clothing has a slot you can buy a "clothing attachment". It's an item that will give you a skill bonus when you wear a piece of clothing with that item attached. Similarly, you can buy "armor attachments" that go into pieces of armor.
Some armor and clothing have inherent bonuses, either because they are special loot items or because a bio engineer and tailor worked together to give it a bonus. These bonuses function exactly like attachments and follow all of the same rules.
Some things to keep in mind:
* Similar skill bonuses from different items you are wearing will stack. If you wear a helmet with +5 pistol accuracy and a shirt with +6 pistol accuracy you will have +11 pistol accuracy added to your regular skills.
* If you try to combine bonuses on a single item they will not stack. If you have a shirt with +5 pistol accuracy and add +4 pistol accuracy to it, it won't change. The slot will still be used up but it will be wasted. If you add an item with a larger bonus it will replace the old bonus. For example, with the shirt mentioned earlier, if you add a +6 pistol accuracy bonus to it, the shirt gets +6 pistol accuracy to it.
* An item can have as many different bonuses on it as there are slots. There are no real limits to that. The largest number of slots an item can have are 4.
* Your bonus to a single skill from items you wear cannot exceed 25. If you had a +14 pistol accuracy/+6 dodge shirt, a +7 pistol accuracy/+4 dodge hat belt, and a +6 pistol accuracy/+8 block pair of gloves, your bonuses would total +25 pistol accuracy, +10 dodge, and +8 block.
* Certain defense skills have a hard cap of +125. Those skills are Ranged Defense, Melee Defense, Dodge, Counterattack, and Block. They cannot exceed +125 even if you wear items that would improve the skills past +125.
* If a piece of clothing or armor ever reaches a condition of 0, any bonuses in the item will still work but you can no longer add attachments to it even if it has open slots. This might change in the future.
* Some attachments simply won't work. That includes attachments with negative bonuses and attachments for skills that don't exist (like "polearm dodge" or "one-handed damage"). Some attachments are debated about, like unarmed damage, where it's uncertain they work. Others just don't work for some random reason (for example, I think some droid engineer attachments just don't work). If you're unsure about an attachment, ask in the forum for the profession the skill belongs to.
* Some attachments have multiple bonuses. If you add that attachment to a piece of clothing, however, only one attachment will stick. To determine which attachment sticks, remember these 3 rules: (1) The bonus with the highest number will always stick first. (2) If two or more bonuses have equal numbers, then the bonus earliest in the list when examining the attachment will stick. (3) The rule mentioned before about stacking on a single item still applies, where a higher bonus will replace a lower bonus and a lower bonus will be ignored. So let's say you have a shirt with +5 dodge and an attachment with +4 dodge and +3 unarmed speed. Normally the dodge will stick on that attachment since the bonus is higher, but if you add it to the shirt that already has +5 the dodge bonus will be ignored and the +3 unarmed speed will stick.
If a piece of clothing has a slot you can buy a "clothing attachment". It's an item that will give you a skill bonus when you wear a piece of clothing with that item attached. Similarly, you can buy "armor attachments" that go into pieces of armor.
Some armor and clothing have inherent bonuses, either because they are special loot items or because a bio engineer and tailor worked together to give it a bonus. These bonuses function exactly like attachments and follow all of the same rules.
Some things to keep in mind:
* Similar skill bonuses from different items you are wearing will stack. If you wear a helmet with +5 pistol accuracy and a shirt with +6 pistol accuracy you will have +11 pistol accuracy added to your regular skills.
* If you try to combine bonuses on a single item they will not stack. If you have a shirt with +5 pistol accuracy and add +4 pistol accuracy to it, it won't change. The slot will still be used up but it will be wasted. If you add an item with a larger bonus it will replace the old bonus. For example, with the shirt mentioned earlier, if you add a +6 pistol accuracy bonus to it, the shirt gets +6 pistol accuracy to it.
* An item can have as many different bonuses on it as there are slots. There are no real limits to that. The largest number of slots an item can have are 4.
* Your bonus to a single skill from items you wear cannot exceed 25. If you had a +14 pistol accuracy/+6 dodge shirt, a +7 pistol accuracy/+4 dodge hat belt, and a +6 pistol accuracy/+8 block pair of gloves, your bonuses would total +25 pistol accuracy, +10 dodge, and +8 block.
* Certain defense skills have a hard cap of +125. Those skills are Ranged Defense, Melee Defense, Dodge, Counterattack, and Block. They cannot exceed +125 even if you wear items that would improve the skills past +125.
* If a piece of clothing or armor ever reaches a condition of 0, any bonuses in the item will still work but you can no longer add attachments to it even if it has open slots. This might change in the future.
* Some attachments simply won't work. That includes attachments with negative bonuses and attachments for skills that don't exist (like "polearm dodge" or "one-handed damage"). Some attachments are debated about, like unarmed damage, where it's uncertain they work. Others just don't work for some random reason (for example, I think some droid engineer attachments just don't work). If you're unsure about an attachment, ask in the forum for the profession the skill belongs to.
* Some attachments have multiple bonuses. If you add that attachment to a piece of clothing, however, only one attachment will stick. To determine which attachment sticks, remember these 3 rules: (1) The bonus with the highest number will always stick first. (2) If two or more bonuses have equal numbers, then the bonus earliest in the list when examining the attachment will stick. (3) The rule mentioned before about stacking on a single item still applies, where a higher bonus will replace a lower bonus and a lower bonus will be ignored. So let's say you have a shirt with +5 dodge and an attachment with +4 dodge and +3 unarmed speed. Normally the dodge will stick on that attachment since the bonus is higher, but if you add it to the shirt that already has +5 the dodge bonus will be ignored and the +3 unarmed speed will stick.
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