Weaponsmith Archive
Thread: Weapon Expermentation 11 points at 105 or 110? or at all?
- Sadaharu -
Master Weaponmakerguy / Coronet City /Corbantis
Thanks for the replies- I am actually wondering is there anyone who actually has at least +10 in tapes and can 100% verify that you get an extra point. Not that I don't believe you folks, but I'm not going to just bid 4 mil on something that will end up being useless :-) If anyone has at least +10 in tapes please post and drop the info :-)
Thanks again.
- Sada -
I'M BURNING SOMEONE EXPLAIN HOW A PISTOL SETS ME ON FIRE
or
All this technology and I can't get some asbestos underwear? A fire extinguisher maybe? Come on...
Since you mentioned +25 limit on stat boosts.
I have another char which is Doc. Wearing 2 pieces of BE enhanced clothes, +13 and +16 Injury Treatment, the skill window lists the IT skill as +100/+129.
See I thought it was +25 on a single piece of clothing, not total... My wookie friend put two +16's into shoulderpads (allows 2 enhancements) and it cut off the pads at +25.
So... if anyone can confirm skill boosts actually even work above 100 (again, I refer you to the hard limit on weapon speed), please do :-)
I have +10 in experimentation tapes. At 110 experimentation I do get 11 points to experiment with.
Typically this results in better ham or range experiments... not as big of a deal as I hoped.
The beauty of that extra point is having it as insurqnce when handling enhancements like Krayt tissues, or some legendary component! It can save an experimentation round from disaster. I do agree....no big deal for the extra couple of points off HAM.
I have only +2 total in tapes right now....on the quest for more.