Apparently there are zero hard and fast rules just guidelines that work 95%+ of the time. If you are in doubt, buy 25-50 carbine and other worthless attachements to test on some low quality garments
This is a guide for the successful use of Skill Enhancement Attachments. This guide covers both clothing attachments (looks like a role of duct tape, also known as skill tapes) and armor attachments (looks like an armor segment), which are collectively known as Skill Enhancement Attachments (SEA's).
There are some basic rules that apply to all:
1) skill tapes go into clothes that have sockets, armor attachments go into armor that have sockets (including ubese shirts and mabari belts). They are applied by dragging and dropping the SEA onto the socketed item which, if the SEA isn't blank, will fill up one socket. Maximum number of sockets on an item is 4. Sockets on backpacks don't work currently, there is no way to put a skill tape on a backpack at the moment.
2) there is a maximum of 6 stat modifiers for a piece of clothing, which includes stat modifiers from Bio-Engineered tissues added into clothes items at creation (e.g. you could have a clothes item with +10 to injury treatment, +10 to wound treatment, and +10 to bleeding defense, which would allow for 3 more stat mods to be attached assuming 3 sockets).
3) you can only get one skill stat bonus from a tape to stick, with others being lost (i.e. a tape that has 2 or more stat mods will only allow one to stick, see below).
4) stat mods do not stack, you do not get benefit from putting additional tapes with the same type of stat mod on a single item of clothing as they do not add together (e.g. you put a +5 armor experimentation on a pair of gloves, you can't put another +3 armor experimentation on there and get +8, you would just lose the +3 and still have a pair of gloves with +5 on it). If you place a single stat mod tape on a piece of clothing with a higher stat mod of the same type as one that's is already on the item, the higher number will stick (e.g. if you have +3 armor experimentation on a pair of gloves and you put a +5 armor experimentation tape on it, you will get gloves with +5 armor experimentation). Placing multiple stat attachments on items with matching skills follows extra rules see below.
5) when placing an attachment with 2 or more stats, the highest value stats will be the only one applied (e.g. a +5 rifle accuracy with +4 armorsmith experimentation will give the +5 rifle accuracy) regardless of the order of which the stats are listed on the SEA.
6) when placing an attachment with 2 or more stat mods and there are 2 or more stat mods tied for the highest numerical value, the stat mod that is placed will be the first in alphabetical order (e.g. +4 two handed accuracy with +4 armorsmith experimentation will give the armor experimentation because it is a tie and A comes before T) regardless of the order the stat mods are listed on the SEA.
7) clothes with stat mods that drop to 0 condition, still allow the stat mods to work, so don't destroy any stat modded clothes that are at 0 condition.
8) maximum stat mod you can get from a set of clothing (or armor) is +25, so any more than that in bonuses is unused.
There is a situation situation that arises all too frequently:
9) if a tape has multiple stats on it and you want one that has a lower value than the highest listed stat mod (e.g. +23 grenade experimentation +20 armorsmith experimentation on a tape, of course you want the armorsmith experimentation to stick). Here the solution is based upon the order that the skill mods are listed on the SEA (e.g. is the +23 grenade experimentation first or is the +20 armorsmith experimentation first?).
There are two different solutions. One is to first place on the desired clothes item, a +1 stat mod tape of the type that you want to eliminate to allow for the more desirable stat mod to stick (e.g. a +1 grenade experimentation tape in the above example)--this only works if the less desirable yet higher number stat mod is listed before the one that you want (e.g. the tape above would have to have +23 grenade experimentation listed first). Second is to first place on the desired clothes item, a stat mod of the same type and value (or greater) as the less desirable yet higher number stat mod (e.g. a +23 grenade experimentation tape in the above example, if the +20 armorsmith experimentation was listed first).
To get the +20 armorsmith experimentation to stick on Tape #1, you would need to put a +1 (or higher) grenade experimentation tape on the clothes item first, then put Tape #1 on an item. To get the +20 armorsmith experimentation to stick on Tape #2, you would need to put a +23 (or higher) grenade experimentation tape on the clothes item first, then Tape #2. In both cases 2 sockets are necessary
What if there are 3 stats but the lowest of the three is the one you want to stick? Follows the same rules as above. I will illustrate with an example.
You of course would want weaponsmith experimentation. So on Tape #3 to get the weaponsmith experimentation to stick you would place a +1 surveying tape, then a +1 droid complexity tape, then Tape #3 on the item of clothes you want it on (making sure it has 3 sockets to start), and you will get your +23 weaponsmith experimentation to stick. On Tape #4, you would have to place a +25 surveying tape on first, then a +24 droid complexity tape, then Tape #4 on, to get the +23 weaponsmith experimentation to stick. On Tape #5, both solutions apply, you would put a +1 droid complexity tape on first, then put a +25 surveying on, then put Tape #5 on, to get the +23 weaponsmith experimentation to stick.
Yes, I know that examine shows them alphabetically, but I decided to illustrate this rule with these examples as the rule is still correct.
Use at your own risk, as any future patch may totally mess this up.
Types of socketed clothes items that a human male can wear that would allow for the maximum number of skill stat enhanced pieces are hat, belt, bandolier (can't wear a backpack with this), shirt, jacket/duster/cloak/robe(belts with these look like a hula hoop surrounding you), pants, gloves (short gloves as longer gloves don't allow for wearing a jacket), boots, so a maximum of 8 pieces with with 4 sockets each for skill tapes. Armor for a human male, composite armor with nine pieces, a mabari armored belt, a ubese armored shirt and a ubese bandolier, allows for 12 pieces with 4 sockets each for armor attachments.
I hope that anyone that has tested 50 or more of these can let me know if this is 100% accurate.
Padre Book Mad Architect Crazed Pikeman Serenity Frontman Mayor of Serenity Valley
Ok. I have a quick question. I've got a shirt with +25 taming +25 taming and 4 sockets. (I know it's obsolete for the second enhancer, but I wanted 4 sockets and maxed taming.) Anyway, can I put other enhancers in the shirt? For instance, what if I put +8 heavy weapon speed and a +10 heavy weapon accuracy. Will they all work on the same item of clothing? Also, does this also pertain to armor? Thanks in advance! ^_^
A link to the original posting of this guide is already added in the FAQ sticky, but then Padre came and posted a complete copy of the guide here instead of just the link to the Intrepid forum one.
Anyone have a complete list of the tailored items I can wear to maximize the number of slots for skill tapes while wearing a full 9 piece suit of composite?
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Ok for some reason I heard early on that it was the first listed in a tie that wins, and tried it out, and seemed to work. I cannot remember for the life of me what is was that I used in a tie, or if I even really did it, but can anyone confirm this by personal experience? I currently have a
bravo. Isn't it amazing that the the friday feature they've put up about skill tapes bears absolutely no relation to reality, and that it takes a player to put together a real FAQ. It's like the devs are playing a different game sometimes.
I agree Sre'dni, it's a shame. How SEA's are said to work in the Friday Feature and how they actually work is like having the Nuns teach Sex Ed. Tapes are so messed up and so costly I won't even touch them. Do they not know these things don't work as intended? Doh! Necklaces. Nevermind.
Not sure what I did wrong here but it didn't work for me.
Tape: +5 Heavy Weapon Accuracy +3 Weapon Experimentation (in that order)
Shoes: 4 sockets
Added: First a +1 Heavy weapon accuracy skill tape
Second, added the +5 Heavy weapon accuracy +3 weapon experimentation tape
Result: +5 Heavy weapon accuracy
How is this example different from Tape #1 in the original post?
Siekierah Edo Master Weaponsmith EDO Enterprises "Courteous and prompt customer service is our specialty" EDO Depot Northwest of Coronet, Corellia -939, -3764 EDO MercantilePax Veritas, Naboo, next to the shuttleport Master-crafted Weapons, Power-Ups, Deeds, & Furniture - Email Requests Welcomed!
Hm. I was under the impression that in order to get one of the lower bonuses on a multiple skill SEA that the first tape you put in has to be at least as good a bonus as the higher bonus on the multi-bonus tape you want to use. Or else the bonus on the first skill would just override the lower bonus tape (just like a single +5 tape overwrites a single +4 or less).
That sentence sounds really complicated to me. But to use what you had a problem with as an example, if you wanted the +3 weapon experimentation, you'd first have had to put in a +5 Heavy Weapon Accuracy SEA. That way the Heavy Weapon Accuracy bonus on your other skill tape would not be greater than what was already on the item, so it would just get skipped and you'd get the +3 weapon experimentation instead.
This is not from my own experimentation. I don't have the finances to buy skill tapes just to test them, but it's how a friend who's used a lot of SEAs explained it to me in game and it sounds reasonable. It also fits with your experience of getting the Heavy Weapons bonus instead of Weapon Experimentation.
Kara Vasa ---------------- Radiant Master Tailor Mayor of Barsoom, Rori
6) when placing an attachment with 2 or more stat mods and there are 2 or more stat mods tied for the highest numerical value, the stat mod that is placed will be the first in alphabetical order (e.g. +4 two handed accuracy with +4 armorsmith experimentation will give the armor experimentation because it is a tie and A comes before T) regardless of the order the stat mods are listed on the SEA.
I hope that anyone that has tested 50 or more of these can let me know if this is 100% accurate.
Padre Book Mad Architect Crazed Pikeman Serenity Frontman Mayor of Serenity Valley
This is also wrong according to my experience last night.
The tape in order of listing: +3 wound treatment +3 weapon experimentation
I was about to lay 4.5 million on this tape, but the seller was kind enough to take my belt and put the tape in it for me. (Thank you Garrac)
The result: +3 Wound treament
Last time I looked at the alphabet WE came before WO.
Please take this out of your post. I was already burned by one wrong example you gave (see my post above), and thankfully I didn't listen to this post again, else I would have been burned again.
Siekierah
Siekierah Edo Master Weaponsmith EDO Enterprises "Courteous and prompt customer service is our specialty" EDO Depot Northwest of Coronet, Corellia -939, -3764 EDO MercantilePax Veritas, Naboo, next to the shuttleport Master-crafted Weapons, Power-Ups, Deeds, & Furniture - Email Requests Welcomed!
OK sorry to necropost but a friend looted a skilltape that has, in this order, the mods:
+5 One-Handed Weapon Evasion
+12 Terrain Negotiation
+10 Weapon Experimentation
As a weaponsmith I don't have to tell you the value this last mod would have for me. But it is FAR to risky to mess about and get the wrong mod.
From what I understand the original poster is saying that in the case of this tape all I need is a +1 to 1H weapon evasion and a +1 to terrain neg to overide the other mods that I don't want, but later someone says they did it that way and it didn't work. Any advice? I really don't want to chance messing this up, and the plain fact is that if things like this are high level loot they need to fix the code that is preventing them from working or else stop them dropping altogether.
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adding a +1 first to the clothing does not work as of today so do not rely on this. The only way to make the 2nd or 3rd skill stick is if you already have a greater skill than the 1st or 2nd already on the clothing.
Today experiment, I had 2 tapes, 1st was Berserk +1, 2nd was Berserk +4, Def vs Stun +4, applied the first tape first, then the 2nd, result was clothing with +4 berserk. I have not attempted this scenariro with an equal tape though, I would be curious to see what a +4 or something and then another +4,+4 tape would accomplish Since this would explain what to do with a +25,+25 tape
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if you wanted the 2nd one to stick you needed a +4 beserk tape ..
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This guide is now out of date. Last night I attached a +2 stun def / +3 heavy weapons to a piece of armour that was 'clean' of other attachments. The +2 stun stuck. I'm a bit annoyed.
I put a +1 tracking droid in belt, then the +3 tape and the stupid +3 tracking stuck even though R comes before T in the alphabet, PLUS to be on the safe side i put a +1 anyway. So yeah this nice helpful faq is no longer valid.
______________________________ JA Armory The Finest Composite Armor in the Galaxy - Located on Dantooine, Valley of Darkness Mall New Vendor located near Theed, Naboo at: -4491 3411 Jimmy
7) clothes with stat mods that drop to 0 condition, still allow the stat mods to work, so don't destroy any stat modded clothes that are at 0 condition.
Is this still true?? As I have a nice Rifle Speed +8 Clothing Attachment that I wish to use but I would hate to use it now for it to be destroyed when the shirts condition goes down to 0.
Also when it reaches 0 can I still wear it?
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