Note: If any one sees any errors in this write up, or if you know of any loot item skill mods that I missed, please let me know and I'll make edits to the post. Also, feel free to /bump this post if you think what I've written here should get to the Devs attention.
First off, I want to congratulate you on adding a decent amount of new loot to the game with Publish 6, and I hope that in future publishes you will continue to add loot at the same rate. In particular, you have added quite a few new skill modded items, however, many of these new items have bonuses to skills that are no longer valid in the game. I believe that currently in the game there are at least two large random loot generation tables that contain all of the optional skill mods that can appear on an item. I have put together a list off all of these skill mods with details of which mods are either broken or are for skills that were removed from the game back in beta, and thus should no longer be used on any loot items. Might I suggest that you print this list up and give it to your content development team so that new loot additions in the future won't be unintentionally bugged.
Experimentation and Assembly Skill Mods
Weapon Experimentation and Assembly
Armor Experimentation and Assembly
Food Experimentation and Assembly
Medicine Experimentation and Assembly
Combat Medicine Experimentation and Assembly
Droid Experimentation and Assembly
Clothing Experimentation and Assembly
Structure Experimentation and Assembly
Artisan Experimentation and Assembly
Grenade Experimentation and Assembly
Of the above skills, Grenade Experimentation and Grenade Assembly are the only two that do NOT work. Back during beta, commandos crafted their own grenades, and Grenade Experimentation and Grenade Assembly were two of their skills, however, grenades are now crafted by weaponsmiths. No character uses the skills Grenade Experimentation or Grenade Assembly anymore.(Note: When a weaponsmith crafts a grenade, it is his general Weapon Experimentation skill that comes into play, not Grenade Experimentation.) Grenade Experimentation and Grenade Assembly should never appear on a modded item, since it is an obsolete and invalid skill. (Note: one of the new loot items added in publish 6, the Demolitions Belt, has Grenade Experimentation and Grenade Assembly skill mods. This item should be hotfixed.) All of the other above skills work fine, however the value of Clothing Experimentation is questionable since at the present Tailors have no values to experiment on.
Repair Skill Mods
Weapon Repair
Armor Repair
Clothing Repair
Currently in the game, NONE of the above three skills work. Players are under the assumption that these skills are intended to work, and thus will be fixed at some point in the future, however after extensive testing, it has been shown that at present none of the repair skills make any difference during repair attempts. These three skills should NOT appear on any modded items until clarification is given as to whether or not these skills will ever be made to work.
Other Artisan Related Skill Mods
Droid Customization
Droid Complexity
Structure Complexity
Surveying
Besides the above four there are other similar artisan related skills that can be found in the various artisan skill trees, such as Armor Customization and Clothing Customization, however the only ones that ever show up on modded items are the above four. That being said, it appears that NONE of the above actually work. Droid Complexity and Structure Complexity are skills that do not appear anywhere in the normal skill trees and are most likely invalid skills left over in the loot tables from beta. Droid Customization in theory should work, however I have heard reports from players that it does not. Normally, as a Droid Engineer increases his customization skill, he has more color palettes made available during his crafting. At master level a droid engineer will have all the color palettes unlocked and thus would have no need to increase his Droid Customization skill farther, however, it appears that even if a low level Droid Engineer equips an item with a Droid Customization mod he is unable to unlock any of the higher level color palettes. Surveying is a skill that works similarly to Droid Customization, however instead of unlocking new color palettes, as a player increases his surveying skill he unlocks greater and greater survey ranged for his survey devices. Like Droid Customization is appears that the survey radius granted a player is entirely dependent upon the skill boxes he has learned, and thus equiping items with bonuses to Surveying make no difference. Therefore, all four of the above skills should NOT appear on any modded items.
Other Medic and Doctor Related Skill Mods
Injury Treatment
Injury Treatment Speed
Wound Treatment
Wound Treatment Speed
Medical Foraging
All of the above skill mods appear to work, however Medical Foraging is a skill that had its purpose changed during beta and while it does still work, it is now for the most part a nearly useless skill. It would probably be best just to remove Medical Foraging from the list of possible mods for skill modded items, or at least an effort should be made to avoid putting Medical Foraging as a skill mod on any future quest reward items.
Other Combat Medic Related Skill Mods
Healing Range
Ranged Injury Treatment Speed
Combat Medicine Use
Combat Medicine Effectiveness
Of the above three skills, only the first two, Healing Range and Ranged Injury Treatment Speed, appear to work. Combat Medicine Use should work in theory, but from testing by players it appears to currently have no effect. What combat medicines a player is able to use seems to be entirely dependent upon what skill boxes he has, and not upon his listed Combat Medicine Use skill. It is also questionable whether or not Combat Medicine Effectiveness skill mods work. The only known place where this skill mod can be found on an item is on the loot dropped necklaces of the followers of Lord Nyax. It is possible this skill mod does work and it is just that the skill mod on the only available item is too low for there to be any noticeable difference. Until further clarification is given on the purpose and function of Combat Medicine Effectiveness, it would seem wise to not place it as a skill mod on any loot items.
Scout, Ranger, and Squad Leader Related Skill Mods.
Terrain Negotiation
Camouflage
Foraging
Rescue
Group Terrain Negotiation
Steady Aim Bonus
Volley Fire Bonus
All of the above skill mods appear to work, however I have heard mixed reports on the final two. However, even if some of the skills mods in the above list are currently bugged, it is reasonable to assume that all of the above skill mods are intended to work and will be fixed at some point. Use of any of the above skills mods on a loot item should present no problems.
Creature Handler Related Skill Mods
Additional Pets
Creature Taming Bonus
I am not certain but it appears that the first skill mod definately does not work, and that the second one may or may not work. The first mod, Additional Pets, has been tested by players many times and has never worked. Most likely this skill mod is disabled on purpose because it would be extremely unbalancing for a Creature Handler to call up to an additional 25 pets at once. As for Creature Taming Bonus, Creature Handlers do not have this skill mod anywhere in their skill tree, however the skill mod is granted automatically to all Wookies. It therefore seems likely that even if this skill does not work at the present, it will work at some point in the future. Therefore I would suggest that Additional Pets NOT be used on any loot items, however Creature Taming Bonus should be ok.
Entertainer Related Skill Mods
Wound Healing (Music)
Wound Healing (Dancing)
Battle Fatigue Healing (Music)
Battle Fatigue Healing (Dancing)
Musical Mind Enhancement
Dancing Mind Enhancement
Instrument Assembly
All of the above skill mods appear to work and use of any of the above skill mods on a loot item should present no problems.
All three of these skill mods appear to work, however there is apparently some confusion, both amongst players and the dev team as to how these mods actually work. A player's Dodge skill ONLY comes into play if he has a pistol or one-handed melee weapon equipped. A player's Counterattack skill ONLY comes into play if he has a carbine or two-handed melee weapon equipped. And a player's Block skill ONLY comes into play if he has a rifle or polearm weapon equipped. (Note: Counterattack and Block also seem to have some bugs in how they work, but it is assumed that they will eventually be fixed to work in a similar manner as Dodge.) The problem with these skill mods is when they are placed on a mismatched weapon type. For example, in the recent Publish 6, one of the new quest rewards at Jabba's palace is a Gamorrean Battleaxe with a Block +5 skill mod. A Battleaxe is a two-handed melee weapon, and not a polearm, and thus whenever a player equips this weapon, it is his Counterattack skill, and not his Block skill that is enabled. Consequently the skill mod on this new quest reward is of no value. I would suggest hotfixing this item as soon as possible. The Block +5 skill mod should be replaced with a Counterattack +5 skill mod. The final reward given at Jabba's palace also has a similar error. This final reward is a schematic for what "Featherweight FWG5". Once crafted this pistol contained three skill mods. They are: Counterattack +5, Dodge +5, and Pistol Accuracy +5. It is the first skill mod that is in error. Since the weapon is a pistol, a player's Counterattack skill will NOT be activated when he equips the weapon. I would also suggest hotfixing this item as soon as possible. If the intention was to give the weapon two functioning defensive skill mods, then the best route would be to remove the Counterattack +5 skill mod and instead give the weapon either Ranged Defense +5 or Melee Defense +5.
Defensive Skill Mods - Part 2
One Handed Weapon Counterattack
One Handed Weapon Evasion
Two Handed Melee Counterattack
Two Handed Melee Evasion
Polearm Counterattack
Polearm Evasion
The above six skills were all removed from the game during beta and thus should NOT appear on any loot items. The three above skill mods with "counterattack" at the end of their names often confuse players who mistakenly believe that these skill mods are somehow related to the functioning Counterattack skill mod. (Note: The combat code for "evading" an attack still appears to be in the game at some level, since it does very rarely still occur, however testing has shown that none of the above skill mods seem to make any difference concerning its occurrence.) I see no reason to believe that the above six skill mods will ever be made to function in the game, since they for all intents and purposes have been replaced by the previously mentioned Dodge, Counterattack, and Block.
Defensive Skill Mods - Part 3
Poison Resistance
Disease Resistance
Fire Resistance
It is unknown weather or not the above three skill mods work. I have heard mixed reports as to weather or not they actually make any difference. The patch notes for Publish 6 stated that Fire Resistance now works, but I have not yet heard any reports as to how it works. Even if none of the above yet work, it is assumed that they will be made to work at some point in the future.
Defensive Skill Mods - Part 4
Bleeding Resistance
Combat Bleeding Defense
For some reason there are two separate skill mods that both seemed aimed and defense against bleeding. The Bleeding Resistance skill mod can be found on quite a few different loot items, however, Combat Bleeding Defense can only be found as a skill mod on clothing made with Bio-Engineered tissues. Like with Fire Resistance above, the Publish 6 patch notes stated that Bleeding Resistance now works, however it is unclear as to which of the two skill mods from above that this was referring, too. I would advise against putting either of these two skill mods on any loot items until some clarification is given. Specifically, the following questioned need to be answered: Do both of these skill work? If so, do they have the exact same function? If they have the same function do they stack? (Note: Personally I would suggest that these two skill mods be coded so that Bleeding Resistance lowers the chance for a player to enter into a bleeding state, whereas Combat Bleeding Defense should be coded so that it reduces the amount of damage a player takes during each tick of an already applied bleed.)
Defensive Skill Mods - Part 5
Melee Defense
Ranged Defense
Defense vs. Dizzy
Defense vs. Blind
Defense vs. Knockdown
Defense vs. Posture Change (Up)
Defense vs. Posture Change (Down)
Defense vs. Intimidate
Defense vs. Stun
All of the above skill mods currently work and can be used on any loot item without any problems occurring. (Note: while Defense vs. Posture Change (Up) does work, it is a skill that almost never comes into use in the game and thus should probably not be used on any loot items that are supposed to be of value.)
Melee Damage Skill Mods
Unarmed Damage
One Handed Melee Damage
Two Handed Melee Damage
Polearm Damage
Of the above four skill mods, it is questionable if any of them work. The first mod, Unarmed Damage, most likely works since Unarmed Damage is a skill that appears in the Teras Kasi skill tree. However, the remaining three skill mods do not appear anywhere in any skill tree and thus it is unknown if they actually work. Many players have sought to acquire loot items with the above skill mods under the assumption that they work, but I have yet to see any extensive testing done one way or the other. I would suggest not using any of the above, except Unarmed Damage, on any loot items until whether or not they work, or will ever work, can be clarified.
Rifle Skill Mods
Rifle Speed
Rifle Accuracy
Rifle Accuracy While Moving
Rifle Aiming
Cover
Taking Cover
Rifle Crawl Speed
Most of the above skills work, however the last two have both been removed from the game and are no longer valid skills. Neither Taking Cover nor Rifle Crawl Speed should ever be used as a skill mod on a loot item. Also, keep in mind that if any of the above skill mods are to appear on a weapon, that weapon should be a rifle.
Carbine Skill Mods
Carbine Speed
Carbine Accuracy
Carbine Accuracy While Moving
Carbine Aiming
All four of the above skill mods work fine and can be used on most loot items without risk of problems occurring. The only thing to make sure is that if any of the above skill mods are to appear on a weapon, that weapon should be a carbine.
Pistol Skill Mods
Pistol Speed
Pistol Accuracy
Pistol Accuracy While Moving
Pistol Accuracy While Standing
Pistol Aiming
All five of the above skill mods work fine and can be used on most loot items without risk of problems occurring. The only thing to make sure is that if any of the above skill mods are to appear on a weapon, that weapon should be a pistol.
Both of the above skill mods work and can be used on any loot item without risk of problems occurring.
Melee Skill Mods
Unarmed Speed
Unarmed Accuracy
One Handed Weapon Speed
One Handed Weapon Accuracy
Two Handed Melee Speed
Two Handed Melee Accuracy
Polearm Speed
Polearm Accuracy
Warcry
Berserk
Intimidation
All eleven of the above skill mods work fine and can be used on most loot items without risk of problems occurring. The only thing to make sure is if any of the first eight skill mods are to appear on a weapon, that they appear on the appropriate type of weapon. For example, a skill mod for Polearm Speed should only appear on a polearm weapon.
Commando Related Skill Mods
Thrown Weapon Accuracy
Heavy Weapon Speed
Heavy Weapon Accuracy
Of the three above skill mods, only the first one, Thrown Weapon Accuracy, works. Heavy Weapon Speed and Heavy Weapon Accuracy are apparently old skill mods left over from beta. Each heavy weapon in the game now has its own skill mod. For example, the rocket launcher has Rocket Launcher Speed and Rocket Launcher Accuracy as its skill mods, where as the Flamethrower has Flamethrower Speed and Flamethrower Accuracy as its skill mods. It has been speculated that at some point in the future Heavy Weapon Speed and Heavy Weapon Accuracy will be reinstated into the game so that loot items with these mods will effect all heavy weapons, however when or if this will actually occur is unknown. Therefore, until more clarification is given by the dev team, I would suggest that both Heavy Weapon Speed and Heavy Weapon Accuracy NOT be used as skill mods on any loot items.
Bounty Hunter Related Skill Mods
Tracking Droids
Tracking Droid Effectiveness
Droid Speed
Droid Precision
It is assumed that all four of the above skill mods work, however, there is currently a bug in the game that causes a bounty hunter's droids to work slower, rather than faster, as his droid speed skill goes up, and thus most bounty hunters have been quite reluctant to utilize any loot items with a Droid Speed skill mod. Until this bug is fixed, I would suggest not creating any new loot items that have Droid Speed as a skill mod. (Note: If a more expanded player bounty system is ever added to the game, the demand and usefullness of the above skill mods will most likely change significantly.)
Skill Mods that SHOULD be removed from the loot tables and any development tools used by the content team.
Grenade Experimentation
Grenade Assembly
Additional Pets
One Handed Weapon Counterattack
One Handed Weapon Evasion
Two Handed Melee Counterattack
Two Handed Melee Evasion
Polearm Counterattack
Polearm Evasion
Taking Cover
Rifle Crawl Speed
Skill Mods whose function are currently in question and should probably be avoided for now.
Clothing Experimentation
Weapon Repair
Armor Repair
Clothing Repair
Droid Customization
Droid Complexity
Structure Complexity
Surveying
Combat Medicine Use
Combat Medicine Effectiveness
Bleeding Resistance
Combat Bleeding Defense
One Handed Melee Damage
Two Handed Melee Damage
Polearm Damage
Heavy Weapon Speed
Heavy Weapon Accuracy
Droid Speed
Skill Mods that are currently in the loot tables and content development tools and CAN be used in loot items.
Weapon Experimentation
Weapon Assembly
Armor Experimentation
Armor Assembly
Food Experimentation
Food Assembly
Medicine Experimentation
Medicine Assembly
Combat Medicine Experimentation
Combat Medicine Assembly
Droid Experimentation
Droid Assembly
Clothing Assembly
Structure Experimentation
Structure Assembly
Artisan Experimentation
Artisan Assembly
Injury Treatment
Injury Treatment Speed
Wound Treatment
Wound Treatment Speed
Medical Foraging
Healing Range
Ranged Injury Treatment Speed
Terrain Negotiation
Camouflage
Foraging
Rescue
Group Terrain Negotiation
Steady Aim Bonus
Volley Fire Bonus
Creature Taming Bonus
Poison Resistance
Disease Resistance
Fire Resistance
Melee Defense
Ranged Defense
Defense vs. Dizzy
Defense vs. Blind
Defense vs. Knockdown
Defense vs. Posture Change (Up)
Defense vs. Posture Change (Down)
Defense vs. Intimidate
Defense vs. Stun
General Ranged Aiming
Alertness
Unarmed Damage
Unarmed Speed
Unarmed Accuracy
One Handed Weapon Speed
One Handed Weapon Accuracy
Two Handed Melee Speed
Two Handed Melee Accuracy
Polearm Speed
Polearm Accuracy
Warcy
Berserk
Intimidation
Rifle Speed
Rifle Accuracy
Rifle Accuracy While Moving
Rifle Aiming
Cover
Carbine Speed
Carbine Accuracy
Carbine Accuracy While Moving
Carbine Aiming
Pistol Speed
Pistol Accuracy
Pistol Accuracy While Moving
Pistol Accuracy While Standing
Pistol Aiming
Thrown Weapon Accuracy
Tracking Droids
Tracking Droid Effectiveness
Droid Precision
New Quest Reward Items from Publish 6 that need to be hotfixed
Gammorean Battle Axe - Quest Reward at the reworked Jabba's Palace
This weapon currently has a skill mod of Block +5. This skill mod will NOT function because the Gammorean Battle Axe is a two-handed melee weapon and not a polearm. The Block +5 skill mod should be changed to Counterattack +5 which is the appropriate defensive skill mod for a two-handed melee weapon.
Demolitions Belt - Quest Reward at the reworked Jabba's Palace
This belt currently has three skill mods, Grenade Experimentation +5, Grenade Assembly +5, and Thrown Weapon Accuracy +5. The first two skill mods are both for invalid skills that were removed from the game during beta testing. Assuming this belt is intended to be of use to commandos, I would suggest removing the first two skill mods and replacing them with Thrown Weapon Speed +5 and Melee Defense +5. (Note, Thrown Weapon Speed has so far never appeared on a loot item as a skill mod, however it would be a useful mod if it was added to the game.)
Featherweight FWG5 - Final Quest Reward at the reworked Jabba's Palace
This weapon currently has three skill mods, Counterattack +5, Dodge +5, and Pistol Accuracy +5. The first skill mod, Counterattack +5, will NOT function because the FWG5 is a pistol and not a carbine. The Counterattack +5 skill mod should be removed and either Ranged Defense +5 or Melee Defense +5 put in its place.
There may be other new quest reward items in the game that also have invalid skill mods, however the above three are the only ones that have been discovered so far. It may be tempting to not fix these errors and leave them as they presently are, however, considering the vast numbers of players that will be doing the quests to acquire these items, it would be nice if they were not broken in some way. Also, the Demolitions Belt is sure to create much confusion amongst players. Many new players who are weaponsmiths already make the mistake of thinking that mod items with Grenade Experimentation and Grenade Assembly will help them with the crafting of munitions. Leaving this item in the game unchanged will give scammers just one more way to cheat uninformed players out of credits.
This is the modifier that wookiees have innately. The skill is listed separately from tame wild/vicious and does work for them, so it is conceivable that the skill mod works as well.
If you still have one available, you could socket it in a wookiee item and see if their innate skill increases to confirm it is the same bonus. To see enough of a difference to claim it is working you would need a significant modifier, however.
----- Visit www.swgcreatures.com for all your creature needs. Tell 'em Lantyssa sent you!
DrakeWindwalker wrote: You neeed to move Clothing Experimentation to the non working side, as a talior you NEVER and CAN'T experiment so its pointless to have.
Done. I moved it to the "Avoid for Now" section. It probably shouldn't be removed from the game entirely yet, though, since hopefully at some point in the future Tailors will be given ways to experiment.
This is the modifier that wookiees have innately. The skill is listed separately from tame wild/vicious and does work for them, so it is conceivable that the skill mod works as well.
Thanks for the info. I have edited my first post to reflect it, and moved Creature Taming Bonus to the "Good to Use" list of skill mods.
It is assumed that all four of the above skill mods work, however, there is currently a bug in the game that causes a bounty hunter's droids to work slower, rather than faster, as his droid speed skill goes up, and thus most bounty hunters have been quite reluctant to utilize any loot items with a Droid Speed skill mod. Until this bug is fixed, I would suggest not creating any new loot items that have Droid Speed as a skill mod. (Note: If a more expanded player bounty system is ever added to the game, the demand and usefullness of the above skill mods will most likely change significantly.)
Continued in next post...
This is why I buy them and just put them in the bank ... patiently awaiting the long over due Redesign of the Bounty Hunter Profession
Only thing I would add is: many of these have dropped as rewards for adventuring, so it's lame that some don't do anything at all.
I suggest that the non working bonuses be 'remapped' to working skills so they have some value, ie one handed counterattack and evasion would be added to your Dodge skill, grenade experimentation -> weapon experimentation, and so on.
Wow, fantastic research and work there! I hope the Devs look at this list and realize that this stuff has been in the game for months like this. I often see leftover SEAs in houses and on the bazaar that have not and probably will never work.
Berent D. MCH/Master Swordsman/Husband of Tess Ainwyn "The Twi'lek Tank" Rare pet collector and big game hunter
KStarfire wrote: Awesome post.. very helpful.. im going to let it run a bit longer and see if anyone can add to it then ill take this list to TH...
Thanks..
KStarfire
I just relized I forgot to put two skill mods in the list. I've edited the post and put them in, but if you already sent it off to TH, here's the section I forgot...
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Marksman Skill Mods
General Ranged Aiming
Alertness
Both of the above skill mods work and can be used on any loot item without risk of problems occurring.
All three of these skill mods appear to work, however there is apparently some confusion, both amongst players and the dev team as to how these mods actually work.
Well… yes and no. Block as a skill doesn't work, so a mod for block is kinda useless. I was a Master rifleman for a month maybe. I -never- saw "-Block-" pop over my name, or combat spam that would tell me I blocked a attack. As it stands, only NPC's seem to ever block.
Imaridril wrote:
Marksman Skill Mods
General Ranged Aiming
Alertness
Both of the above skill mods work and can be used on any loot item without risk of problems occurring.
I believe there are also weapon specific Ranged aiming. I remember I saw a rifle mod that "Improves accuracy with the /aim command" so it stands to reason there might be pistol and carbine mods too. Of course, you need the skill aim which is in ranged support, and nothing is good about it
Message Edited by ArchmagiCaT on 02-14-200403:22 PM
Instrument Assembly tapes are worthless, since high quality instruments are just as good as cruddy ones.
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InfiniteChimp
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Structure Complexity - It is my theory that since complexity seems to affect how long an item takes to actually be "crafted" or whatever, the tape either reduces or increases the length of time it takes to "craft" or whatever, your item. In that case, you might expect a Structure Complexity -1 to be better than a Structure Complexity +1 tape.
Additional Pets - I heard this affects how many pets you hold in your DATAPAD, not how many you can call. Just like the Commando names, this probably just has an incorrect name.