Credit and Link : http://www.swgemu.com/archive/scrapbook ... 127213141/
I have noticed a lot of confusion amongst other swg players on what skill tapes are, and more importantly how they work. There are a few guides so far that are extremely useful, however have some commonly mistaken information. Most of the needed information seemed to be scattered and outdated to me, and so I decided to bring it all together and make an Ultimate Guide to Skill Tapes. So here it is!
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) skill tapes are ONLY lootable, they are not craftable, however Bio-Engineers CAN craft certain skill mods with clothing tissue (see below).
3) 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).
4) 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)
5) 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.
6) 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. In the case of a higher negative numbered mod than positive mod(s), the highest positive number will stick (e.g. a -14 rifle accuracy with +5 armorsmith experimentation will give the +5 armorsmith experimentation) regardless if the negative number is larger, positive mods will ALWAYS have a higher numerical value than the negative mods.
7) 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 listed FIRST will be the only one applied, regardless of alphabetical order.
8) 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
9) 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 that arises all too frequently:
10) 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?).
The ONLY solution 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).
So to refresh, say you have these tapes:
Tape #1
+23 grenade experimentation
+20 armorsmith experimentation
Tape #2
+20 armorsmith experimentation
+23 grenade experimentation
To get the +20 armorsmith experimentation to stick on EITHER Tape #1 or Tape #2, you would need to put a +23 (or higher) grenade experimentation tape on the clothes item first. 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.
Tape #3
+25 surveying
+24 droid complexity
+23 weaponsmith experimentation
Tape #4
+23 weaponsmith experimentation
+25 surveying
+24 droid complexity
Tape #5
+24 droid complexity
+23 weaponsmith experimentation
+25 surveying
You of course would want weaponsmith experimentation. On EITHER Tape #3, Tape #4, or Tape #5 you would have to place a +25 surveying tape on first, then a +24 droid complexity tape, then Tape #3, Tape #4, or Tape #5 on, to get the +23 weaponsmith experimentation to stick.
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, a ubese bandolier, allows for 12 pieces with 4 sockets each for armor attachments.
Well, Lets just count how many items are socketable & able to be worn at the same time:
(Note: Pants cannot be worn under Leggins)
· Helm
· Chest Armor
· Leggins
· Boots
· Gloves
· Left Bicep
· Right Bicep
· Right Forearm
· Left Forearm
· Shirt
· Belt
· Bandolier or Backpack
· Total: 48 Sockets on You Maximum
Now that we know how to apply skill tapes and know how many can be applied at once, all there is to know is which mods work! The following information was posted by Imaridril, it can be found here.
http://forums.station.sony.com/swg/boar ... ge.id=7076
I would like to give him great thanks for doing what the devs should have done a long time ag
Now that we know which mods work, there are some skill mods that have a "hard cap" or a max amount of points possible.
Block
Counterattack
Dodge
Melee Defense
Ranged Defense
Melee defense, ranged defense, dodge, counterattack and block all have a 125 cap from skills
(SEAs, food, and squad leader bonuses all stack on top of that, though). Accuracy has NO hard cap!
Speed has a sort-of cap, because you can attack at most once per second. So with the weapon-specific
speed mods and skill tapes, at some point any weapon you pick up will likely hit that speed. For the most part somewhere between +96 to +99 would cap out virtually any weapon you use in it's class. Here is an excellent calculator to find out exactly how many points you need to cap in speed with your current weapon.
Weapon Speed & Damage Calculator => http://killyourpc.org/swg/swg_dps.php
== F . A . Q. ==
1.) What are SEA’s & what does SEA stand for?
These are items that can be placed into sockets of Armor & Clothing that will grant the player with additional points to given skills, SEA means: Skill Enhancement Attachment. CA stands for Clothing Attachment (applied only to clothes with open sockets) and AA stands for Armor Attachment (applied only to armor with open sockets).
2.) When adding Attachments to Your Clothing Armor & Assorted items such as Belts or Bandoliers, Placing more than one of the same skill on that item Currently does not function properly, Let me explain.
If You place a +12 Rifle Speed & a +4 Rifle Speed in the same item, The lower of the 2 will simply disappear, Leaving You in this example at +12 Rifle Speed and one less socket. (They don't stack!) The new total for both tapes will become the equivalent of one of them, not because it’s a better tape or because it was placed in a certain order, But because you cannot place 2 Identical skills into the same item. This also applies even if 2 identical tapes are applied to the same clothing/armor item.
3.) Do all items crafted come with 4 sockets?
No. You will need to ask the crafter of your choice specifically to make you a 4-socketed item if they do not stock them.
4.) Is there a limit to how many skills I can gain from attachments?
Sort of yes. You must have the skill granted before you get its effects if the skill requires a profession state of you, So the amount of skills possible would take awhile to calculate as there are way too many variables that come into play here, The other main thing that limits You is, The Maximum sockets per item of 4, Problem is not all items are 4-socketed, They must be crafted specifically to get 4, Your best bet is to hire a Master! The theoretical maximum skills would be that equal to the sockets your clothing & armor have. Since 48 sockets is the maximum possible wearable at any given time, 192 Different skills would be the maximum Theoretically possible but not realistic!
5.) Is there a limit to how many points i can have of a certain skill mod?
For a few yes. Melee defense, ranged defense, dodge, counterattack and block all have a 125 cap from skills (SEAs, food, and squad leader bonuses all stack on top of that, though). Speed has a sort-of cap, because you can attack at most once per second. So with the weapon-specific speed mods and skill tapes, at some point any weapon you pick up will likely hit that speed.
6.) Can I use negative (e.g. Rifle Accuracy -1) Skill Attachments to cancel out unwanted skills on other Skill Attachments?
No, this can no longer be done. Using a negative skill attachment will only take up a socket and give no effect to your clothing's/armor's skill mods.
7.) Can I remove Skill Attachments once inserted?
No, Once inserted they will remain permanently.
I hope this clears up a whole lot of confusion amongst us players, and will hopefully make you wiser when you're shopping around.
Information gathered and updated from the following..
QuigShot and his guide here. http://forums.station.sony.com/swg/boar ... ts#M108780
PadreBook and his guide here. http://forums.station.sony.com/swg/boar ... 773&page=1
*note* some of the information in the above links have some misleading information and is a bit outdated. I have updated their information in this post.
Message Edited by LordoftheStrings on 01-15-2005 01:25 PM