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Author AA-CA
Diaboyos

2005-03-01, 10:30 pm

What drops the most of these usually? I've been playing for a year now
and still have never received one as loot!


Clawhound

2005-03-02, 7:07 pm

Diaboyos wrote:
quote:

> What drops the most of these usually? I've been playing for a year now
> and still have never received one as loot!
>
>


My understanding is Borgle Cave. That's why it is camped so much. I did
find a few CA's and AA's via treasure maps. That's pretty hit-or-miss.

CH
Diaboyos

2005-03-03, 4:49 am


"Clawhound" <none@nowhere.com> wrote in message
news:lhjVd.2729$Ny6.4846@mencken.net.nih.gov...
quote:

> Diaboyos wrote:
>
now[vbcol=seagreen]
>
> My understanding is Borgle Cave. That's why it is camped so much. I did
> find a few CA's and AA's via treasure maps. That's pretty hit-or-miss.
>

Not familiar with Borgle cave where is it?


No1uNo

2005-03-03, 8:10 pm

Aakuan champions used to drop quite a few decent ones but the number has
decreased markedly since the last patch. Your best bet is NS elders for good
attachments but but you had better go with a group unless you're a tank with
high damage - swordsman or rifleman.


"Diaboyos" <Diaboyos@AAFA.net> wrote in message
news:brvVd.8962$SQ4.6669@fe1.texas.rr.com...
quote:

>
> "Clawhound" <none@nowhere.com> wrote in message
> news:lhjVd.2729$Ny6.4846@mencken.net.nih.gov...
> now
> Not familiar with Borgle cave where is it?
>
>



Diaboyos

2005-03-03, 8:10 pm

Finally got my first one yesterday off one of the bad XXX 240k HAM Imp
NPC's. It was a 4-Cover, 5-Melee Defense AA. That's what they need to
increase the spawn of is AA-CA's, not necessarily the best ones but even the
crap ones just to give people a reason to have something to hope for. NS
Elders are out for me as I'm TKM and they're 100% Kinetic :-(


"No1uNo" <no1uno@huntmail.com> wrote in message
news:xqJVd.41602$ya6.9830@trndny01...
quote:

> Aakuan champions used to drop quite a few decent ones but the number has
> decreased markedly since the last patch. Your best bet is NS elders for

good
quote:

> attachments but but you had better go with a group unless you're a tank

with
quote:

> high damage - swordsman or rifleman.
>
>
> "Diaboyos" <Diaboyos@AAFA.net> wrote in message
> news:brvVd.8962$SQ4.6669@fe1.texas.rr.com...
year[vbcol=seagreen]
>
>



Reg LeCrisp

2005-03-04, 4:44 am


"Diaboyos" <Diaboyos@AAFA.net> wrote in message
news:PFMVd.26047$SQ4.11170@fe1.texas.rr.com...
quote:

> Finally got my first one yesterday off one of the bad XXX 240k HAM Imp
> NPC's. It was a 4-Cover, 5-Melee Defense AA. That's what they need to
> increase the spawn of is AA-CA's, not necessarily the best ones but even
> the
> crap ones just to give people a reason to have something to hope for. NS
> Elders are out for me as I'm TKM and they're 100% Kinetic :-(


does not have to be elders. any of the mid to high range NS or Mountain
clan will do. Just have to get extremely lucky. I can go days without a
decent drop then one day start looting mid to high end tapes or above
average weapons.

just recently got a combo AA of +10 two hand speed / +6 rifle speed. To bad
combo tapes do not work. When placed into socketed armor or clothe it only
takes the high skill value bonuses. I have a bag full of these waiting for
SOE to fix before i decide to use em.


Diaboyos

2005-03-05, 7:44 am


"Reg LeCrisp" <x@x.com> wrote in message
news:CYCdnZbclPuemrXfRVn-hQ@comcast.com...
quote:

>
> "Diaboyos" <Diaboyos@AAFA.net> wrote in message
> news:PFMVd.26047$SQ4.11170@fe1.texas.rr.com...
Imp[vbcol=seagreen]
NS[vbcol=seagreen]
>
> does not have to be elders. any of the mid to high range NS or Mountain
> clan will do. Just have to get extremely lucky. I can go days without a
> decent drop then one day start looting mid to high end tapes or above
> average weapons.
>
> just recently got a combo AA of +10 two hand speed / +6 rifle speed. To

bad
quote:

> combo tapes do not work. When placed into socketed armor or clothe it

only
quote:

> takes the high skill value bonuses. I have a bag full of these waiting

for
quote:

> SOE to fix before i decide to use em.
>

I was wondering about that. So what exactly then is the point of
having 3 or 4 sockets available if you can't stack? Can u put 4 different
kinds in 1 piece and it will work? Is stacking limited to 1 skill or
stacking more than 1 item period?


David Cherry

2005-03-05, 7:44 am


"Diaboyos" <Diaboyos@AAFA.net> wrote in message
news:KFeWd.40831$SQ4.14676@fe1.texas.rr.com...
quote:

>
> "Reg LeCrisp" <x@x.com> wrote in message
> news:CYCdnZbclPuemrXfRVn-hQ@comcast.com...
> Imp
> NS
> bad
> only
> for
> I was wondering about that. So what exactly then is the point of
> having 3 or 4 sockets available if you can't stack? Can u put 4 different
> kinds in 1 piece and it will work? Is stacking limited to 1 skill or
> stacking more than 1 item period?
>


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 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) 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
listed FIRST will be the only one applied, regardless of alphabetical order.

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 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?).

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/...message.id=7076
I would like to give him great thanks for doing what the devs should have
done a long time ago

== LIST OF ALL MODS ==

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
All of these mods work except grenade experimentation and assembly, which
was removed in beta and no longer exists on the current skill tree.

Repair Skill Mods

* Weapon Repair
* Armor Repair
* Clothing Repair
None of these mods do anything. They have been tested extensively and serve
no purpose.

Other Artisan Related Skill Mods

* Droid Customization
* Droid Complexity
* Structure Complexity
* Surveying
The first three mods here do nothing. Surveying works, but you hit the hard
cap for surveying distance at artisian surveying 4 anyway so take that into
consideration.

Other Medic and Doctor Related Skill Mods

* Injury Treatment
* Injury Treatment Speed
* Wound Treatment
* Wound Treatment Speed
* Medical Foraging
* Medicine Use
Most of these mods work, however the medical foraging skill is as good as
useless, and it would be pointless to use. Also Medicine Use was nerfed and
no longer functions.

Other Combat Medic Related Skill Mods

* Healing Range
* Ranged Injury Treatment Speed
* Combat Medicine Use
* Combat Medicine Effectiveness
Healing range and combat medicine use have been tested and don't do
anything, combat medicine effectiveness probably doesn't work and but is
hard to properly test. I wouldn't lay down any serious credits for this
skill. The second mod up there works just fine.

Scout, Ranger, and Squad Leader Related Skill Mods.

* Terrain Negotiation
* Camouflage
* Foraging
* Rescue
* Group Terrain Negotiation
* Steady Aim Bonus
* Volley Fire Bonus
All of these skill mods are tested and should work, but I don't know anyone
who would actually want most of them. Don't put down any credits on the last
two especially, since it is hard to confirm just how effecitve they are
since they don't really do much anyway. I'm leaving them green since we know
they do function.

Creature Handler Related Skill Mods

* Additional Pets
* Stored Pets
* Creature Taming Bonus
Additional Pets and Stored Pets both used to work but have been nerfed,
creature taming bonus works fine and I beleive is a requirement for taming a
bull rancor baby.

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
Yep, all of it works, although instrument assembly is kind of redundany
since instruments don't really have any mods or different values to them.

Defensive Skill Mods

* Dodge
* Counterattack
* Block
* One Handed Weapon Counterattack
* One Handed Weapon Evasion
* Two Handed Melee Counterattack
* Two Handed Melee Evasion
* Polearm Counterattack
* Polearm Evasion
The first three mods here work, as long as you are equipping a weapon that
fits with each mod. For example counterattack works when holding a power
hammer, but you won't dodge while weidling it no matter how much +dodge you
have. Make sure you get the right mods for the weapons you use. As far as
the rest of this list... All of these were removed in beta, replaced by the
trio of working skills.

General Defense Skill Mods (Part 1)

* Bleeding Resistance
* Combat Bleeding Defense
* Poison Resistance
* Disease Resistance
* Fire Resistance
All of these mods should work but are nearly impossible to test.

General Defense Skill Mods (Part 2)

* 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 these mods work fine, but the posture change (up) is basically
useless because you are rarely (if ever) forced up by an attack.

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 of these are working properly.

Melee Damage Skill Mods

* Unarmed Damage
* One Handed Melee Damage
* Two Handed Melee Damage
* Polearm Damage
All of these mods should work, but only the first one actually does. I
beleive the devlopers removed the last three mods completely when they
removed them from the skill trees. This is the source of much debate, but it
has been tested time and time again. Do not get duped into buying skill mods
for any of these except unarmed.

Ranged Skill Mods

* General Ranged Aiming
* Alertness
* Carbine Speed
* Carbine Accuracy
* Carbine Accuracy While Moving
* Carbine Aiming
* Pistol Speed
* Pistol Accuracy
* Pistol Accuracy While Moving
* Pistol Accuracy While Standing
* Pistol Aiming
* Rifle Speed
* Rifle Accuracy
* Rifle Accuracy While Moving
* Rifle Aiming
* Cover
* Taking Cover
* Rifle Crawl Speed
The last two mods here no longer function, but the rest work fine with the
proper weapon equipped.

Commando Related Skill Mods

* Thrown Weapon Accuracy
* Heavy Weapon Speed
* Heavy Weapon Accuracy
The first mod here works, the second two do not. Heavy weapons now have
their own mods, such as flamethrower accuracy, flamethrower speed, etc.

Bounty Hunter Related Skill Mods

* Tracking Droids
* Tracking Droid Effectiveness
* Droid Speed
* Droid Precision
All of the above work, including speed, but currently adding speed actually
slows down the droids! This makes it a functioning but worthless mod until
the skill itself is fixed.


Diaboyos

2005-03-05, 10:31 pm

Very Well Done! Bravo!!



"David Cherry" <david.cherry@empyrion> wrote in message
news:42298772$0$87525$ed2619ec@ptn-nntp-reader01.plus.net...
quote:

>
> "Diaboyos" <Diaboyos@AAFA.net> wrote in message
> news:KFeWd.40831$SQ4.14676@fe1.texas.rr.com...
to[vbcol=seagreen]
Mountain[vbcol=seagreen]
a[vbcol=seagreen]
To[vbcol=seagreen]
different[vbcol=seagreen]
>
> 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
quote:

> that are extremely useful, however have some commonly mistaken

information.
quote:

> Most of the needed information seemed to be scattered to me, and so I
> decided to bring it all together and make an Ultimate Guide to Skill

Tapes.
quote:

> 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;
quote:

> 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
quote:

> armor that have sockets (including ubese shirts and mabari belts). They

are
quote:

> 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
quote:

> 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
quote:

> 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
quote:

> 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
quote:

> 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
quote:

> 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,
quote:

> 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
quote:

> items with matching skills follows extra rules see below.
>
> 5) when placing an attachment with 2 or more stats, the highest value

stats
quote:

> 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
quote:

> 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
> listed FIRST will be the only one applied, regardless of alphabetical

order.
quote:

>
> 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
quote:

> any more than that in bonuses is unused
>
> There is a 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
quote:

> 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
quote:

> 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
quote:

> #2, you would need to put a +23 (or higher) grenade experimentation tape

on
quote:

> 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
quote:

> 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
quote:

> 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
quote:

> you), pants, gloves (short gloves as longer gloves don't allow for wearing

a
quote:

> jacket), boots, so a maximum of 8 pieces with with 4 sockets each for

skill
quote:

> 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
quote:

> with 4 sockets each for armor attachments.
>
> Well, Lets just count how many items are socketable & able to be worn at

the
quote:

> 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
quote:

> was posted by Imaridril, it can be found here.
>
>

http://forums.station.sony.com/swg/...message.id=7076
quote:

> I would like to give him great thanks for doing what the devs should have
> done a long time ago
>
> == LIST OF ALL MODS ==
>
> 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
> All of these mods work except grenade experimentation and assembly, which
> was removed in beta and no longer exists on the current skill tree.
>
> Repair Skill Mods
>
> * Weapon Repair
> * Armor Repair
> * Clothing Repair
> None of these mods do anything. They have been tested extensively and

serve
quote:

> no purpose.
>
> Other Artisan Related Skill Mods
>
> * Droid Customization
> * Droid Complexity
> * Structure Complexity
> * Surveying
> The first three mods here do nothing. Surveying works, but you hit the

hard
quote:

> cap for surveying distance at artisian surveying 4 anyway so take that

into
quote:

> consideration.
>
> Other Medic and Doctor Related Skill Mods
>
> * Injury Treatment
> * Injury Treatment Speed
> * Wound Treatment
> * Wound Treatment Speed
> * Medical Foraging
> * Medicine Use
> Most of these mods work, however the medical foraging skill is as good as
> useless, and it would be pointless to use. Also Medicine Use was nerfed

and
quote:

> no longer functions.
>
> Other Combat Medic Related Skill Mods
>
> * Healing Range
> * Ranged Injury Treatment Speed
> * Combat Medicine Use
> * Combat Medicine Effectiveness
> Healing range and combat medicine use have been tested and don't do
> anything, combat medicine effectiveness probably doesn't work and but is
> hard to properly test. I wouldn't lay down any serious credits for this
> skill. The second mod up there works just fine.
>
> Scout, Ranger, and Squad Leader Related Skill Mods.
>
> * Terrain Negotiation
> * Camouflage
> * Foraging
> * Rescue
> * Group Terrain Negotiation
> * Steady Aim Bonus
> * Volley Fire Bonus
> All of these skill mods are tested and should work, but I don't know

anyone
quote:

> who would actually want most of them. Don't put down any credits on the

last
quote:

> two especially, since it is hard to confirm just how effecitve they are
> since they don't really do much anyway. I'm leaving them green since we

know
quote:

> they do function.
>
> Creature Handler Related Skill Mods
>
> * Additional Pets
> * Stored Pets
> * Creature Taming Bonus
> Additional Pets and Stored Pets both used to work but have been nerfed,
> creature taming bonus works fine and I beleive is a requirement for taming

a
quote:

> bull rancor baby.
>
> 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
> Yep, all of it works, although instrument assembly is kind of redundany
> since instruments don't really have any mods or different values to them.
>
> Defensive Skill Mods
>
> * Dodge
> * Counterattack
> * Block
> * One Handed Weapon Counterattack
> * One Handed Weapon Evasion
> * Two Handed Melee Counterattack
> * Two Handed Melee Evasion
> * Polearm Counterattack
> * Polearm Evasion
> The first three mods here work, as long as you are equipping a weapon that
> fits with each mod. For example counterattack works when holding a power
> hammer, but you won't dodge while weidling it no matter how much +dodge

you
quote:

> have. Make sure you get the right mods for the weapons you use. As far as
> the rest of this list... All of these were removed in beta, replaced by

the
quote:

> trio of working skills.
>
> General Defense Skill Mods (Part 1)
>
> * Bleeding Resistance
> * Combat Bleeding Defense
> * Poison Resistance
> * Disease Resistance
> * Fire Resistance
> All of these mods should work but are nearly impossible to test.
>
> General Defense Skill Mods (Part 2)
>
> * 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 these mods work fine, but the posture change (up) is basically
> useless because you are rarely (if ever) forced up by an attack.
>
> 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 of these are working properly.
>
> Melee Damage Skill Mods
>
> * Unarmed Damage
> * One Handed Melee Damage
> * Two Handed Melee Damage
> * Polearm Damage
> All of these mods should work, but only the first one actually does. I
> beleive the devlopers removed the last three mods completely when they
> removed them from the skill trees. This is the source of much debate, but

it
quote:

> has been tested time and time again. Do not get duped into buying skill

mods
quote:

> for any of these except unarmed.
>
> Ranged Skill Mods
>
> * General Ranged Aiming
> * Alertness
> * Carbine Speed
> * Carbine Accuracy
> * Carbine Accuracy While Moving
> * Carbine Aiming
> * Pistol Speed
> * Pistol Accuracy
> * Pistol Accuracy While Moving
> * Pistol Accuracy While Standing
> * Pistol Aiming
> * Rifle Speed
> * Rifle Accuracy
> * Rifle Accuracy While Moving
> * Rifle Aiming
> * Cover
> * Taking Cover
> * Rifle Crawl Speed
> The last two mods here no longer function, but the rest work fine with the
> proper weapon equipped.
>
> Commando Related Skill Mods
>
> * Thrown Weapon Accuracy
> * Heavy Weapon Speed
> * Heavy Weapon Accuracy
> The first mod here works, the second two do not. Heavy weapons now have
> their own mods, such as flamethrower accuracy, flamethrower speed, etc.
>
> Bounty Hunter Related Skill Mods
>
> * Tracking Droids
> * Tracking Droid Effectiveness
> * Droid Speed
> * Droid Precision
> All of the above work, including speed, but currently adding speed

actually
quote:

> slows down the droids! This makes it a functioning but worthless mod until
> the skill itself is fixed.
>
>



Shirley Kincaid

2005-03-06, 6:47 pm

Stormtroopers or Rebel NPCs also drop em. I picked up a pistol aiming 11 AA
in Bestine the other night as I was clearing it out. Also, the following
areas I have gotten them from:

Narglatch cave
Nightsisters
Tusken Raiders (rare)
Dark Troopers
Sand Troopers
Nova Troopers (yeah, took a ton of us to kill that freak)
Mokks
Jantas
Kunga camps
Bargle Cave (as the prev poster said)
Drall Patriots (deep in the cave)
Singing Mountain Clan dragoons and initiates
Geo Caves
Force Hunters (rare)
Force Mystics (rare)

Probably a lot more but I tend to solo more due to play time so I don't get
to do much higher end grouping as a general rule. And btw, if you DO decide
to go after NS or SMC, make sure you are buffed, the dragoons and rangers
hit hard and use Force Choke

--
Obitrotzu Ossko
Teras Kasi Master
Council - Mists of Time
1st. Lieutenant - Rebel Alliance
Corbantis Server
http://swg.allakhazam.com/db/userin...l?char_id=43046
"Clawhound" <none@nowhere.com> wrote in message
news:lhjVd.2729$Ny6.4846@mencken.net.nih.gov...
quote:

> Diaboyos wrote:
>
now[vbcol=seagreen]
>
> My understanding is Borgle Cave. That's why it is camped so much. I did
> find a few CA's and AA's via treasure maps. That's pretty hit-or-miss.
>
> CH
>




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