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Sockets on Jedi gear - Reing questionFollow

#1 Apr 27 2007 at 1:38 AM Rating: Decent
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118 posts
I have been off the game ever since late January and did not find any answer in these forums (shame on me if I just missed it):

How many sockets does Jedi clothing have where you can put in these mod bits?
And by Jedi clothing I refer primarily to cloaks and robes - and in comparison, how many sockets are in various types of armor (an estimation would be enough, I do not need detailed stats on all available armor).
#2 Apr 27 2007 at 1:50 AM Rating: Good
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946 posts
i beleive robes and cloaks do not have sockets on them if you have your Knights/Masters cloak or your robes of the storm caller/cant remember the name of the other one, that leave you open to wear clothes of your own choice under them as to maximise the number of sockets you can use.

Im not quite up with this whole RE'ing thing my self yet so im just learning as well.

I got lots of clothes from back in the oldn' days so i got 4 sockets on my shoes, pants, shirt and gloves i think!

oh and of course not forgetting even with robes you can get stated rings necklace and bangles

Edited, Apr 27th 2007 5:51am by EmjayR
#3 Apr 27 2007 at 3:23 AM Rating: Decent
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118 posts
First - Thx for the quick reply.

This reply brings up some more questions I had not thought of - if I have a four stat modded shirt (just as an example) - is it possible to reing it so I can add some 4 totally different modifiers into its sockets? I would assume I 'disassemble' the shirt, leaving it mod-less and then I put in the new modifiers (making it not possible to keep for instance 2 mods and just update the other 2).
And this REing works on rings and necklaces as well?
#4 Apr 27 2007 at 5:43 AM Rating: Decent
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61 posts
How it works is looted clothing cannot be retrofitted any longer... meaning the only thing you can do is RE it to a Power bit. You can however retrofit a crafted item. Each crafted item has 1 socket attached to it... and in that one socket you can attach one clothing attachment (same goes for weps and armor) the most a clothing attachment can be is a 3 stats and the highest the stats can be is 35. for more indepth look at how to make these 3 stat Skill Enhance Attachments... clicky below.

http://starwarsgalaxies.station.sony.com/players/guides.vm?id=80127
#5 Apr 27 2007 at 6:06 AM Rating: Decent
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118 posts
Wow, mindboggling, but very helpful - that link you provided - thanks a lot.

Looks like I will spend some time looking for some nice upgrades clothing-wise...
#6 Apr 27 2007 at 7:45 AM Rating: Decent
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118 posts
Just one more question as of now:

The Cloak of the Kursk gives you a +30 in Constitution - I am aware that the max for the upgrades is 25 - but could I use these cloaks for REing (since they are tradeable, but I am not sure about the biolink feature...)?
#7 Apr 27 2007 at 8:45 PM Rating: Decent
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240 posts
Quote:
Just one more question as of now:

The Cloak of the Kursk gives you a +30 in Constitution - I am aware that the max for the upgrades is 25 - but could I use these cloaks for REing (since they are tradeable, but I am not sure about the biolink feature...)?


I'm not sure if Kursk can be RE'ed since it can be biolinked but the deal is that the max for power bits is not 25, it's 35, but there's speculations that 36 is the cap.

Biolink means once a player applies this feature it can not be used by another.
#8 Apr 28 2007 at 2:21 AM Rating: Decent
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118 posts
Last night I heard the cap was 26 at the moment - which would make sense since I have never seen any stat modded to more than 25 as of yet - I am referring to the basic features like Con,Sta,Str,Agil,Luck and Prec.

And yeah, the biolink is what got me worried about the Kursk cloak because I believe I read somewhere you cannot REd No Trade items - which makes a biolink item questionable because it can be traded as long as it is not biolinked.

Damn, I wished the devs would come up with a new feature and document it so that the majority of gamers can get the idea from within the game - it is tough enough to find tailors and crafters ingame as per now, why create more hurdles by publishing no suitable explanation/documentation?

Edited, Apr 28th 2007 12:26pm by Koradon
#9 Apr 28 2007 at 2:58 AM Rating: Decent
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240 posts
Quote:
Last night I heard the cap was 26 at the moment - which would make sense since I have never seen any stat modded to more than 25 as of yet - I am referring to the basic features like Con,Sta,Str,Agil,Luck and Prec.

And yeah, the biolink is what got me worried about the Kursk cloak because I believe I read somewhere you cannot REd No Trade items - which makes a biolink item questionable because it can be traded as long as it is not biolinked.

Damn, I wished the devs would come up with a new feature and document it so that the majority of gamers can get the idea from within the game - it is tough enough to find tailors and crafters ingame as per now, why create more hurdles by publishing no suitable explanation/documentation?


Yes. It is possible to get past 25.

Here: http://forums.station.sony.com/swg/posts/list.m?topic_id=275729 this shows a great guide to help you understand RE a bit better.

Heres the best site so far to see what pieces of loot combinations for attributes: http://www.swghuntersguild.com/JunkYard/

Good luck! If you have any questions don't be afraid to ask.
#10 Apr 28 2007 at 3:55 AM Rating: Decent
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118 posts
Thx for the link to the guide, it definitely helped understand the more advanced tweaks and I would assume this REing will make / has made most crafters go undercover, especially knowing how many people would like to get close to the 35 cap. I would still have wished for a different model - say, you can experiment on stuff without being a crafter and get decent results (maybe mods up to 24) but in order to get excellent results, you would have to be a crafter. This would take away some stress from the crafters.

So the whole process is pretty demanding in relation to personnel involved, seeing that I need a trader first to create or assemble the power bits and later on an armorsmith/tailor/droid engineer to add it to my weapon, clothing or armor.
In that regard - if I want to add a SEA to jewelry, whom do I have to ask for that?
#11 Apr 28 2007 at 4:09 AM Rating: Decent
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240 posts
Quote:
Thx for the link to the guide, it definitely helped understand the more advanced tweaks and I would assume this REing will make / has made most crafters go undercover, especially knowing how many people would like to get close to the 35 cap. I would still have wished for a different model - say, you can experiment on stuff without being a crafter and get decent results (maybe mods up to 24) but in order to get excellent results, you would have to be a crafter. This would take away some stress from the crafters.

So the whole process is pretty demanding in relation to personnel involved, seeing that I need a trader first to create or assemble the power bits and later on an armorsmith/tailor/droid engineer to add it to my weapon, clothing or armor.
In that regard - if I want to add a SEA to jewelry, whom do I have to ask for that?


Sorry for keep quoting you lol but helps me keep track on what I'm replying to.

Yes, that was possible Pre-CU time of the game where there were 32 sub-professions that allowed to be a part of any other given jobs. I never experienced this as I joined about 7 months ago.

Yes, there is alot of stress on Crafters but it keeps a certain amount of balance in the game. The flaw that if say a Officer could get a bit of REing they won't rely on a crafter to get the best mods as it takes dedication of Traders to enhance. This does not promote interaction with other players. Hence, the solo controversy of the entire game. Don't get me wrong I understand your point.

Currently, backpacks and jewlery don't get sockets. Meaning no SEA. So, whatever you can find for your current level is the best you can get with rings, bracelets, necklaces, and packs.
#12 Apr 28 2007 at 4:26 AM Rating: Decent
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118 posts
Lol - no prob with the quoting - my texts are free to be used anywhere :)

Quite a turn-off that jewelry and backpacks do not get the SEA, I was counting on these because my clothing is pretty much ok 3- and 4-stat-wise but it is almost impossible to find any 3/4-stat jewelry (necklaces are the exception from my experience).

I would not even want to be able to do the REing myself, maybe I would have to use some Trader-created tool for it and pay a larger amount of credits for it - from what I see, a Trader gains nothing at all by "wasting" their time on REing - if he is not awarded by a couple of friendly credits given on a voluntary basis.

And I would guess anything below a Master craftsman will not make much sense in regard to REing? So I could not just create a 2nd toon and do some of it myself.
#13 Apr 28 2007 at 5:06 AM Rating: Decent
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240 posts
Quote:
Lol - no prob with the quoting - my texts are free to be used anywhere :)

Quite a turn-off that jewelry and backpacks do not get the SEA, I was counting on these because my clothing is pretty much ok 3- and 4-stat-wise but it is almost impossible to find any 3/4-stat jewelry (necklaces are the exception from my experience).

I would not even want to be able to do the REing myself, maybe I would have to use some Trader-created tool for it and pay a larger amount of credits for it - from what I see, a Trader gains nothing at all by "wasting" their time on REing - if he is not awarded by a couple of friendly credits given on a voluntary basis.

And I would guess anything below a Master craftsman will not make much sense in regard to REing? So I could not just create a 2nd toon and do some of it myself.


Thanks for the text. :P

Yes, it is a pain knowing you really can't max out accessories with every available modifier.

I personally don't care how much money I make in this game. So if you really need a crafter to 'chill' with I can help out. Lol, got alot of free slots to create more toons. XD

Actually, a non-Master Trader can still benefit from REing. 15-25 is the common and decent availablities. On some servers, 3 stat attachments with 15 and over are going for 50,000-100,000 credits. The only problem is yes, you need a high level combatant or a bit of help since 15 and up are 75+ drops.

10-14 are okay as well but again with any RE chances increased with Luck (debatable) and Mods of their own this can be raised.

REing was never really meant fo high level Traders really. Just they get more power into the bits.
#14 Apr 29 2007 at 4:02 AM Rating: Decent
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118 posts
Hehe, thanks for the offer - I just got lucky and found a crafter who did the major workload already - most of the stat enhancements were around 24-27, which is not too bad and the prices or time spent for anything above is way too much for my taste.

If only I had known that the modifiers in regard to skills beyond the 6 basic stats are limited to the shirt - would have saved me some materials :(

I really hope that they will broaden the REing thing for jewelry as well - seeing how rare 3/4-stat modded jewelry is... this would be some nice addition for the near future.
#15 Apr 30 2007 at 6:26 AM Rating: Decent
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61 posts
I like the fact that you still have to go out and loot jewelry and back backs to get good stats. It gives a little more fun when looting stat loot for REing. jewelry is always the first thing I look at once my inv is full.

#16 Apr 30 2007 at 6:50 AM Rating: Decent
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118 posts
I do not disagree with you on the excitement of finding new loot - but, since the available spots for high-quality loot are more than limited, I am not too fond of it. Running the DWB for the umpteenth time is not much fun and if there is a whole other bunch of treasure hunters around, it's even less.
And besides the DWB, where can you look for good loot nowadays? The Avatar Space Station did not provide anything worthwhile and Dathomir offered me nothing, either....
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