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  • Shipwright Suit

    Ste-van wrote:
    I decided to make this guide since it seems every week we have people asking about making thier shipwright suits and thought that possibly we could get this stickied so we dont have to keep reposting the info.
    To make a suit your going to need to know a bit about ground RE first, a complete RE guide can be found on the munitions forums, you can find the link here: clicky While structures traders cannot make the power bits and mod bits, it does pay to know how they are created and learn about ratios on mod bits and that information can be found in the link
    You will need to have tailors, armorsmiths and de's make the attachements for you as each makes attachements for different items, Tailors make clothing attachements, Armorsmiths make armor attachments, and DE's make weapon attachments.
    Also be aware for the shirt and chestpiece, if your going to have mulitple mods on there, a so called "exotic mod" (assembly and experimention are exotic mods) will have to go on the attachment first, to make a "shirt attachment" or a "breastplate attachment" since exotic mods can only be placed on attchements with this specific type (its how the dev's designed them).

    1. What mods are shipwright mods?
    • Advanced Component Assembly and Experimentation (DI's and Caps)
    • Booster Assembly and Experimentation (boosters)
    • Chasis Assembly and Experimentation (chasis and armor)
    • Engine Assembly and Experimentation (engines)
    • Power Systems Assembly and Experimentation (Reactors)
    • Shields Assembly and Experimentiation (shields)
    • Weapon Systems Assembly and Experimentation (weapons, missles and countermeasures)

    2. Do I need just experimentation mods or would assembly and luck be useful?
    • A basic crafting suit just needs to hit +20 on experimentation to get your bonus +2 expeimentation points. Now many times in the past it has been debated what the usefulness of assembly and luck mods are, no conclusive evidence has ever been shown that it is needed to get the best results.
    • There is a hard cap on experimintation of +25 and in the past +25 is the cap on assembly also but since now that assembly mods can be made into pups, this may no longer be the case (more testing is needed).
    • Many people in the past have tended to believe that having higher assembly and experimentation and luck scores increase the chances for an amazing sucess rolls while experimenting, so while it is not necessary to have these in your suit, if you do have the resources to be able to afford these it might be worth the extra effort just in case they do indeed make a difference or there is a change made later down the line, as it surely wont hurt. Amazing sucesses on assemblies do have some minor increases on chassis im positive but on the rest im not sure about since amazing assemblies are very uncommon.

    3. What pieces can I put these mods into?
    • Currently so called "exotic mods" (which include experimentation and assembly) can only be placed on the shirt, chest armor (breastplate), and on weapons. Each piece needs an open socket to be able to be place a Clothing Attachment/Armor Attachment/Weapon attachment into it.
    • Experimentation Mods have a Ratio of 4 (Ratio is just a fancy way of saying what the power bit you use is going to be divided by), so the highest you can normally recieve is a +8 on your attachement using a +32 power bit, using a power bit higher than that will be wasted as the decimal places are truncated. So the max on experimentation currently is +24 using post chapter 5 ground RE.
    • Assembly mods have a ratio of 3, so the max that can be achieved is per attachment is +11 using a +33 power bit. Since assembly used to cap at +25 though the most common arangement is +8/+8/+9 for the shirt/weapon/chest armor attachements, but if the cap has indeed been removed then +11/+11/+11 would be the max.
    • Luck mods have a ratio of 1 so +35 per tape is the max on luck per attachement.

    4. If I wanted to max my suit, how would I do it?
    • A maxed out suit would have experimentation, assembly and luck on each of the shirt, chest and weapon and luck on the rest of the pieces here is how the maxed suit would look assuming that there is now no cap on assembly bonus:
    • 1 Hat or Helmet +35 luck
    • 1 Belt +35 Luck
    • 1 shoes or boots +35 luck
    • 1 gloves + 35 luck
    • 1 pants or armored leggings +35 luck
    • 1 left bicep armor +35 luck
    • 1 right bicep armor +35 luck
    • 1 left bracer armor +35 luck
    • 1 right bracer armor +35 luck
    • 1 bandolier +35 luck
    • 2 rings +25 luck
    • 2 bracers +25 luck
    • 1 necklace +25 luck
    • 1 shirt +8 experimentation/+11 assembly/+35 luck
    • 1 chest armor piece +8 experimentation/+11 assembly/+35 luck
    • 1 weapon +8 experimentation/+11 assembly/+35 luck
    • Now this setup would just have one type of component covered, you would then need to create additional shirt/chest armor/weapon pieces for each type of shipwright mods, so in the end you would have 7 shirts, 7 chest pieces and 7 weapons.
    • One nice thing about this setup is that if you have other crafting profession toons or share suits with your guild/friends, only the shirt/weapon and chestpieces need to be swaped out and other RE or Crafting suits could then be used to max effect, since for ground RE especially the extra luck will help from having a full luck suit like this.

    5. If I just want to make the cheapest suits possible to get the experimentation bonuses how would I do it?
    • Shirt: +7 experimentation(1st SW mod)/+7 experimentation (2nd SW mod) /+7 experimentation (3rd SW mod)
    • Chest Armor: +7 experimentation(1st SW mod)/+7 experimentation (2nd SW mod) /+7 experimentation (3rd SW mod)
    • Weapon: +6 experimentation(1st SW mod)/+6 experimentation (2nd SW mod) /+6 experimentation (3rd SW mod)
    • Shirt 2: +7 experimentation(4th SW mod)/+7 experimentation (5th SW mod) /+7 experimentation (6th SW mod)
    • Chest Armor 2: +7 experimentation(4th SW mod)/+7 experimentation (5th SW mod) /+7 experimentation (6th SW mod)
    • Weapon 2: +7 experimentation(4th SW mod)/+7 experimentation (5th SW mod) /+7 experimentation (6th SW mod)
    • Shirt 3: +7 experimention (7th SW mod)
    • Chest Armor 3: +7 experimentation (7th SW mod)
    • Weapon 3: +6 experimentation (7th SW mod)

    6. Is there any other things that will help my crafting?
    • Powerups (PuP's) can be made for the shirt, chestpiece and weapon attachements, your best bet would be either luck or assembly probably
    • You can eat pyrollin cake for assembly roll bonuses
    • You can drink bespin port for experimentation roll bonuses
    • Entertainer buffs can give you +150 luck + assembly bonuses
    • Spice can add +50 luck
    • Fizz pudding can add about +72 luck but would take the place of your pyrollin cake or bespin port
    • Chu-Gon-Dar Cube made luck stims can be used to get up to +100 luck
    • Shard of Retaliation or the Revitilization Pack can add +200 luck

    Hopefully this quick guide will help answer most questions regarding shipwright crafting suits, feel free to post any corrections/additions and ill try to include them.
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