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[Biochem] Why the 10% RE chance on implants?

STAR WARS: The Old Republic > English > Crew Skills
[Biochem] Why the 10% RE chance on implants?

Grayseven's Avatar


Grayseven
06.16.2013 , 02:34 AM | #1
I'm not understanding this. As far as I can see only Biochem has reverse engineering chances of 10% for prototype implants.

Is there a reason for this?
Sometimes you narfle the Garthok, sometimes the Garthok narfles you.

Asavrede's Avatar


Asavrede
06.16.2013 , 04:36 AM | #2
Would like to know too. I think earpieces in cybertech are the same, but not all of them? I dont really remember

Grayseven's Avatar


Grayseven
06.16.2013 , 07:03 AM | #3
I've looked through most of the crew skills though I admit to not looking at earpieces in Cybertech and it looks like the magic number is 20%.

It doesn't make much sense to have implants and earpieces at 10% and everything else at 20. I think I'd like to see that changed.
Sometimes you narfle the Garthok, sometimes the Garthok narfles you.

skomerko's Avatar


skomerko
06.17.2013 , 07:06 AM | #4
Not worth. 5 mass manipulators needed for that :P

CrashDDL's Avatar


CrashDDL
06.17.2013 , 11:47 AM | #5
Quote: Originally Posted by skomerko View Post
Not worth. 5 mass manipulators needed for that :P
That would be highly subjective... Look at the cost of armoring, this is only 2 MMG more yet its a full piece, ready to use, and give a lot more stats then an armoring... It's a matter of opinion really...