Armorsmith Archive

Thread: 7 mods in a piece of Armour, Exploit?

EnderUK
Sun Jun 19, 2005 6:47 pm
#1

hello folks I've just invested 2million in a crazy idea of mine, another of Ender's Enterprises get rich quick schemes.


Anyway I was doing some testing to see if the investment would paid off and to my surprise I was able to place up to 7 different mods into one peice of armour. I'm not saying exactly how I did it on the baords, I'm sure most of you can figure it out. I just wanted to know if this is classed as an exploit, if it is, is in bannable? should report myself what?



I too use to have a fancy sig, then it got pwned - Kenney Ender
dribbler
Sun Jun 19, 2005 6:49 pm
#2

nice.. and u did this ................


wonder if it can be done on clothing also





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Eleutherios
Sun Jun 19, 2005 6:53 pm
#3

I will buy the suit for 500k.



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CaileSathinor
Sun Jun 19, 2005 6:57 pm
#4

I'd say this is probably an exploit, Kenney, if you did it how I think you did. PM me on how you did it, anyway



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
EnderUK
Sun Jun 19, 2005 7:07 pm
#5

okay I sent what I did caile. I really hope I haven't wasted 2 million on all this stuff. I'm sure I can get around the possible exploit by just taking out the first step. It's just possible to do this and I can see situtations were it might have happened in unintensional ways.



I too use to have a fancy sig, then it got pwned - Kenney Ender
JediInitate
Sun Jun 19, 2005 8:25 pm
#6

If anything they will destroy the armor piece but a ban nah depending who you get stuck with..




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Mcgreag2
Sun Jun 19, 2005 9:16 pm
#7

Respect pre-CU armor, but to me it seems more like a feature than a bug/exploit and considering all pre-cu armor has lacklusting stats I don't see it as too much of a problem.
WittyNewt
Mon Jun 20, 2005 5:01 am
#8


This is no secret, get a pair of pre cu gloves or boots with 4 sockets. Throw in 4 aa's. Refit to post CU and you will magically get 3 more sockets. Happens with all refitted armor pieces. Throw in 3 more aa's. Viola, 7 skill mods in a pair or gloves/boots. Anyone who has been doing any refitting to stock surely knows about this


I fail to see how this could be an exploit since its quite possible someone will have a pair of pre CU boots/gloves with 4 aa's and will want to refit to another armor type that they are certed for. The 3 sockets appear and they can use them.


Of course, there is a limit of 6 skill mods per item that I think is still in place, so the 7th listed mod won't contribute to your skills. This applies to clothing, thats why there is no point making 4 socketted double BE'ed clothing items since only 2 sockets are needed to hit the 6 skill mod number and any additional tapes over 6 used would be wasted by the person. My assumption is that it also applies to armor.





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snash0902
Mon Jun 20, 2005 5:45 am
#9

lol, was going to say the same. I do luv my ubese gloves..nice loadsa mods!!



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Valdamar
Mon Jun 20, 2005 6:41 am
#10

Man am I glad I put my skill mods into my gloves and boots pre-cu. Now I have a place to but my new AA's.



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CaileSathinor
Mon Jun 20, 2005 6:43 am
#11

I'm gonna ask on this and cut my "vacation" short (since I apparently can't stay away anyway). I'll let you know what I find out.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
Ragnaat
Mon Jun 20, 2005 6:53 am
#12

i really can't see how this can be considered an exploit...

Mostly because there is no way around it due to the way the refit works... if you had a piece of armor that already had 4 mods *filled* and you refitted it, well, what else can you as a player do but get the 3 empty sockets out of it?

Especially in the case of boots and gloves its just a case of one hand not konwing what the heck the other was doing (refit probably should have not added 3 sockets of those items cannot be crafted with sockets anymore). Its not a case of a player exploiting. Not even if they hit the bazaar looking for old un-refitted gear just for this purpose.

Caile: please be careful when asking about this... things could go terribly wrong if you convince them this is a "bug" or "exploit" if we see a patch that "fixes" it by wiping tons of existing skill mods, including ones that were there pre-CU. My suggestion to find more balance here would be to convince them instead to just put sockets back on the craftable items that don't have them and be done with it.



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EnderUK
Mon Jun 20, 2005 7:22 am
#13


Well I didn't say it was an exploit. I like it's been mentioned there are going to be legitament reasons for this occuring. I have sent in a CSR ticket to see what they say about the matter. I didn't know about 6 mod limit on items.


Yesterday I was out looking for some pre-nerf socket gloves to place a high end AA attachement into it. I ended up buying nearly all these gloves and boots on valcyn and placing them on my own vendor at a much higher price. I then thought to do some testing and came up with this.


I was trying to keep it quite until I have some offical confirmation, since I'm sure not everyone knows about it. Now it's up on the boards however I'm sure every tom richard (stupid filter) and harry will be rushing out. Good for me as I pretty much setup a monopoly set up on valcyn.





I too use to have a fancy sig, then it got pwned - Kenney Ender
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