Armorsmith Archive
Thread: 7 mods in a piece of Armour, Exploit?
nice.. and u did this ................ ![]()
wonder if it can be done on clothing also
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.
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.