Armorsmith Archive
Thread: 7 mods in a piece of Armour, Exploit?
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CaileSathinor
Wed Jun 22, 2005 5:12 pm
#27
Ah then you were smart like me. I ran the crates then uncrated them before CU.
pwiffo
Thu Jun 23, 2005 12:22 am
#28
I tried this the other night with a pair of boots, and while the mod part worked the boots maintained their pre-CU condition stats.
Does anyone know if converted boots/gloves decay in combat? Do ADKs work on them?
Also, anyone have a chance to test a 7th mod?
Assuming this is notruled an exploit, itd be nice to be able to stick 7 sweet mods into a non-degradable pair of boots.
Thanks
Message Edited by pwiffo on 06-22-2005 02:23 PM
Willvas
Thu Jun 23, 2005 7:07 pm
#30
actually wont matter how many you put on your armor... it is capped by the number of skills on the piece... so if you put 7 on you are basically making the first 3 you put on worthless
justapilgrim
Thu Jun 23, 2005 7:47 pm
#31
pwiffo wrote:
Can anyone confirm whether or not the 7th mod sticks?
only 6 mods stick
JeCy
Fri Jun 24, 2005 12:36 am
#32
consitering POST CU boots and gloves have no sockets.. to think you should be rewarded with 7 socket boots cuase you convert them and think its not an exploit
/sigh its definatly summer time
Je'Cy
Shaggscoob
Fri Jun 24, 2005 12:51 am
#33
OHHHHHH, my brother and I were puzzling over how we got so many mods in our boots and gloves... I get it now
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