Armorsmith Archive

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

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.



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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



Pwiffo
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pwiffo
Thu Jun 23, 2005 7:55 am
#29

Can anyone confirm whether or not the 7th mod sticks?



Pwiffo
Master Shipwright - 12pt armor/chassis, 17pt weapons/engines
Master Armorsmith - 12pt
Force Crafting Mastery 4444
[4580 5792] Naboo, Valcyn
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



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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



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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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