Armorsmith Archive
Thread: I need armor experiment tape help
rules (i think)
mods do not stack [edit] on the same piece of clothing [edit]
if a tape has multiple mods, the higher one will be used
if a tape has multiple mods, and the highest value is tied, the mod listed first will be used
there are 8 pieces of clothing that you can wear at once and have a mod in each one
trick: if you have a tape with +5 Carbine Speed and +3 Armor Exp the Carbine mod would stick, but if you put the mod into a piece of clothing that already has a Carbine mod in it that is higher than the new tape's mod, the second highest mod will stick. so if you had that tape, and put a +6 Carbine Speed tape into a belt, then put the +5 CS, +3 Armor Exp tape in, the +5 CS would be cancelled from the +6 tape and the +3 Armor Exp would stick (god that's confusing...)
Message Edited by NinjasLovePirates on 05-19-2004 03:27 AM
iamcount wrote:
ok sorry that didnt help a bit. u said they way it works. well, how does it work? I still dont konw anymore than I did b4. Why only 3 +1s. If i have gloves, hat, shirt, pants, boots, and belt, and coat cant i theoretically have 7 +1s? Need some help here still.
I really hope you were responding to the first response, and not the second. Re-read the longer second response. It is complete and correct. You actually have 8 pieces of clothing you can put stuff into (bandolieers, but you don't get to wear a backpack) With 8 +1 exp tapes, you get nothing. It's +10 experimentation per extra experimentation point. So, the first person was saying that +1's are useless until you get some bigger tapes to put in. That's why they usually go for only 500k on inflated servers such as Bria, but ones with +5 or more go for at least 2 mil per point.
For example, say you limit yourself to 7 clothing to put attachments on (I can't live without my backpack). I have:
1: +15
2: +2
3: +1
Now, two extra +1's would be great for me, as it would push me to +20. If you don't have a big mod tape, you need at least 6 x +3 plus a +2 tape to get 20
iamcount wrote:
ok sorry that didnt help a bit. u said they way it works. well, how does it work? I still dont konw anymore than I did b4. Why only 3 +1s. If i have gloves, hat, shirt, pants, boots, and belt, and coat cant i theoretically have 7 +1s? Need some help here still.
The thing is, you don't receive any bonuses with +7 to armor experimentation. You need at least +10.
I have one +3, one +2 socketed, one +2 unsocketed, and five +1s (got the 2nd +2 tape after I socketed, like 2 days after *laugh*).
NOTE: some clothing combinations don't work together to give you the max of 7 (8 with a bandolier if you can do without a backpack *shudder*). Experiment with different clothing -before- you socket to get a full outfit. Wookiees once more get the shaft on this since they don't have 7 pieces of clothes that can be worn at the same time, I forget what their count is. Trandosians are also limited since they can't wear 2 of the items in the count (boots and gloves).
Socketable clothing locations:
head (some are species specific)
feet
hands (some gloves don't work with jackets, cloaks, robes, or some vests)
back ( as in vest, jacket, robe, cloak)
chest (as in shirt)
legs (pants or skirt)
belt
bandolier