Armorsmith Archive

Thread: Armor and adding attachments...any headaches?

WarWidow
Wed Jun 01, 2005 8:09 am
#1

I've been noticing lately with CA's that have more then 1 mod when added to clothes all mods now stick. I added a polearm speed ca with another mod to a pair of gloves and both mods stuck.

Now I have a few nice AA's that I would like to add to an armor piece. Now the old rule was the higher number sticks because its prime. But if all mods are sticking, how will this effect say an armor crafted piece with 4 sockets? Say the first AA has 3 mods and they all stick, now will the next AA choose the higher number mod when attached?

Would like info before I ruin something!

Thank you.





Seita: "The Iron Maiden" Loyal Imperial Panzer.
Shadmare: old school Master Creature Handler (semi-retired).

3+ year Scylla veteran (8/03). Vanguard here I come!
Served: LOD/MOD/MODSF/AEDI/DTOS/KV
rahbert
Wed Jun 01, 2005 9:05 am
#2

From what I remember somewhere, if you have one socket left and an AA with more than one mod, the highest mod will stick. If there's 2 mods with the same highest value, the mod listed first will stick.

Example:
AA
+8 Poodoo Picking
+25 Gubbur Gobbling
+12 Jawa Jousting
+25 Tusken Taunting

If you have one socket left, Gubbur Gobbling would stick since it's listed before Tusken Taunting.

NOTE: I'd wait for verification from someone, because I vaguely remember this.

WarWidow
Thu Jun 02, 2005 12:38 am
#3

Anyone else?





Seita: "The Iron Maiden" Loyal Imperial Panzer.
Shadmare: old school Master Creature Handler (semi-retired).

3+ year Scylla veteran (8/03). Vanguard here I come!
Served: LOD/MOD/MODSF/AEDI/DTOS/KV
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