Since the CU, we have a different system for clothing attachments. It is a little bit easier now.
Clothing can have between 0 and 4 sockets in it. For alot of people, these will be critical in how they are able to add attachments, because it can also have up to 6 mods on it. That is combined through the BE tissues added by the tailor when crafting the item originally, and all CA's (clothing attachments) that are added afterwards.
When adding a new CA to the clothes, every mod will add to it, taking one socket for each mod, unless you do not have enough sockets in the clothes for all of them. This is there part where knowledge of the system is crucial.
If there are enough sockets, all mods stick, but if not, the mods stick one by one until there are not enough sockets and the remainder are lost. The highest number mod will go in first. If there is a tie, then alphabetically, they are chosen. If the clothing already has that mod in it, and is already higher than the bonus, the new mod is ignored.
For our first example, we have a Workman's Belt with 4 sockets. Ideally one of the best items, because it is unisex and usable by all races, therefore highly sellable.
Taking two CA's, we will examine how it affects the final item.
CA #1 +15 Medical Experimentation
+ 15WeaponExperimentation
CA#2 +10 Medical Assembly
+10 Healing Efficiency
+10 Lightsaber Speed
Let us assume the belt owner is a Doc/BE that wants the medical stuff to stick. He must place the second tape in first. Because he only has 4 sockets. If the first one goes in first, he will miss the Medical Assembly from the second one.
Placing in the first tape - we get both mods added, with only 2 sockets left. Now we see the second tape will add in +10 Healing Efficiency first, and then +10 Lightsaber Speed. While the medical assembly has no socket to accept it.
Placing in the second CA first will give all the mods from that, with 1 socket left. Looking at the first CA, we see that the Medical experimentation mod will stick (alphabetically) and the weapon experimentation will not. To some, this will be sacrilege
Let's look at a second example. We now have a Twi'lek Lekku Wrap with +10 Wound/Injury Treatment and +3 Clothing Experimentation. When the owner first bought it with the BE medical tissues and 4 sockets, she added in a CA with a single mod to get the clothing bonus.It now has 3 Sockets available.
We have 3 CA's to add in. Each will affect how the final outcome appears
CA #1 +8 Clothing Repair
+5 Clothing Experimentation
CA #2 +5 Wound/Injury Treatment
+5 Healing Efficency
CA #3 +10 Jedi pwnage
+10 BH pwnage
Looking at the CA's we can see that CA#2 is safe to add at any time. The +5 Healing Efficiency will add in, and the +5 Wound/Injury Treatment will be ignored because of current bonuses. The first tape will add in 2 of the mods, and increase the Clothing Experimentation to +5 but note: This will take up one socket Therefore, you will haveonly onemore socket left.
If you wish the +10 Jedi pwnage mod to be added in, then you will NEED to have 2 sockets available for the BH and Jedi mods to both add in. Therefore, only CA#2 can be added before CA#3. It would then look like this:
Twi'lek Lekku Wrap:
+10 Injury/Wound Treatment
+3 Clothing Experimentation
+5 Healing Efficiency
+10 BH pwnage
+10 Jedi pwnage
If you are only interested in taking down those ebil jedi, then you are at the advantage of the alphabet. The +10 BH pwnage mod will take precedence over the jedi on. You may safely add in CA#1 before CA#3 and have
Twi'lek Lekku Wrap:
+10 Injury/Wound Treatment
+5 Clothing Experimentation
+8 Clothing Repair
+10 BH pwnage
Knowing these rules will help you when purchasing and using the CA's of the current game.
Jame'thiel Dreamweaver Master Tailor, Colonel - Rebel Alliance, Gorath Server