Bounty Hunter Archive

Thread: Clothing attachments

captenjonny
Wed Aug 10, 2005 11:47 am
#66

excellent post, thanks! should be stickied or added to thereferece posts



Captain Jonny
Spir4
Wed Aug 10, 2005 2:01 pm
#67

and that limiet of +25, is that a limiet for all the bonusses you can have ?

so for example if you'd have a shirt and a pants. The shirt has +15 unarmed damage, the pants has +10 unarmed damage.

That makes a total of +25.

But if you also equip a weapon that has +5 unarmed damage, will you have +30 in total, or still +25 ?


thx
Ani_cul
Wed Aug 10, 2005 2:07 pm
#68






Thorkahn wrote:

Limited to 6 mods?


Are you sure this is correct?


This implies that if a BE clothing has 4 sockets with say +15 MD/ RD and +17 Aug / Cure, then I can only add two more bonuses even though it could have sockets remaining after adding the 2 additionalSEAs.


I am fairly certain I have an item with more than 6 mods on it. When I am IG I will check.







The general majority says 6 , that even though two more mods are shown they do not actually apply to the skill



stop looking at me
Thorkahn
Wed Aug 10, 2005 2:59 pm
#69






Ani_cul wrote:





Thorkahn wrote:

Limited to 6 mods?


Are you sure this is correct?


This implies that if a BE clothing has 4 sockets with say +15 MD/ RD and +17 Aug / Cure, then I can only add two more bonuses even though it could have sockets remaining after adding the 2 additionalSEAs.


I am fairly certain I have an item with more than 6 mods on it. When I am IG I will check.







The general majority says 6 , that even though two more mods are shown they do not actually apply to the skill






I don't mean this as a flame what so ever, and "general majority" means that it is based upon unofficial testing or observation, correct?


Because I don't think any of my mods are not working and most all of them are Gen Range Spd / Accry and then Carbine Spd / Accry with mostly Terrain Neg. Based upon how my toon performs, my feeling is they are all working.


In any case, very nice work and I would like for all of us to hear from a dev confirming the limit of 6.





IGN
Thorkahn- Jedi Lvl 90
Tom'we Frankensteiner- BH Lvl 90
Syrena- Trader Domestic
Xena- Entertainer
Vendors: 4050, -4170 Moenia, Naboo
Ani_cul
Wed Aug 10, 2005 3:44 pm
#70

None of the SEA guides are DEV confirmed in any form


Skill mods ingame are only confirmed to work by the players


So the general majority is the only thing we can actaully go by






stop looking at me
Spir4
Thu Aug 11, 2005 4:20 am
#71






Spir4 wrote:

and that limiet of +25, is that a limiet for all the bonusses you can have ?

so for example if you'd have a shirt and a pants. The shirt has +15 unarmed damage, the pants has +10 unarmed damage.

That makes a total of +25.

But if you also equip a weapon that has +5 unarmed damage, will you have +30 in total, or still +25 ?


thx





anyone ?
Bowoci
Thu Aug 11, 2005 9:52 am
#72






Spir4 wrote:





Spir4 wrote:

and that limiet of +25, is that a limiet for all the bonusses you can have ?

so for example if you'd have a shirt and a pants. The shirt has +15 unarmed damage, the pants has +10 unarmed damage.

That makes a total of +25.

But if you also equip a weapon that has +5 unarmed damage, will you have +30 in total, or still +25 ?


thx





anyone ?




Your skill sheet will read +30 but the actual bonus youwill receive is capped at +25

Message Edited by Bowoci on 08-11-2005 09:57 AM



Bowoci ~ Elder Enemy of the Republic ~
Peele Notoo ~ Medic ~
Ymina ~ Master Shipwright - +2 Engine/Chassis/Weapon Exp ~
Notoo Shipyards - New Justice, Lok - West of the Shuttle
-I support crafting in SWG!

Bowoci
Thu Aug 11, 2005 9:55 am
#73

Question on stacking....


I think you stated this but just want to clarify. If you have say 3 CA's w/ the same single mod... for example, +5 Unarmed Damage, a +3 Unarmed Damage and a +1 Unarmed Damage. If I dropped them all in the same garment (w/ 4 sockets available and no BE mods), will I endup w/ +5 Unarmed Damage or +9 Unarmed Damage??





Bowoci ~ Elder Enemy of the Republic ~
Peele Notoo ~ Medic ~
Ymina ~ Master Shipwright - +2 Engine/Chassis/Weapon Exp ~
Notoo Shipyards - New Justice, Lok - West of the Shuttle
-I support crafting in SWG!

Ani_cul
Thu Aug 11, 2005 10:05 am
#74






Bowoci wrote:

Question on stacking....


I think you stated this but just want to clarify. If you have say 3 CA's w/ the same single mod... for example, +5 Unarmed Damage, a +3 Unarmed Damage and a +1 Unarmed Damage. If I dropped them all in the same garment (w/ 4 sockets available and no BE mods), will I endup w/ +5 Unarmed Damage or +9 Unarmed Damage??







+5



stop looking at me
Bowoci
Thu Aug 11, 2005 10:28 am
#75






Ani_cul wrote:





Bowoci wrote:

Question on stacking....


I think you stated this but just want to clarify. If you have say 3 CA's w/ the same single mod... for example, +5 Unarmed Damage, a +3 Unarmed Damage and a +1 Unarmed Damage. If I dropped them all in the same garment (w/ 4 sockets available and no BE mods), will I endup w/ +5 Unarmed Damage or +9 Unarmed Damage??







+5





Thought so Trying to make an experimentation suit for the guild to share... but need something that Wookiees and non-Wookiees can all wear. Just gonna have to find a couple or one big tape



Bowoci ~ Elder Enemy of the Republic ~
Peele Notoo ~ Medic ~
Ymina ~ Master Shipwright - +2 Engine/Chassis/Weapon Exp ~
Notoo Shipyards - New Justice, Lok - West of the Shuttle
-I support crafting in SWG!

WarrbaccaGorath
Fri Aug 12, 2005 5:42 am
#76






RandDarkstar wrote:

.....................

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.

.....................

Knowing these rules will help you when purchasing and using the CA's of the current game.

.....................





This is incorrect. Mods stick in ORDER LISTED when there is a tie.




Warrbacca // Still Fuzzy // After All These Years
Ani_cul
Fri Aug 12, 2005 5:43 am
#77






WarrbaccaGorath wrote:





RandDarkstar wrote:

.....................

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.

.....................

Knowing these rules will help you when purchasing and using the CA's of the current game.

.....................





This is incorrect. Mods stick in ORDER LISTED when there is a tie.





Actually it is alphabetically, alot argue order listed but if you look close most order is by alpha.




stop looking at me
WarrbaccaGorath
Fri Aug 12, 2005 5:51 am
#78


I wouldn't post if I hadn't tested this.


Most SEAs come listed alphabetically -but not all of them do. And when they do not, the order of the mods on the tape takes precedence over alphabet.


If you have tested this RECENTLY with opposite results, then I submit it may be sticking randomly, but I assure you that inboth recent tests I have done on this (it is hard enough to find same-mod-non-alphabetized tapes), the first mod listed stuck.



Warrbacca // Still Fuzzy // After All These Years
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