Bounty Hunter Archive
Thread: Clothing attachments
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.
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.
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 ![]()
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
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 ?
Message Edited by Bowoci on 08-11-2005 09:57 AM
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 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
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
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.
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.