Bounty Hunter Archive
Thread: Clothing attachments
I looted a +16 rifle accuracy AA off of an ancient Krayts last week. Based on what's been said on this post and others the CA/AA drops have been limited to the over 80 lvl NPC's, and even then it's pretty darn rare. I wonder if this means only good CA/AA's will be dropping
Lvl 80 Nym's missions can help ya too. It rare but 2 days ago running those missions got a good Force Crystal. and a
CA Polearm Accuracy +9
Musical enhancement +3
Heavy Weapon Speed +3
This of course was over a few hours on running them. Didnt get much else useful stuff from them.
Argon-Neon wrote:
Ani_cul wrote:
Spir4 wrote:
If you drop in a SEA wit a skillmod lower than the one already on that piece of clothing, will the higher one become overwritten with the lower one ?
Ani_cul wrote:
BE and SEA mods are one and the same when it comes to clothing
If you drop in a SEA higher then a previous mod {whether SEA or BE} it will not add on, only overwrite
Same goes for a lower one, it will only be overwritten.
the highest mod will stick
Will it take up an additional socket?
SHIRT
Carbine Speed +4
Healing Efficiency +8
2 Sockets+
SEA
Carbine Speed +25=
?
SHIRT
Carbine Speed +25
Healing Efficiency +8
1 Socket
Zeddd
Alright, here is one for the CA experts out there:
1st CA:
Force Power Regen +1
Rifle Defense +5
2nd CA:
Poison Resistance +10
Rifle Defense +5
Assuming I have a 4 socket piece of clothing, what will be the result? How does the overriding of the same mods work?
Will I end up with:
Force Power Regen +1
Poison Resistance +10
Rifle Defense +5
and 1 socket left, or 0 sockets? I know the rifle modswon't add together, but I want to know if I can save myself a socket.
Toront wrote:
Alright, here is one for the CA experts out there:
1st CA:
Force Power Regen +1
Rifle Defense +5
2nd CA:
Poison Resistance +10
Rifle Defense +5
Assuming I have a 4 socket piece of clothing, what will be the result? How does the overriding of the same mods work?
Will I end up with:
Force Power Regen +1
Poison Resistance +10
Rifle Defense +5
and 1 socket left, or 0 sockets? I know the rifle modswon't add together, but I want to know if I can save myself a socket.
you will end up with:
Force Power Regen +1
Poison Resist +10
Rifle Def +5
0 sockets left
Kalidon_Sunchaser wrote:
Do mods from BE & CAs stack, or add? For example, a pair of pants with Healing Eff +18. If you then put a Healing Eff +25 CA in a shirt, do the two numbers add, or cap at +25? Also, has anyone noticed if the new gloves from Mustafar count toward the cap, or are they considered a different mod that adds to any clothing mods?
I am afraid they don't stack. BE mods are treated the same as skilltapes. You can think of a piece of BE clothing as a piece of clothing with skilltapes already in it.