Bounty Hunter Archive

Thread: Clothing attachments

ikotchoo
Wed Sep 14, 2005 8:47 am
#105



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





i can confirm that it isn't only good ca/aa's dropping. i haven't found anything over a 4 since the last pub.
F4de
Wed Sep 14, 2005 10:01 am
#106

Try Lord Nyax, I got an aa out of 3 tries. A +7/+4.
JonFreestar
Wed Sep 14, 2005 1:06 pm
#107


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.




JonFreestar 90 Elder BH
ZeroCooll 90 Elder Jedi
JasonJ Freestar Shipwright
Ensa
Fri Sep 16, 2005 5:53 pm
#108

CDEF rifle, tsk tsk tsk
Runs-With-Scissors
Sat Sep 17, 2005 9:09 am
#109

Canyon Corsairs on Lok drop them. You can get the missions off the mission terms and do them that way. Doesn't have to be the POI.
Wotanabin
Sat Sep 17, 2005 2:46 pm
#110

What about mauraders?
tamer_bourne
Sun Sep 18, 2005 6:14 pm
#111

AA from a krayt?



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Nurmal
Mon Sep 19, 2005 12:18 am
#112

Got just some terrible NON JEDI CA's from BH missions since last pub



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Zedzuada
Sun Oct 09, 2005 12:10 pm
#113



Argon-Neon wrote:


Ani_cul wrote:


Spir4 wrote:


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.



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 ?



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


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Toront
Thu Oct 20, 2005 5:41 pm
#114


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.




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SecondComing
Sat Oct 22, 2005 1:26 am
#115






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


exc
Sat Oct 22, 2005 7:13 pm
#116

agreed



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Gyopi
Thu Oct 27, 2005 1:34 pm
#117






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.





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