Carbineer Archive
Thread: i dont understand,can anyone explain?
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TAfirehawk
Sun Oct 24, 2004 3:00 pm
#1
And thanks to wilibus we actually have an entire section in the Carbineer FAQ on this 
Vonbekk
Sun Oct 24, 2004 3:13 pm
#2
Just as a tip, add AA'#s to bracers or shoulders, they seem to decay alot slower so you get to keep the mod for longer.
nice loot BTW
AdmiralSpy
Sun Oct 24, 2004 3:19 pm
#3
Vonbekk wrote:
Just as a tip, add AA'#s to bracers or shoulders, they seem to decay alot slower so you get to keep the mod for longer.
Yup. It's best to get non-stun bracers/biceps, and get them as highly effectiveness sliced as possible.. in the 85%+ range. Those things will last you forever. 
TAfirehawk
Sun Oct 24, 2004 3:22 pm
#4
My biceps actually last a lot longer than any other piece....
sphinxgb
Sun Oct 24, 2004 3:31 pm
#5
thnx alot guys for the explanation altho this sucks ass i understand now..
btw i looted this aa from a load of really hard siths ,( we where night sister hunting but ran into these and coulnt resist) they also killed my 2 tkm friendsquite a few times while the one who's a doc had to clone and come rebuff them both while i still lasted out my first buff, carbineer rocks
( altho my medic skills helped)
also i dont really wear anything but helmet/chest/gloves and boots is this bad coz i seem to do ok ?
AdmiralSpy
Sun Oct 24, 2004 3:33 pm
#6
Na, you're good. It's a known armor bug where those 4 pieces cover about 95% of the damage you take. Every so often, you'll get hit somewhere, but the bracers/biceps are really just an optional piece that I use for attachment purposes.
sphinxgb wrote:
also i dont really wear anything but helmet/chest/gloves and boots is this bad coz i seem to do ok ?
sphinxgb
Sun Oct 24, 2004 3:36 pm
#7
oh thats cool then, thought for a min there i was doing some thing naughty .. hehe
wilibus
Sun Oct 24, 2004 3:58 pm
#8
TAfirehawk wrote:
And thanks to wilibus we actually have an entire section in the Carbineer FAQ on this
/airguitar ... the new emotes rock can we have an faq on them too?
I wouldn't be too worried about not getting the counter attack +8 melee defence is a much better mod IMO
sphinxgb
Mon Oct 25, 2004 12:18 am
#9
hi i have a problem, i was on dathomir and looted a armour attachmant with +5 counterattack and +8 melee defence, so i added it to my helmet haveing 3 slots available.
But when i did its only showing up onthe mods as + 8melee defence , no counter attack atall 
does anyone know why this is? or has the same thing happend to you?
plz reply if this has happend to you or you think you know why ...
thnx.
master carbineer / bh - bloodfin
AdmiralSpy
Mon Oct 25, 2004 12:22 am
#10
It's always been like that - 2 mods on a single attachment never work together.
The simple rule is as follows:
1) The mod with the highest stat will win
2) If two or more mods have the same stat, the one listed first will win.
3) You can pull a "losing" mod by dropping the attachment in an item which already has, at a minimum, the mod you want to remove.
IE:
+5 counter attack and +8 melee defense will always be: +8 melee defense
+5 counter attack and +5 melee defense will always be: +5 counter attack
If you wanted to get the +5 counter attack, you need to put the +5 Counterattack / +8 melee defense into a piece which as +8 or +9 or more Melee defense.
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