Game Guides Archive
Thread: ULTIMATE Guide to Clothing\Armor Attachments (Skill Enhancement Attachments) -small cu update note
RialtaKyran wrote:
Helpful guide, but does anyone know anything about proposed fixes for some of the broken mods? For example, will they be fixing the combat medicine use mod with the CU or is it just a guessing game until this upgrade hits the regular TC?
Thanks
so far all i know of is unarmed damage being fixed in the CU. everything else is like you say, a guessing game.
kissmuppet wrote:
Ok, I understand the article, wonderful, clears up many issues and gives great insight on the skill attachment world.
However, I have an odd skill tape with both Polearm Counterattack +25 (which I understand doesnt work) and Unarmed Accuracy +25. Of course, I want to use the Unarmed Accuracy, but according to this guide, I'd have to get a +25 or higher attachment first to even make the Unarmed Accuracy 25 stick. If I can get one, I won't need the skill tape I have.
Any ideas?
to be more direct, there are only 6 mods that have hard caps. they are; melee defense, ranged defense, dodge, counterattack, block and speed. Melee defense, ranged defense, dodge, counterattack and block cap at 125 and speed caps once you have reached 1 hit per second (usually occurs around 93-95 depending on weapon speed, 100 would cap any weapon). other than those 6 mods, everything else does not have an official hard cap.
DocDiablo wrote:
[quote]5.) Is there a limit to how many points i can have of a certain skill mod?
For a few yes. Melee defense, ranged defense, dodge, counterattack and block all have a 125 cap from skills (SEAs, food, and squad leader bonuses all stack on top of that, though). Speed has a sort-of cap, because you can attack at most once per second. So with the weapon-specific speed mods and skill tapes, at some point any weapon you pick up will likely hit that speed.[/quote]
I know this is a big post, and I will likely not get an answer, but this doesn't really answer the question. You answer yes, there is a cap to how many points you can have, then go on to say that virtually anything that raises your skill disobeys this cap. I can only assume that the profession skill caps on it's own then, otherwise, how would you even know that it caps. I guess my question is simply to clarify this a little more. Are attatchments effected by the cap? ...and if not, what is effected by the cap?
Thanks
Edit: wrote the wrong skill first time around.
Message Edited by Dynamon on 03-30-2005 12:38 AM