Game Guides Archive

Thread: Need Help with Attachments Post-CU

marja
Tue Jun 28, 2005 4:06 pm
#1

I've got a situation similar to the following. any idea which mods will stick ?


CA #1

Melee Defense +25

General Melee Speed +15


CA #2

General Ranged Speed +15

Melee Defense+20

General Melee Accuracy +15


If I threw in CA#1 then CA#2 into a 4 socketed clothing, will I get all 4 mods to stick? i.e. Melee Defense +25, General Melee Speed +15, General Ranged Speed +15, General Melee Accuracy +15? has anyone tried this?
DeeSnider
Tue Jun 28, 2005 4:22 pm
#2

I haven't tried it personally, still waiting to find the right combo of attachments,but my understanding is the same as yours.



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marja
Tue Jun 28, 2005 4:59 pm
#3

/bump anyone?
Cytosoul
Tue Jun 28, 2005 5:32 pm
#4






marja wrote:

I've got a situation similar to the following. any idea which mods will stick ?


CA #1

Melee Defense +25

General Melee Speed +15


CA #2

General Ranged Speed +15

Melee Defense+20

General Melee Accuracy +15


If I threw in CA#1 then CA#2 into a 4 socketed clothing, will I get all 4 mods to stick? i.e. Melee Defense +25, General Melee Speed +15, General Ranged Speed +15, General Melee Accuracy +15? has anyone tried this?






The result will be +25 melee def, +15 gen speed, and + 15 melee accuracy



On CA #2, the +20 melee defense would be wasted due to the mod in CA1, and it will still eat a spot. Then the accuracy mod will be applied to the last slot, because it is listed first alplabetically.






Colonel Cytos Soulia, M.D.
Director, Imperial Security Bureau
Serving the Empire since September 2003

Deliveries to TE, Naboo: -2897 6171


marja
Tue Jun 28, 2005 9:48 pm
#5






Cytosoul wrote:





marja wrote:

I've got a situation similar to the following. any idea which mods will stick ?


CA #1

Melee Defense +25

General Melee Speed +15


CA #2

General Ranged Speed +15

Melee Defense+20

General Melee Accuracy +15


If I threw in CA#1 then CA#2 into a 4 socketed clothing, will I get all 4 mods to stick? i.e. Melee Defense +25, General Melee Speed +15, General Ranged Speed +15, General Melee Accuracy +15? has anyone tried this?






The result will be +25 melee def, +15 gen speed, and + 15 melee accuracy



On CA #2, the +20 melee defense would be wasted due to the mod in CA1, and it will still eat a spot. Then the accuracy mod will be applied to the last slot, because it is listed first alplabetically.







I thought alphabetical order didn't matter... I had a CA a long time with D vs. KD and Grenade Experimentation. The Grenade Experimentation stuck cause it was listed first (the mods were of the same value).
marja
Tue Jun 28, 2005 11:11 pm
#6

I did a little experimenting...


I dropped an AA with +5 camoflage into boots with 3 sockets. After dropping the AA into the boots, the boots had 2 sockets remaining and +5 camoflage. I then dropped another AA with +2 camoflage/+3 cover into the boots. After dropping the second AA into the boots, the boots had 1 socket remaining and +5 camoflage, +3 cover.


So I guess blocking a mod will not eat up a socket...

Cytosoul
Thu Jun 30, 2005 12:17 am
#7






marja wrote:

I did a little experimenting...



So I guess blocking a mod will not eat up a socket...







Really? That has also changed since CU then. Thanks for reporting!


And it has been in my experience that mods get applied by highest power first, then alphabetically. Order listed makes no difference. This goes for pre and post cu.




Colonel Cytos Soulia, M.D.
Director, Imperial Security Bureau
Serving the Empire since September 2003

Deliveries to TE, Naboo: -2897 6171


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