Game Guides Archive
Thread: Constructing a SEA clothing piece
its 3 when you refit
i would put first onefor 4 thenrefit and addsecond one you get all 7 then but you are going wellover max + on genral rangeacc
jahlad wrote:
havnt tested but once the spare mods are gone they should be gone for good
Thanks very much, Jahlad, that is very helpful. If anybody has tried this recently and can confirm that this is what happens, I'd greatly appreciate it.
I've done some more research into how this works and think I have it all figured out now, thanks in part to this
excellent guide from the tailor forum.My new understanding is that once a mod sticks, it is there permanently and cannot be overwritten by any future socket additionsunless you later add a same-named mod with a higher numerical value than one that had previously stuck. Similarly, once a mod gets lost becausethere is no available socket for it at the time it is applied, it is permanently lost, even if you later add more sockets by refitting.
I now have a couple more AA's that I would like to attach to these gloves, so let me start over again and see if I am understanding this correctly. Again, the mods I am interested in keeping are in red. All the other mods are supposedly either broken, or of no use to my template (MBH/MRM). My goal is to fit 6 useful mods into the gloves, wasting no sockets with anything useless to me:
#1) Augmentation Efficiency:13, General Ranged Accuracy:22, Rifle Accuracy:14
Message Edited by Uthyr on 08-09-2005 02:09 PM
if you attach aa #1 that will fill 3 sockets leaving only 1 before you refit...you need to add this one last to loose the lowest mod
Uthyr wrote:
I've done some more research into how this works and think I have it all figured out now, thanks in part to this excellent guide from the tailor forum.My new understanding is that once a mod sticks, it is there permanently and cannot be overwritten by any future socket additionsunless you later add a same-named mod with a higher numerical value than one that had previously stuck. Similarly, once a mod gets lost becausethere is no available socket for it at the time it is applied, it is permanently lost, even if you later add more sockets by refitting.
I now have a couple more AA's that I would like to attach to these gloves, so let me start over again and see if I am understanding this correctly. Again, the mods I am interested in keeping are in red. All the other mods are supposedly either broken, or of no use to my template (MBH/MRM). My goal is to fit 6 useful mods into the gloves, wasting no sockets with anything useless to me:
#1) Augmentation Efficiency: 13 General Ranged Accuracy: 22 Rifle Accuracy: 14
#2)
Heavy Weapon Speed: 10
Ranged Defense: 19
Defense Vs. Stun: 16 (I would love to keep this mod, but I understand that it is broken)
#3) Disease Resistance: 6
#4)
Carbine Accuracy While Moving: 2
One-handed Melee Damage: 1
Poison Resistance: 6
My plan is to attach the AA's to the pre-CU gloves in this order: #1, then #3, then #2. This should leave me with the following:
General Ranged Accuracy: 22
Rifle Accuracy: 14
Disease Resistance: 6
Poison Resistance: 6
If I then refit the gloves, this will add 3 additional sockets, and the 4 earlier mods are now fixed and unalterable, no matter what else I may add after refitting. At this point, if all I want to keep from AA #4 is the Poison Resistance, then I must buy another single-mod AA and add it first (let's call it aRifle Defense +25 for the sake of discussion). When I subsequently add AA #4, CAWM and OHMD will drop off, and the Poison Resistance will stick, leaving me with the following (in the order that the mods would have stuck):
General Ranged Accuracy: 22
Rifle Accuracy: 14
Disease Resistance: 6
Ranged Defense: 19
Rifle Defense: 25
Poison Resistance: 6
I'd then build up each of these mods to +25 by adding SEA's to other pieces of clothing/armor.
Does this all sound correct now? I'm drooling at the thought of how much these gloves will be worth when they're done...
Message Edited by Uthyr on 08-09-2005 02:05 PM
jahlad wrote:
if you attach aa #1 that will fill 3 sockets leaving only 1 before you refit...you need to add this one last to loose the lowest mod
Looks like I will need to forget about the AA with the poison resists in this pair of gloves to make this work, and substitute for it some other single-mod AA, say Melee Defense +25. Here's the order that I should have listed the construction, just so nobody else reading this is confused:
#1)
Rifle Defense: 25
#2)
Melee Defense: 25
#3)
Augmentation Efficiency: 13
General Ranged Accuracy:22
Rifle Accuracy:14
Refit armor at this point.
#4)
Disease Resistance: 6
Message Edited by Uthyr on 08-09-2005 02:32 PM
Uthyr wrote:
Looks like I will need to forget about the AA with the poison resists in this pair of gloves to make this work, and substitute for it some other single-mod AA, say Melee Defense +25. Here's the order that I should have listed the construction, just so nobody else reading this is confused:
#1)
Rifle Defense: 25
#2)
Melee Defense: 25
#3)
Augmentation Efficiency: 13
General Ranged Accuracy:22
Rifle Accuracy:14
Refit armor at this point.
#4)
Disease Resistance: 6
#5)
Heavy Weapon Speed: 10
Ranged Defense: 19
Defense Vs. Stun: 16
This should result in the following, if I finally got this right:
Rifle Defense: 25
Melee Defense: 25
General Ranged Accuracy: 22
Rifle Accuracy: 14
Disease Resistance: 6
Ranged Defense: 19
Message Edited by Uthyr on 08-09-2005 02:32 PM
A word of warning for anybody else reading this thread who tried to do what I proposed: it didn't work.
I first went through steps #1-3 above (I actually combined steps 1-2 bystarting witha singleAA with two desireable mods on it). I also ended up using boots instead of gloves, incidentally (not that this should have made any difference at all). That worked fine and produced the desired effect--a pair of comp armor boots with 4 good mods on it, and the Augmentation Efficiency dropped off. I then refit the armor as Chitin boots, but I did NOT gain 3 additional sockets.
The resulting boots have 4 mods, and zero free sockets. I would have been better offstaring with 4-socketclothing instead of armor--that way I could have gotten the appearance I wanted (i wanted them to look black, and there is apparently no way to create refitted armor boots that look black).
I wonder if the way this used to work has been fixed, or if there is just something peculiar about my situation. I still ended up with a very nice piece of armor, so I shouldn't complain. I just wanted to warn people to be careful.