Game Guides Archive

Thread: Constructing a SEA clothing piece

Uthyr
Mon Aug 08, 2005 6:18 pm
#1

I have a couple of expensive AA's that I want to put into a pair of pre-CU 4-socket refittable comp armor gloves (with all sockets currently empty), and I'm looking for advice to make sure that it will turn out the way I expect it to, before I start attaching them. Here are the two AA's I have for the gloves so far, with the skill mods that I am interested in keeping shown in red:


#1)

Augmentation Efficiency: 13

General Ranged Accuracy: 22

Rifle Accuracy: 14


#2)

Heavy Weapon Speed: 10

Ranged Defense: 19

Defense Vs. Stun: 16


If I were to put both of these AA's into my gloves right now, my understanding is that all 6 skill mods will stick, and I will be maxed out on mods for these gloves (6 mods being the maximum possible), even though I have two more sockets available. My firstquestion is, if I then fill up the remaining two sockets, will only the six highest mods of all the AA's stick, with the lower ones getting bumped off of the gloves, or do the gloves become "full" once they reach 6 mods, unable to accept any more AA's? If the former, then it looks like I will be stuck with that Defense Vs. Stun mod (which I've heard doesn't work), but should be able to bump off the other two (in white text above) as long as I get new AA's with mods ofat least 14 (correct?).


My second question is, once I've filled up all 4 sockets, if I then refit the gloves into another type of armor (I definitely have the "Refit" option available to me right now--I checked it), my understanding is that it will add 3 additional sockets... assuming that it will let me refit at all, once I've attached the first four AA's. Will any skills that had previously got bumped off of the gloves then return at that point, and if I continue to addthree moreAA's to the gloves at that point, will the 6 highest mods from all 7 sockets stick, nomatter what order they are listed or were attached? I'd be interested in hearing from anybody who has actually tried what I am describing (recently).



Col. Uthyr Pendragon | Artorius Pendragon
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jahlad
Tue Aug 09, 2005 3:04 am
#2

seems that your understanding of how they gloves work is a little off to me


ok your gloves have 4 sockets.....then you can refit them and gain another 4 (not tried it on mine yet but im told they work like that).

if you want to keep the skills in red first attach aa number 1 which will make your gloves


Augmentation Efficiency: 13

General Ranged Accuracy: 22

Rifle Accuracy: 14

with one socket spare


then attach your second aa, as there is only one socket left the other 2 skills on the tape will be dumped

making your gloves


Augmentation Efficiency: 13

General Ranged Accuracy: 22

Rifle Accuracy: 14

Ranged Defense: 19

with no sockets spare adn you ahve only picked up one of the crappy skills you didnt want.


then you can refit the gloves and get 4 more sockets to play with



Jahlad: Jedi waster
Jah'lad: death watch bunker wannabe


LighterTripod
Tue Aug 09, 2005 4:25 am
#3

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






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Uthyr
Tue Aug 09, 2005 7:04 am
#4

Thanks very much for clarifying how this works, Jahlad. I think LighterTripod is right that you only get 3 extra sockets when you refit (at least that's what I've read several times--I have yet to confirm it). Just so I am clear on what you are saying though, once the lowest mods are dumped in the pre-refit armor, they are gone for good? In other words, when I refit the fully-loaded armor and there subsequently become enough sockets to hold the mods that had been dumped, those mods will not reappear? And once I've completely filled all 7 sockets (pre+post refit), will only the highest6 mods of all the original mods stick?



Col. Uthyr Pendragon | Artorius Pendragon
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jahlad
Tue Aug 09, 2005 8:07 am
#5

havnt tested but once the spare mods are gone they should be gone for good



Jahlad: Jedi waster
Jah'lad: death watch bunker wannabe


Uthyr
Tue Aug 09, 2005 9:17 am
#6





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.





Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
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Naritus vendors:
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Uthyr
Tue Aug 09, 2005 11:00 am
#7

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 02:09 PM



Col. Uthyr Pendragon | Artorius Pendragon
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jahlad
Tue Aug 09, 2005 11:09 am
#8






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



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




Jahlad: Jedi waster
Jah'lad: death watch bunker wannabe


Uthyr
Tue Aug 09, 2005 11:15 am
#9






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







Ah yes, of course, I overlooked that Augmentation Efficiency. Thanks Jahlad, you saved me from a major oversight!



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jahlad
Tue Aug 09, 2005 11:20 am
#10

find yourself a nice single mod, add that then the other single you already have then that one



Jahlad: Jedi waster
Jah'lad: death watch bunker wannabe


Uthyr
Tue Aug 09, 2005 11:31 am
#11


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



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
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Uthyr
Tue Aug 09, 2005 5:46 pm
#12





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.




Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

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