Game Guides Archive
Thread: How many clothing mods stick?
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rscheibler
Tue Sep 06, 2005 11:54 am
#1
Is there a limit to how many mods will work on your tune? Some said it was up to 6, but I don't know if thats true or not.
Thanks.
DATA-LUX
Wed Sep 07, 2005 3:16 am
#2
Never heard about that cap, only know that the cap per skill is +25
Have Helaing +25, cure wound +25, aug +25, cure dmg +25, melee def +25, ranged def +25, terrain nego +10
Didn't notice since I'm using my last if another was not working anymore, maybe when I'm get home I'll test it
Have Helaing +25, cure wound +25, aug +25, cure dmg +25, melee def +25, ranged def +25, terrain nego +10
Didn't notice since I'm using my last if another was not working anymore, maybe when I'm get home I'll test it
Message Edited by DATA-LUX on 09-07-2005 12:19 PM
havoc28
Thu Sep 08, 2005 10:08 am
#4
As far as I know there's no limit. I have well over +600 in working modifiers on my super suit.
If there is a cap, then like so many other things, it's broken.
Which incidentally would be a good thing.
If there is a cap, then like so many other things, it's broken.
Which incidentally would be a good thing.
Zedzuada
Thu Sep 08, 2005 10:32 am
#5
Any garment can only have 6 modifiers. So for example if you have a pair of BE pants with +15 melee/ranged defense and +15 cure/augmentation with four open sockets, you can only add 2 more via CAs. It'll look like four will stick, but only 2 will be active (plus the 4 BE mods, of course).
Zeddd
Zeddd
Zedzuada
Thu Sep 08, 2005 11:47 am
#7
zRhyno wrote:
The only limit is how many sockets you can have on your char.
That's not true. See my post above and see this article for more information.
Zeddd
Edit: added URL
Message Edited by Zedzuada on 09-08-2005 02:50 PM
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