Items And Loot Archive

Thread: Question About SEA's (looking for fact, not speculation)

Nakahs
Wed Aug 17, 2005 7:47 am
#14

Yes im sry i forgot the fact that mods are always listed in alphabetical order so of course the Armor Experimentation is first then the Weapon Experimentation - thats why the alphabetical order works then. But somehow i was right i only wrote down the wrong order of the mods but fact is Armor Exp sticks always before Weapon Exp because 1. it is over the Weap Exp listed 2. it sticks because of the alphabetical order of mods


sry didnt wanted to confuse someone... really tried to make it easy understandable.




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Barafu
Wed Aug 17, 2005 2:21 pm
#15

OK, while we're on the topic, I have a question as well.

If I have a piece of armor ADKed and I want to put an AA on it, can I do that while the item is ADKed?

Thanks.



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zRhyno
Wed Aug 17, 2005 4:25 pm
#16



Barafu wrote:
OK, while we're on the topic, I have a question as well.

If I have a piece of armor ADKed and I want to put an AA on it, can I do that while the item is ADKed?

Thanks.


Yes, having it ADK'ed doesnt affect it when it comes to putting attachs on.






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Imaridril
Wed Aug 17, 2005 7:53 pm
#17






Nakahs wrote:

The rifle defense +25 will stack cause it is the highest mod. And yes i tested it myself after CU. But i wonder why people still are not sure how it works about seas. So here a easy i think for everyone understandable explanation :


1) the highest mod will always!stack first.


2) if 2 slots left the 2 highest mods will stack. First the highest then the 2nd highest


3) if 2 mods have same bonus in numbers f.e. +10 weap assembly +10 armor exp and 1 slot left the one with the "A" (armor exp) at the beginning will stick not with the "W" (weap exp) cause then the alphabetical will work.


4) if u use a higher mod of the same bonus like a +15 rifle def AA on a armor that already has +10 rifle def on it the +15 rifle def will replace the +10 of the cost of 1 slot. If no slots left on that armor piece u cant use it.


greetings sha'kan









Here's another thing I tested...Let's sayyou have apiece of armorwith +20 Rifle Accuracyand three free sockets. You then get an AA with +19 Rifle Accuracy and +15 Rifle Speed. If you drop that AA into the previously mentioned piece of armor, only the +15 RifleSpeed will stick, and it will only use one socket. The +19 Rifle Accuracy on the SEA will be treated as if it doesn't exsist, since there's already a higher Rifle Accuracy mod on the armor. I tested this using a bunch of junk SEAs to make sure it works.






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ljay
Thu Aug 18, 2005 3:49 am
#18

i have quite a few attachments where the mods are NOT listed in alphabetical order to


i.e i have a CA with


Carbine speed +8


Armour assembly +8


in that order


and in instances like this the first mod listed sticks


NDTillman
Thu Aug 18, 2005 7:56 am
#19

Where by chance if anywhere might I find a complete list of AA's an CA's an thier modifying traits as well as if they actually work in game or not as I hear alot are not working in game.



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