Items And Loot Archive
Thread: FAQ for CA and AA's by Ssedi
This is a great thread. I was given the link to it by a CSA in game. However, they didn't respond with answers
to my questions so I'll put them up here:
1) Is +25 Carbine speed capped? b)Will adding another +25 Carbine Speed will giveany more dps?
2) Does +25 Carbine Defense provide +25 to melee Defense & +25 to Ranged Defense?
3)Is +25Carbine Defense capped or can it be stacked?
4) Can +25 Melee Defense be utilized by a ranged charactor or does it require a melee weapon to be equiped?
5) Can Ranged Defense be stacked or is +25 capped?
6) If Ranged Defense +25 & +25 Carbine Defense (while a carbine was equiped)are combined
together will I receive +50 Ranged Defense & +25 Melee Defense?
7) How much Ranged Accuracy will stack and provide extra damage? b)Does Accuracy while moving
increase overall accuracy combined with general accuracy or how is it different?
8) What benifit does General Ranged Aiming provide and how is it different than steady aim bonus?
9) What benifit does Volley Fire bonus provide?
10) What benifit does Defense vs. posture change (down) provide?
11) What are the differences between posture change (down) & Defense vs. Knockdown?
12) What prevents or defends agains Root or Stassis?
13) Is there a list of SEA's that do not currently work? Dev's please provide us with a list...
14) Will all of these provide benifit while on a single item: +25 GRS, +25 Carbine speed, +25 Carbine Defense
+25 GRD =+50 Carbine Speed, +50 Ranged Defense & +25 to Melee Defense Is this accurate?
15) If a SEA has +20 Carbine Defense, +10 Def vs. Knockdown, +10 Pistol Defense. Which of the +10
mods will stick if I place this into an item with only 2 free sockets? I would imagine it would be the one
that is listed on the top but not sure. I also have a +25 Pistol Defense +25 Carbine Accuracy. Which
mod will stick if I place it in a one socket free item? (I would imagine this is where the alphabetic order
would be in effect. So, the defense and the carbine would stick?)
16) Is healing efficiency or cure efficiency used to players to heal faster and does it require basic Med skills?
17) Does augmentation actually increase the length of buffs and does it currently work?
18) Which class utilizes Block +25 (Just Jedi's?) and does it work?
19) Is there a way to place SEA's in Travel Packs? There are sockets available.
Sorry for all of the questions all at once. I'm making a new BH armour suit and I'm a Master BH / Carbineer
and want to make sure I don't add too much skills without the benifit.
Thanks,
Accurimar
Message Edited by Accurimar on 09-06-2005 05:19 PM
Message Edited by Accurimar on 09-06-2005 05:21 PM
Message Edited by Accurimar on 09-06-2005 11:27 PM
Message Edited by Accurimar on 09-07-2005 11:44 PM
Message Edited by Accurimar on 09-08-2005 12:22 PM
Message Edited by Accurimar on 09-12-2005 01:26 PM
Message Edited by Accurimar on 09-24-2005 02:05 PM
Accurimar wrote:
1) Is +25 Carbine speed capped? b)Will adding another +25 Carbine Speed will giveany more dps?
A: +25 Carbine speed is the highest bonus to this skill you can achieve with SEA's. b) no
2) Does +25 Carbine Defense provide +25 to melee Defense & +25 to Ranged Defense?
A: Yes
3)Is +25Carbine Defense capped or can it be stacked?
A: Capped
4) Can +25 Melee Defense be utilized by a ranged charactor or does it require a melee weapon to be equiped?
A: It's capped, and does add to your melee defense at all times
5) Can Ranged Defense be stacked or is +25 capped?
A: Capped
6) If Ranged Defense +25 & +25 Carbine Defense (while a carbine was equiped)are combined
together will I receive +50 Ranged Defense & +25 Melee Defense?
A: Yes
7) How much Ranged Accuracy will stack and provide extra damage? b)Does Accuracy while moving
increase overall accuracy combined with general accuracy or how is it different?
A: You can stack up to +25 in a single skill mod, so +25 carbines accuracy, and +25 general ranged accuracy is your skill mod cap. b) Accuracy while moving is a pre cu skill mod. As a general rule of thumb any modifier which affects skills which no longer exist may be considered non functional. Some have stated that this modifier still works, most say no. Bottom line, don't invest in skill mods that give bonuses to extinct skills.
8) What benifit does General Ranged Aiming provide and how is it different than steady aim bonus?
A: None, it's another extinct skill from pre CU.
9) What benifit does Volley Fire bonus provide?
10) What benifit does Defense vs. posture change (down) provide?
A: none
11) What are the differences between posture change (down) & Defense vs. Knockdown?
A: Defense versus KD gives a chance to avoid knockdown, so it does provide benefit.
12) What prevents or defends agains Root or Stassis?
A: Other than your opponent missing? Nothing.
13) Is there a list of SEA's that do not currently work? Dev's please provide a list.....
A: I have yet to see a good post CU list of broken mods. Again, if the skill does not exsist, or the state defense is no longer addressing an attack that exsists, assume it is broken.
14) Will all of these provide benifit while on a single item: +25 GRS, +25 Carbine speed, +25 Carbine Defense
+25 GRD =+50 Carbine Speed, +50 Ranged Defense & +25 to Melee Defense Is this accurate?
A: Yes
15) If a SEA has +20 Carbine Defense, +10 Def vs. Knockdown, +10 Pistol Defense. Which of the +10
mods will stick if I place this into an item with only 2 free sockets? I would imagine it would be the one
that is listed on the top but not sure. I also have a +25 Pistol Defense +25 Carbine Accuracy. Which
mod will stick if I place it in a one socket free item? (I would imagine this is where the alphabetic order
would be in effect. So, the defense and the carbine would stick?)
A: All mods will attempt to stick. Fist to stick will be the highest mod, then in descending order. In the case of equal value mods, they will stick in the order listed on the SEA (alphabetical). If you attempt to apply one of these mods to an item with two sockets, the item will have both sockets filled by that first mod. If you wanted to use these mods to get the best carb benefit on a 4 socket item, first apply the two skill mod SEA, then the 3 skill mod attachment.
16) Is healing efficiency or cure efficiency usedby players to heal faster and does it require basic Med skills?
A: It modifies healing skills, not basic heal rate.
17) Does augmentation actually increase the length of buffs and does it currently work?
18) Which class utilizes Block +25 (Just Jedi's?) and does it work?
19) Is there a way to place SEA's in Travel Packs? There are sockets available.
Sorry for all of the questions all at once. I'm making a new BH armour suit and I'm a Master BH / Carbineer
and want to make sure I don't add too much skills without the benifit.
Thanks,
Accurimar
Message Edited by Accurimar on 09-08-2005 12:29 PM
Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~
Message Edited by Accurimar on 09-12-2005 01:25 PM
Message Edited by Accurimar on 09-24-2005 02:03 PM
Hmmm those questions brought up another question in my mind. I always thought carbine defense meant you had extra defense against someone who was using a carbine on you. But you are saying it adds defense if you are the one using the carbine, right? Interesting, I always thought it was the other way around. Thanks for the heads up.
And great guide btw !
Huurton wrote:
Hmmm those questions brought up another question in my mind. I always thought carbine defense meant you had extra defense against someone who was using a carbine on you. But you are saying it adds defense if you are the one using the carbine, right? Interesting, I always thought it was the other way around. Thanks for the heads up.
And great guide btw !
Carbine/Pistol/Rifle/Heavy Weapon/1Hand/2Hand/Polearm/Unarmed Defense tapes all work by giving you the defense bonus listed, but only if you are holding the weapon required, except Unarmed which works both without a weapon and with any TKM weapon such as a Vibro Knuckler.
If you have a AA with these stats;
pistol aiming -9
unarmed accuracy 12
Which mod sticks?
Just wondering if the positive number stick or not?
Thanks
Would depend on the number of slots you have left. Higher number would stick if you only have 1 slot. 2 or more slots and both mods would stick.
I got another question though hehe. Say I have a shirt with +25 Unarmed Accuracy and +10 Terrain Negotiaion and no slots left. If I got another ca with +15 terrain negotiaion, could I drop in the shirt to overwrite the +10 terrain negotiaion and thus change the mod to +15 terrain negotiation on the shirt? Or would I not be able to do this since no sockets are left on the shirt?
Just did some testing, found some interesting results:
I used BE modded shirt with 4 sockets available. The BE mods were Melee/Ranged Defense 16
1) Placed CA - Force Power Max 8, Ranged Defense 7
Result: Only Force Power Max sticks, 3 sockets left
2) Place two single mod CA's in to fill up slots (Grenade Experimentation 1, One-handed Melee Defense 1)
Result: 1 socket remaining
3) Placed CA - Injury Treatment 2, Disease Resistance 2 (mods listed in that order)
Result: Injury Treatment mod sticks, 0 sockets left
Final Result: Shirt Listed with these mods:
Grenade Experimenation 1
Injury Treatment 2
Force Power Max 8
Melee Defense 16
One-handed Melee Defense 1
Ranged Defense 16
(NOT ALPHABETICALLY, as previously suggested)
Message Edited by RT60 on 09-27-2005 11:02 PM
Had a CA with the following in this order:
Musical Enhancement 11
General Melee Speed 11
Attaching this to a pair of gloves with 1h Lightsaber Speed 15, 1h Lightsaber Accuracy 5, 1h melee defense 8, with 1 socket left. The musical enh is what stuck.
According to the guide (if I read it right), the melee speed should have stuck, g comes before m in the alphabet.
Not sure why this happened.