Items And Loot Archive

Thread: Clarification on multi-mod SEAs and one socket remaining...

Electro5
Fri Jun 03, 2005 1:23 pm
#1


Bah, never mind, I've gotten clarification on what I was going to say....

Message Edited by Electro5 on 06-03-200501:25 PM

Message Edited by Electro5 on 06-03-2005 01:25 PM



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nikko11
Fri Jun 03, 2005 1:25 pm
#2

Each mod takes up a socket.

If you only have one socket left, it works as it did before, and you will only get the highest mod.





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Lysergigi
Fri Jun 03, 2005 3:58 pm
#3

good to know still



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Imaridril
Sat Jun 04, 2005 12:18 am
#4

There's been a few posts lately with some confusion over just what happens when you drop a multi-mod SEA into something with only one socket left. The confusion seems to be weather or not the first listed mod or the highest mod will be the one that sticks. I decide to test it out. I use a 3 socket shirt and dropped in the following CAs in the following order...


CA #1 - Battle Fatigue Healing (Dancing) +1


CA #2 - Droid Costumization +2


CA #3 - Carbine Accuracy +2

Group Terrain Negotiation +1

Medical Foraging +4


When I dropped the third SEA in, it was the Medical Foraging +4 that stuck, and not the Carbine Accuracy +2.


I then decided to try a second test, just to make sure that SEAs looted post-CU didn't behave differently. This time I dropped an AA with Heavy Weapons Speed +1/One Handed Melee Defense +2 into a piece of armor with only one socket. The One Handed Melee Defense +2 was the second listed mod on the AA, and it was the one that stuck.


I hope these tests help clear some stuff up for people.




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