Items And Loot Archive
Thread: How high skill bonus can you get from CA/AA?
I get the feeling there are problems with CA/AA with multiple mods? Can someone explain this to me?
Message Edited by Manteena on 08-09-2005 05:37 PM
the cap you can use at once is +25 for any identical mods..
if you get a +15 general melee speed and +22 general melee speed clothing attachment, it will cap out at +25, not +37..
but you can NOT use the same mod in the same clothingh article.. only the highest number will stick.. if you placed the +15 and +22 in the same hat, only the +22 will work.. the +15 will forever be wasted.
also keep in mind that bio-engineer clothes WILL count towards the SEA cap.. if you get a +25 mask scent bio-engineer clothes, using a mask scent efficiency clothing attachment would simply be a waste in that clothing.
a clothing attachment with multiple mods will take up as many sockets as there are mods, and they all will work, as long as they are not the same mod in an individual article of clothing.. for example, if you have a glove with 4 sockets, and the clothing attachment has 3 mods on it, it will use up 3 sockets.. you will have one left to put something into.
what about weapon mods. such as 2h melee speed or ranged accuracy bonuses. will these add to the +25 cap.
example. using an nk executer with +11 2h melee speed (necrosis with with bonus in the weapon) but i have a +17 2h melee speed ca that im considering using. will i still cap at 25 using both or can i still use the ca and get another +8 2h melee speed on top?