Items And Loot Archive

Thread: Which AA mod will stick?(youll be suprised)

Rand72
Thu Mar 17, 2005 1:26 pm
#1

ok i have a AA with the following mods in this order:

Counter attack+5

PoleArm CounterAttack +6

Fire Resist +10


Im gonna stick it on a marabi armorweave belt with a AA of def against postutre change(down) +5 on it already

What mod will stick you think?(you might be suprised)


Rand'

Bria



Rand'



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Cannabinoid
Thu Mar 17, 2005 1:41 pm
#2

highest number sticks so fire resist 10



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Rand72
Thu Mar 17, 2005 1:47 pm
#3

i could have swore it was first listed that stuck,everything i have read said that first listed would stick


and yes fire resist stuck






Rand'



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OOJ-Zero
Thu Mar 17, 2005 1:55 pm
#4


the highest mod will stick..if the attachment has 2 mods with equal value THEN the one listed first will stick. For answers to other attachment questions plz reffer to the attachment FAQ: http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=210760

Message Edited by OOJ-Zero on 03-17-2005 12:56 AM



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PTtech
Thu Mar 17, 2005 6:28 pm
#5

Any thoughts on why there are multiple mods like that when it makes no sense?



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OOJ-Zero
Thu Mar 17, 2005 6:53 pm
#6

what I have heard is that the original devs that made attachments got mad when soe made em release the game before it was ready, so they quit, and since the ppl that replaced em didn't have any notes to go by for the attachments coding, they haven't been able to fix it yet..I'm hoping th combat upgrade will adress this issue.



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000000000000000000000000000000000000000
Excitement, heh.
000000000000000000000000000000000000000
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000000000000000000000000000
000000000000not these things."-$OE
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JediShad86
Thu Mar 17, 2005 7:00 pm
#7

All of them




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BaccaInc
Thu Mar 17, 2005 11:17 pm
#8






OOJ-Zero wrote:

what I have heard is that the original devs that made attachments got mad when soe made em release the game before it was ready, so they quit, and since the ppl that replaced em didn't have any notes to go by for the attachments coding, they haven't been able to fix it yet..I'm hoping th combat upgrade will adress this issue.




they said at last years fan fest that it was intended to have ALL mods on the attachment's should work. but then again they also said that they would fix the negative ones from dropping




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Staveeno
Fri Mar 18, 2005 4:57 pm
#9

if all mods sticked, it I could have some interesting clothes.


Up to 14 mods on one piece of clothing




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Hurlobacca
Fri Mar 18, 2005 8:38 pm
#10






Staveeno wrote:

if all mods sticked, it I could have some interesting clothes.


Up to 14 mods on one piece of clothing






There is a limit of 8 mods per item total, so a piece of BE clothing with 2 mods could only have a total of six added. If all mods were to stick, that would present a new problem where you couldn't use an attachment on a particular item because the item already has a number of of mods that you really didn't want but that showed up because you wanted one of the mods on the attachment to stick.



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Ani_cul
Fri Mar 18, 2005 8:58 pm
#11






Hurlobacca wrote:





Staveeno wrote:

if all mods sticked, it I could have some interesting clothes.


Up to 14 mods on one piece of clothing






There is a limit of 8 mods per item total, so a piece of BE clothing with 2 mods could only have a total of six added. If all mods were to stick, that would present a new problem where you couldn't use an attachment on a particular item because the item already has a number of of mods that you really didn't want but that showed up because you wanted one of the mods on the attachment to stick.






6 mods total wether from BE tissue crafted in or SEAs, you can only have 6 different skill mods per item of clothing.



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OOJ-Zero
Sat Mar 19, 2005 2:23 am
#12






Ani_cul wrote:





Hurlobacca wrote:





Staveeno wrote:

if all mods sticked, it I could have some interesting clothes.


Up to 14 mods on one piece of clothing






There is a limit of 8 mods per item total, so a piece of BE clothing with 2 mods could only have a total of six added. If all mods were to stick, that would present a new problem where you couldn't use an attachment on a particular item because the item already has a number of of mods that you really didn't want but that showed up because you wanted one of the mods on the attachment to stick.






6 mods total wether from BE tissue crafted in or SEAs, you can only have 6 different skill mods per item of clothing.






yep..it's 6



000000000000000000000000000000000000000" Adventure,heh.
000000000000000000000000000000000000000
Excitement, heh.
000000000000000000000000000000000000000
A SWG player craves
000000000000000000000000000
000000000000not these things."-$OE
000000000000000000000000000000000000000 250 -3188 Corellia

Staveeno
Sat Mar 19, 2005 11:03 am
#13

Thanks sucks, would be cool though to see all those mods though. If that is the case, I think I would rather keep the current system. Wait for my +25 mods to drop and apply them. That way I can make a piece of clothing with consolidated mods. (i.e. the one I'm working on now is +25 block, +25 Pole Accuracy, +19 Pole speed) I wouldn't be able to do that if all mods stuck.




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