Items And Loot Archive
Thread: Multiple Mods on a SEA question
Crimsonsplat wrote:
Ok, now you've got me confused a bit.
Lets say all three attachments were somehow placedon the same piece of clothing (yes, I know the third is armor).
Does the wearer get:
+13 Rifle Speed
+3 Steady Aim
or
+7 Rifle Speed
+3 Steady Aim
Your answer makes it sound like he'd get
+7 Rifle Speed
+1 Music Wound Healing
+3 Steady Aim
And if that's true, what if the first two attachements were on different pieces of clothing? Would they be cumulative for Rifle Speed then?
He would get +7 Rifle Speed and +3 Steady Aim.
Highest Mod on a CA or AA will be the one that sticks to an item of clothing, unless there is an equal or greater mod already on the clothing, in which case it will be cancelled out and the lower mod (if there is one) on the CA or AA will stick.
For instance you have a BE Shirt with +16 Def vs Stun on it, you put a CA with Def vs Stun +10 and Weapon Exp +7 into it - the +10 Def vs Stunwould be cancelled out and the +7 Weapons Exp would stick.
Message Edited by Ecnirp on 03-01-2005 05:56 PM
it is possible i am mistaken about whether that was a clothing or armor one. i've got too many SEAs sitting around. i need to just hvae a big sale and sell them all off.
sciguyCO wrote:
And I've never seen a +experimentation mod on an armor attachment, that's a new one. I though armor attachments always had combat skill mods.
thecolonelcardaks wrote:
Don't mean to necro post, but maybe you can help me with this.
I have this AA
Rifle Aiming +4
Rifle Speed +4
What do I need to put into my mabari belt FIRST, to cancel the aiming?
Can I put in a Aiming +3, or does it HAVE to be higher than 4?
It is my understand that you must put them in, in this order:
Rifle Aiming +5 or higher SEA first
then put the +4 Aiming/Speed, and the +5 or higher SEA will cancel out the +4 aiming, thus giving you the +4 speed modifiyer.