Items And Loot Archive

Thread: Multiple Mods on a SEA question

Oreet
Tue Mar 01, 2005 8:25 am
#1

I looted3 different potentially VERY valuable clothing attachments in the last 2 weeks, but i need something cleared up first before selling.


Here is what I looted:


Clothing Attachment

+3 Grenade Experimentation

+7 Rifle Speed


Clothing Attachment

+1 Music Wound Healing

+6 Rifle Speed


Armor Attachment

+3 Steady Aim

+3 Food Experimentation



So here's the 2 questions:


On the clothing attachments, do both mods stick, or just the first one listed, or the highest mod number one?


On the armor attachment, do both mods stick, or just the first one (since the mod numbers are the same)





Thanks for any help.
North2Chilastra
Tue Mar 01, 2005 8:33 am
#2

On the first two attachments, the higher mod will stick. On the last one I have heard conflicting results from stats with the same modifier. Some say the first one listed will stick...others say that if the numbers are the same then the first mod alphabetically will stick.
Little-Green-Guy
Tue Mar 01, 2005 8:33 am
#3


Clothing Attachment

+3 Grenade Experimentation

+7 Rifle Speed


Clothing Attachment

+1 Music Wound Healing

+6 Rifle Speed


Armor Attachment

+3 Steady Aim

+3 Food Experimentation



....the highlighted above would stick. for the last one. simply drop a AA of greater 'steady aim' first..thene drop that one to get the food exp.



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Crimsonsplat
Tue Mar 01, 2005 10:43 am
#4

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?

Ecnirp
Tue Mar 01, 2005 10:55 am
#5






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

Oreet
Tue Mar 01, 2005 11:02 am
#6

Thanks for all the info guys.


Looks like i'll be setting up a huge SEA auction on the Lowca Trade forums later tonight after i get in-game, and make a list of all the SEAs i have sitting around.


So any of you Lowcan Rifleman or Chefs, be on the lookout for Oreet's SEA Blowout Sale.
sciguyCO
Tue Mar 01, 2005 12:16 pm
#7

If you put all those onto the same piece of clothing in the order listed it would end up;


+7 Rifle speed (from the first sea)

+1 Music Wound healing (the +6 rifle is canceled out by the existing +7, so you get the other mod on the tape)

+3 Steady Aim.


If you put them in the order 2, 1, 3 you'd get:

+7 Rifle speed (the first SEA would add +6 speed, which gets overwritten by the +7)

+3 Steady Aim.


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.





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Oreet
Tue Mar 01, 2005 12:19 pm
#8






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.




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.

thecolonelcardaks
Thu Mar 10, 2005 12:38 pm
#9

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?



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Oreet
Thu Mar 10, 2005 12:47 pm
#10






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.

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