Items And Loot Archive
Thread: AAs and CAs in the CU
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Ecnirp
Fri Apr 29, 2005 3:38 am
#1
Basically, if its a AA or CA that has a mod that is also a mod you get from a profession it should work.
Speed, Accuracy and Melee and Range Defence should all work - however since things like Dodge, Counterattack, Def vs ***** etc were all removed then they will no longer work.
Phaylen
Fri Apr 29, 2005 11:44 am
#2
Has anyone tested the old sea's? Do the old mods drop in armor or clothing, or do they disapear when you apply the sea, leaving only any new mods?
Kaishodan
Fri Apr 29, 2005 12:22 pm
#3
I apologize if someone has posted this all ready, but I have been looking for almost hours in all of the forums....
What armor and clothing attatchments work in the CU? is there a definite list yet? Or is this somethingstill in the "we'll fix it later" list? I have spent too much money pre-CU to try to PVP more to throw any of them away 
I know alot of them did not work pre-CU. How many work now?
Thanks in advance
Kaishodan
Wombatula
Sat Apr 30, 2005 7:55 am
#4
they drop into armour,regardless of if its a broken mod or not, at least from the wacky useless mod set of bone I made I'd gather that.
wyrwulf
Sun May 01, 2005 10:58 am
#6
I tested this last night.
I decided to test multi mod AA's since the CU hit.
I had a pair of gloves with 2 sockets in them.
I put an AA with 2 mods on it into the gloves, both mods took and the gloves had1 socket left,
I put an AA with 3 mods on it into the gloves to see how it worked, only 1 mod stuck and it was the highest of the 3 listed on it.
So it seams that multi mod SEA's work kind of, I submitted a bug on it to see if this the intended way of them working or not.
Just wanted to pass this on to everyone.
Phaylen
Mon May 02, 2005 5:04 am
#7
Help me understand this better. You put a clothing attachment in the gloves with 2 mods, the gloves had 2 sockets, both mods stuck leaving 1 socket open. Did you then put a 3 mod attachment into the same pair of gloves, or a new pair? I would guess that once you reach the socket amount, the mods will drop off to just the highest. Example: Gloves with 4 sockets. Drop a 3 mod into it, all 3 stick, one socket taken up. Drop another 3 mod, only highest sticks, 2 sockets left. Drop 2 mod, only highest sticks, 1 socket left. Drop 2 mod, highest sticks, 0 sockets left. Anyone confirm this?
RebelGuy
Mon May 02, 2005 8:28 am
#8
I had a pair of gloves I dropped a CA in that had 2 mods (+11 Droid Precision, +9 Rifle Speed). The gloves had 2 sockets in it.
I dropped the CA in the gloves both mods stuck and all sockets were used up.
This is just from what I have done.
I also had a friend drop a 3 mod AA into boots that were 4 sockets. 3 of the sockets got used by the AA leaving one remaining.
I dropped the CA in the gloves both mods stuck and all sockets were used up.
This is just from what I have done.
I also had a friend drop a 3 mod AA into boots that were 4 sockets. 3 of the sockets got used by the AA leaving one remaining.
Exposis
Mon May 02, 2005 8:40 am
#9
mm very intersting darkfin, i'll be trying that out tonight with some obsure mods
wyrwulf
Mon May 02, 2005 9:04 am
#10
Well in referance to my post above I sent a ticket to see how things are supposed to work and the answer was that a piece of armor/clothes can only have the number of mods that it has sockets in it, which would make sense in you case but in my test I now have a pair of gloves with 3 mods on it that only had 2 sockets to begin with.
RebelGuy wrote:
I had a pair of gloves I dropped a CA in that had 2 mods (+11 Droid Precision, +9 Rifle Speed). The gloves had 2 sockets in it.
I dropped the CA in the gloves both mods stuck and all sockets were used up.
This is just from what I have done.
I also had a friend drop a 3 mod AA into boots that were 4 sockets. 3 of the sockets got used by the AA leaving one remaining.
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