Items And Loot Archive

Thread: Attachments: usage, and general question about suit setup

Seeaywhydeeeee
Mon Aug 15, 2005 3:33 pm
#1

Ok, first, I have a question regarding attachments. I was told that only 6 mods will work in any given suit, meaning that if I have attachments for general ranged accuracy, general ranged speed, rifle accuracy and rifle speed, I only have the opportunity to choose 2 other mods or else they will not all work.

This was the first I'd heard of this, and I know several people who have suits with many more mods than 6 and I've never heard complaints, but before I go and put all of my attachments into a suit, I'm hoping someone can either confirm or deny the 6-mod theory.

Also, I was wondering if anybody had suggestions on which crafted tailor shirt would be better suited for dropping attachments into (posted in this forum only since attachments are loot). I have a general ranged speed +15 and a general ranged accuracy +15 that I'm trying to decide whether to drop into a +16 melee/ranged defense shirt, or a +18 healing efficiency shirt.

Any help or suggestions would be greatly appreciated.
-Sioned-
Mon Aug 15, 2005 4:07 pm
#2

each clothing part can have 4 sockets and take 6 skillmods. Mean you can add 4 single skilltapes to some shoes for example. Now the shoes will have 4 skillmods. but if you add multimods CAs only 6 will stick
Seeaywhydeeeee
Mon Aug 15, 2005 4:18 pm
#3

I thought the multi-mod tapes use up a socket for each mod, so for example:

I have a shirt with 4 sockets. I have the following tapes:

general ranged acc. +5, 1-h accuracy +7
general ranged speed +5, weapon systems expermentation +4

If I put these 2 attachments into the shirt, all will stick and all 4 sockets will be used. At least, this is how I thought it worked. Are the multi-mod attachments only taking up one socket now?
-Sioned-
Tue Aug 16, 2005 2:23 am
#4


no thats not what i meant


each attachmnet fills a socket


but there is a hard cap of 6 skillmods per clothing part


so if you put in some shoes two attachmnets with 3 differnt skills each you cant fit anymore atchments in it - even tho there are still 2 sockets unused

jahlad
Tue Aug 16, 2005 3:18 am
#5


each skill on a ca/aa take up 1 socket


4 sockets = 4 skills



each item of clothing can have a max of 6 skills


so a formfitted bio eng shirt with melee and ranged defences and 4 sockets can have 6 skills if 4 sockets are filled


only place you may loose skills is in bio eng pants i think as it is poss for them to have 4 bio eng mods and still have 4 sockets...which would allow 8 skills attached to it, only 6 will work tho im not sure how they would prioritise




Jahlad: Jedi waster
Jah'lad: death watch bunker wannabe


Iron-Monkey
Tue Aug 16, 2005 7:55 am
#6






-Sioned- wrote:


no thats not what i meant


each attachmnet fills a socket


but there is a hard cap of 6 skillmods per clothing part


so if you put in some shoes two attachmnets with 3 differnt skills each you cant fit anymore atchments in it - even tho there are still 2 sockets unused







No. If you put two attachments in with 3 different mods each, the first attachment would cause all 3 mods to stick, taking up 3 sockets. The second attachment will put the highest mod (if two mods are the same it will take the one listed first) filling the fourth and final slot. All sockets would be filled. Clothing takes more than one mod per attachment.


The "6 skills per clothing" refers to BE enhanced clothing, as stated by the poster above me.





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theoden-flurry
Tue Aug 16, 2005 8:42 am
#7

yep you can only ever have 4 skill mods unless the clothes is made with be comps then it can ahve 2 or 4 mods off that as i know the spec ops duster can have 4 be enhancements in it and still have 4 socets open but other that be clothes you can never have more than 4 mods and also on some clothes you may not get all 4 sockets since they are random at the end of crafting.



flurry Theoden' Retired
flurry Theoden- master Bountyhunter and Rifleman

Ecnirp
Tue Aug 16, 2005 10:32 am
#8

Basically....


Maximum of 4 mods from Attachments (if each attachment only has 1 mod listed) + BE mods (mostBE mods in a piece of clothing I have seen is 4)


Each modneeds to be different or the highest one will cancel out the lower one.


Multiple mods on an attachment will fill multiple sockets, if there are less sockets available than Mods on the attachment they will stick in order of value (highest first) - if the values are the same then they will stick in orderthat they appear on the attachment.
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