Items And Loot Archive
Thread: Attachments: usage, and general question about suit setup
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.
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?
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
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
-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.