Items And Loot Archive

Thread: negative skill tapes :P

MissMir
Wed Mar 23, 2005 8:37 pm
#1

do skill tapes with negative values actually apply the negative bonus? call me whatever you like for saying this, but wouldnt it beamusing to be able to call yourself a0pt nov artisan?



Kori Mir
PaintballPatron
Wed Mar 23, 2005 9:02 pm
#2

From what I've heard, SEA's used to apply ALL it's mods when put in to a piece of armor or clothing, so the negative effects used to be effective, say a AA with 2 handed acc. +2, but -1 speed, you would have to choose if it's worth the sacrifice. Now you can only make one of the mods stick, and I'm not sure if you can make the negative mods stick, unless it's the only one on the tape. But yeah it would be pretty funny to see -5 point crafters running around lol.



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MissMir
Wed Mar 23, 2005 10:28 pm
#3






PaintballPatron wrote:

From what I've heard, SEA's used to apply ALL it's mods when put in to a piece of armor or clothing, so the negative effects used to be effective, say a AA with 2 handed acc. +2, but -1 speed, you would have to choose if it's worth the sacrifice. Now you can only make one of the mods stick, and I'm not sure if you can make the negative mods stick, unless it's the only one on the tape. But yeah it would be pretty funny to see -5 point crafters running around lol.






i reallly hope they work, im looking for appropriate skill tapes as we speak



Kori Mir
GraySeven
Wed Mar 23, 2005 10:49 pm
#4

I looted a -5 rifle crawl speed today....what a waste.



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Vaylis Arturin - Elder Armorsmith
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Kino1816
Wed Mar 23, 2005 11:24 pm
#5






fablinix wrote:

do skill tapes with negative values actually apply the negative bonus? call me whatever you like for saying this, but wouldnt it beamusing to be able to call yourself a0pt nov artisan?






i believe they work right, i had a -3 1h spd ca and put it on some pants and it came out to +3 1h speed. hope it helps



10010111000011001101001010001 / Kino'
10101001001010110010010100100 / Atiho
01110101101011100010010110011 / We'll miss you Nellats!
10100101000100110010101011001
11001100100101010010010000101
11100100000001100111101010100
00100101001101010111001001011
11111101110101111101011010111
eeowan
Thu Mar 24, 2005 12:20 am
#6

SWG still beta




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DaBarius
Thu Mar 24, 2005 3:00 am
#7

I am pretty sure negative mods on skills do not count. The highest mod on the skilltape will stick. If the only mod on the skilltape is negative, it wont do anything to your clothing or armor



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Zatvorenik
Thu Mar 24, 2005 6:05 am
#8

I hate destroying loot, but it seems that's the only choice sometimes. Does anyone think it's possible there may be a fix for these one day? It seems rather sinsulting to get loot that only has negative aspects. If they know it doesn't work, and that players are just going to destroy them, then why are they in the game? I mean what's the point? It would be cool if you could aplpy a negative mod to cancel out a an unwanted mod on a two-modded item, but I don't believe that's possible. I've saved a few modded items here and there, as well as the positive modded items that currently don't work just on the off chance that they might be fixed.
Ecnirp
Thu Mar 24, 2005 6:25 am
#9

Ok, I can say with 100% certainty that negative skill mods do not count for anything.


If you put a SEA with a negative mod in a peice of clothing all it will do is use up a socket. If there is more than one Mod on the SEA the highest plus mod will stick.


Eg


SEA with +4 Pistol Aiming, +3 Melee Def and-9 2 Handed Speed = +4 Pistol Aiming when used in clothing (or +3 Melee Defence if clothing already has +4 or higher Pistol Aiming Mod)


SEA with -10 Weapons Experimentation = Nothing except a lost socket when put into a peice of clothing.


They cannot be used to cancel out other mods either.


It used to be different in the past but now I can guarantee the above information is correct.... if you dont believe me go to bazarr and buy a few negative mods and test it out.
Kino1816
Thu Mar 24, 2005 9:55 am
#10






Ecnirp wrote:

Ok, I can say with 100% certainty that negative skill mods do not count for anything.


If you put a SEA with a negative mod in a peice of clothing all it will do is use up a socket. If there is more than one Mod on the SEA the highest plus mod will stick.


Eg


SEA with +4 Pistol Aiming, +3 Melee Def and-9 2 Handed Speed = +4 Pistol Aiming when used in clothing (or +3 Melee Defence if clothing already has +4 or higher Pistol Aiming Mod)


SEA with -10 Weapons Experimentation = Nothing except a lost socket when put into a peice of clothing.


They cannot be used to cancel out other mods either.


It used to be different in the past but now I can guarantee the above information is correct.... if you dont believe me go to bazarr and buy a few negative mods and test it out.




this is wrong, I used a +1 (sorry cant remember the stats, but i think it was pistol acc) and a -3 poison resist and the poison resist came out. If you have more than 1 thing on it but the negative one is higher it will stick, or it did for me on radiant




10010111000011001101001010001 / Kino'
10101001001010110010010100100 / Atiho
01110101101011100010010110011 / We'll miss you Nellats!
10100101000100110010101011001
11001100100101010010010000101
11100100000001100111101010100
00100101001101010111001001011
11111101110101111101011010111
CorenLanra
Thu Mar 24, 2005 10:53 am
#11



Kino1816 wrote:


Ecnirp wrote:
Ok, I can say with 100% certainty that negative skill mods do not count for anything.
If you put a SEA with a negative mod in a peice of clothing all it will do is use up a socket. If there is more than one Mod on the SEA the highest plus mod will stick.
Eg
SEA with +4 Pistol Aiming, +3 Melee Def and -9 2 Handed Speed = +4 Pistol Aiming when used in clothing (or +3 Melee Defence if clothing already has +4 or higher Pistol Aiming Mod)
SEA with -10 Weapons Experimentation = Nothing except a lost socket when put into a peice of clothing.
They cannot be used to cancel out other mods either.
It used to be different in the past but now I can guarantee the above information is correct.... if you dont believe me go to bazarr and buy a few negative mods and test it out.


this is wrong, I used a +1 (sorry cant remember the stats, but i think it was pistol acc) and a -3 poison resist and the poison resist came out. If you have more than 1 thing on it but the negative one is higher it will stick, or it did for me on radiant





I have heard lots of reports on this and tend to believe that neg mods are dropped. If I really thought they would stick, I'd probably use my +23 1h Speed/-36 Rifle speed AA



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Ecnirp
Thu Mar 24, 2005 11:41 am
#12






Kino1816 wrote:





Ecnirp wrote:

Ok, I can say with 100% certainty that negative skill mods do not count for anything.


If you put a SEA with a negative mod in a peice of clothing all it will do is use up a socket. If there is more than one Mod on the SEA the highest plus mod will stick.


Eg


SEA with +4 Pistol Aiming, +3 Melee Def and-9 2 Handed Speed = +4 Pistol Aiming when used in clothing (or +3 Melee Defence if clothing already has +4 or higher Pistol Aiming Mod)


SEA with -10 Weapons Experimentation = Nothing except a lost socket when put into a peice of clothing.


They cannot be used to cancel out other mods either.


It used to be different in the past but now I can guarantee the above information is correct.... if you dont believe me go to bazarr and buy a few negative mods and test it out.




this is wrong, I used a +1 (sorry cant remember the stats, but i think it was pistol acc) and a -3 poison resist and the poison resist came out. If you have more than 1 thing on it but the negative one is higher it will stick, or it did for me on radiant








As I said - this used to be the case, but has been fixed for some time now. Negative Mods will not stick and will not cancel anything else out.


Please as I said, test it out of some cheap ones your not fussed about - but you will regret it if you try it on an expensive mod.

DarKstar5891
Thu Mar 24, 2005 4:26 pm
#13



CorenLanra wrote:


Kino1816 wrote:


Ecnirp wrote:
Ok, I can say with 100% certainty that negative skill mods do not count for anything.
If you put a SEA with a negative mod in a peice of clothing all it will do is use up a socket. If there is more than one Mod on the SEA the highest plus mod will stick.
Eg
SEA with +4 Pistol Aiming, +3 Melee Def and -9 2 Handed Speed = +4 Pistol Aiming when used in clothing (or +3 Melee Defence if clothing already has +4 or higher Pistol Aiming Mod)
SEA with -10 Weapons Experimentation = Nothing except a lost socket when put into a peice of clothing.
They cannot be used to cancel out other mods either.
It used to be different in the past but now I can guarantee the above information is correct.... if you dont believe me go to bazarr and buy a few negative mods and test it out.


this is wrong, I used a +1 (sorry cant remember the stats, but i think it was pistol acc) and a -3 poison resist and the poison resist came out. If you have more than 1 thing on it but the negative one is higher it will stick, or it did for me on radiant





I have heard lots of reports on this and tend to believe that neg mods are dropped. If I really thought they would stick, I'd probably use my +23 1h Speed/-36 Rifle speed AA





-36 is not possible, the Barrier is +25 and I believe -25. Correct me if I am wrong but I would think a positive cap would be the same a negative one.



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