Items And Loot Archive

Thread: Multi-Stat SEAs: Broken or Working as Intended?

Rodian-Bob
Thu Feb 10, 2005 3:00 pm
#1

Most of us knowthat Skill Enhancing Attachments that have multiple skills listed, once applied to armor or clothing, end up only showing 1 skill. There's a whole set of rules that have been tested and proved that determine what the final skill will be.


i.e. you have a CA with Block +9 and Weapon Experimentation +8. When you apply it to clothing, you end up with Block +9 only. Buh-bye to the +8 weapon exp.


My question is: Are there any plans to have multiple skill enhancements work off one tape?


I've heard rumors but not seen anything from a reliable source...


Seems like it'd be so easy, just have each skill use up one socket.



-Bob is Robii D'Luminatii
~NOT a Jedi: Drifting away into The Great Dark~
Assassin & former Mayor of Perdition/Grendin Waste, Lok: Ahazi
Hurlobacca
Thu Feb 10, 2005 3:06 pm
#2

In the example you cited you could drop a +9 or better block SEA into the item first thereby allowing you to utilize the +8 ws experimentation, so it's not gone, just needs to be worked around. I had a +9 polearm dmg/+6 ws exp tape that I was able to use when I found a +12 polearm damage. Thank goodness polearm dmg is a broken mod otherwise it would have been impossible to find. Two and three mod attachments are not at all uncommon, given the limited number of sockets do you really want to use up all your sockets on one or two mods?



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sciguyCO
Thu Feb 10, 2005 3:47 pm
#3


There hasn't been a firm declaration one way or the other, but there have been some clues.


1) In a Friday feature on SEAs way back when, Thunderheart said that multiple mods would stack on the clothing/armor, although there is a limit on the number of mods a single piece of clothing can have, separate from the number of sockets.


2) In a "known issues" listing for Testcenter a couple weeks ago, the problem with multiple-mod SEAs was included. However, that list was compiled from player reports, so there's a slight possibility that it was just copied/pasted and wasn't verified by dev or QA as a bug one way or the other. It was later removed, as they wanted to keep the list limited to problems specific to publish 13.


3) In my opinion, why in God's name would tapes drop with multiple mods if they weren't intended to work?


Now if only the devs would be able to allocate some time to straighten this out... And don't forget the "add an SEA with the same bonus as is already on the clothing and only get the higher" problem, too.

Message Edited by sciguyCO on 02-10-2005 03:48 PM





Kriles Ch'artoff , Chilastra server
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Rodian-Bob
Thu Feb 10, 2005 7:12 pm
#4

Thanks for ya'll's input. I do know all the tricks and workarounds to get the mod you want to stick... my main point wasto find evidence wether they consider this a bug and are they going to fix it.


Sounds like the jury is still out on that question. Thanks, sciguyCO, for your research and tracking the issue.


Here's what dropped that made me ask:


A CA with Structure Experimentation +7 and Medicine Experimentation +5.


I want the med exp while my PA buddy wants the structure exp. If they fix it so both would stick, we could share it...


I think I'll wait a month or 2 before sticking it to anything.


How difficult would it be to fix this, really?



-Bob is Robii D'Luminatii
~NOT a Jedi: Drifting away into The Great Dark~
Assassin & former Mayor of Perdition/Grendin Waste, Lok: Ahazi
Lok-Robster
Fri Feb 18, 2005 7:05 pm
#5

Any plans to fix in the CURB? They say Combat Upgrade info will be coming out next week...



Nopi:
Bothan Ranger of Ahazi
Rodian-Bob
Thu Apr 07, 2005 5:01 pm
#6

Still looking for SEA related CU information, 'cause i ain't heard nuthin' yet.



-Bob is Robii D'Luminatii
~NOT a Jedi: Drifting away into The Great Dark~
Assassin & former Mayor of Perdition/Grendin Waste, Lok: Ahazi
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