Jedi Archive
Thread: SKILL ATTACHMENT QUESTION.
Ohopo wrote:
Only first 2 will stick.
To add to the complexity then, heh, what if one of the mods on the existing piece of clothing has a Defense Vs Blind 5 on it already, and has only 1 slot remaining on it, will the General Melee Accuracy still stick?
102030405 wrote:
is there a way to remove mods you don't want from a CA ??
e.g.
so say you have a CA with
melee speed +4
ranged speed +2
pistol speed +6
can you remove the melee speed if you drop another melee speed attachment with the same # on it ???
No.
Can anyone help with my question?
AsarAlubat wrote:
Ok, sorry for all caps but I MUST goto bed but need to know the answer to something vital before stabbing myself in the legs repeatedly if I get it wrong, heh.
Question will be asked simple...
The piece of clothing has 2 of 4 slots remaining and im about to add 1 CA with 3 mods on it.
The attachment is :
Defense Vs Blind 7
Medical Experimentation 3
General Melee Accuracy 13
If I were to put this attachment on the clothing, with only 2 slots for room for mods, only the first 2 listed (Defense VS Blind 7, Medical Experimentation 3) on the mod will 'stick', correct?
I am aware I can simply put another mod in the piece of clothing leaving 1 slot and the General Melee Accuracy 13 will stick simply because it has the highest value.
But is my first assumption correct, or incorrect?
CMsivart wrote:Unless there are other bugs on your server than on mine (Corbantis), the two modifications with the highest stats would stick. In other words, it is not the position in the list but the actual stat that dictates what will be put into the slots. So the +13 and the +7 would stick.SivartCorbantis
I agree.
Ohopo wrote:
Only first 2 will stick.
One-Hand LS accuracy 5
Rifle Defense 6
Something else that was 3
The rifle defense stuck (and I was f'n pissed cause I heard this too). I'm told the highest mod(s) will stick by my guild, which as you can see is what happened to me. (There was no clashing with the mods on the bio clothes).I too read the first ones stick, but that apparently is not true.
menxx wrote:
yup, highest stats stick
AsarAlubat wrote:
To add to the complexity then, heh, what if one of the mods on the existing piece of clothing has a Defense Vs Blind 5 on it already, and has only 1 slot remaining on it, will the General Melee Accuracy still stick?
Atobe wrote:
AsarAlubat wrote:
Ok, sorry for all caps but I MUST goto bed but need to know the answer to something vital before stabbing myself in the legs repeatedly if I get it wrong, heh.
Question will be asked simple...
The piece of clothing has 2 of 4 slots remaining and im about to add 1 CA with 3 mods on it.
The attachment is :
Defense Vs Blind 7
Medical Experimentation 3
General Melee Accuracy 13
If I were to put this attachment on the clothing, with only 2 slots for room for mods, only the first 2 listed (Defense VS Blind 7, Medical Experimentation 3) on the mod will 'stick', correct?
I am aware I can simply put another mod in the piece of clothing leaving 1 slot and the General Melee Accuracy 13 will stick simply because it has the highest value.
But is my first assumption correct, or incorrect?
Some of the answer depends on what other mods are already on the clothing.
I would suggest a careful reading of Randdarkstar's POST-CU Guide to Skill Tape Application (after some sleep, because some of it still doesn't make sense to me).
I previously thought this way as well but heard differently so now im locked in a dormant state of paranoia...
Thing is I planned on adding Df Vs Blind 5 to this piece of clothing.
So I currently have on the Jacket :
- Def vs Dizzy 8
- Def vs Intimidate 8
And planned on putting a high end General Melee Accuracy tape to cap me and a Def vs Blind 5...but then stumbled across this beauty...
Now, I could either drop this on and HOPE that the Def vs Blind 7 and the Gen Mel modsticksusing the2 slots remaining...
Or I could put on the Def vs Blind 5 single mod tape I have and then add the CA HOPING to see the one and only remaining slot the Gen Mel stick...
(instead of the 2 Def vs Blind mods having conflicts with themselves and scratch and stick at the same time)
HELP PLEASE LOL, gonna go nuts here...
Message Edited by AsarAlubat on 09-12-2005 03:52 PM
CMsivart wrote:
Unless there are other bugs on your server than on mine (Corbantis), the two modifications with the highest stats would stick. In other words, it is not the position in the list but the actual stat that dictates what will be put into the slots. So the +13 and the +7 would stick.
Sivart
Corbantis
Correct
EcadMistflier wrote:
CMsivart wrote:
Unless there are other bugs on your server than on mine (Corbantis), the two modifications with the highest stats would stick. In other words, it is not the position in the list but the actual stat that dictates what will be put into the slots. So the +13 and the +7 would stick.
Sivart
Corbantis
Correct
Got 30 mil to sport me on Bloodfin if it dont stick? ... ![]()
Hehhe, I hate howwe have to consult a think tank just to get an answer a dev should be able to explain, grrr.