Jedi Archive

Thread: SKILL ATTACHMENT QUESTION.

AsarAlubat
Tue Sep 13, 2005 12:21 am
#14






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?






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AsarAlubat
Tue Sep 13, 2005 12:25 am
#15






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?






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Atobe
Tue Sep 13, 2005 12:28 am
#16




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 ).



==============================
“It is not advisable ... to venture unsolicited opinions. You should spare yourself the embarrassing discovery of their exact value to your listener.”
---
Ayn Rand, Atlas Shrugged
CMsivart
Tue Sep 13, 2005 12:28 am
#17

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
Boatsheets
Tue Sep 13, 2005 12:33 am
#18



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





I agree.





____Roper-Eyepoke_______
ELDER JEDI

Loot Vendor -253 2859 Dantooine (Outside M.O., Shadowfire)

Subscribed August 19, 2003
menxx
Tue Sep 13, 2005 12:35 am
#19

yup, highest stats stick



_____ElayneX_____

This Jedi Wears Thongs
_______________________

Obeewana_Doobie
Tue Sep 13, 2005 12:44 am
#20






Ohopo wrote:

Only first 2 will stick.






I don't think that is true. I had 1 slot left on a pair of pants, added a tape that looked like:
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.



I am an SOE customer, now only if they'd treat me as one...hell, I'd be happy if they treated me like a McDonald's customer.
Atobe
Tue Sep 13, 2005 12:46 am
#21





menxx wrote:
yup, highest stats stick





That's not necessarily true for all cases. Please read the post I clickied in an earlier response.



==============================
“It is not advisable ... to venture unsolicited opinions. You should spare yourself the embarrassing discovery of their exact value to your listener.”
---
Ayn Rand, Atlas Shrugged
jonaga
Tue Sep 13, 2005 12:46 am
#22

the highest mod will stick. If all the mods are the same, it sticks in alphabetical order.






Jonaga
rival

Ah man my dog got lipstick while I was soaping him up... -Hotha
Frogmorton76
Tue Sep 13, 2005 12:47 am
#23






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?






Ok, this might be kind of confusing, but I did a little testing last night with 2 CA's....


CA #1: Musical Enhancement +20

Force Power Max +15


CA #2: Musical Enhancement +15

Defense vs. Dizzy +14


Now I took a 4 socket hat with no other mods in it and added in the first CA. Both mods stuck, which is normal. Then I added in CA #2, wondering if I would get just the Defense vs. Dizzy to stick like it worked pre-cu. What I was interested in finding out was would there be 1 or no sockets free after adding CA #2. Wanna know whatI got after adding the 2nd CA?


Musical Enhancement +20

Force Power Max +15

Musical Enhancement +15

Defense vs. Dizzy +14

(no free sockets)


All on the same hat. Now, I don't have a Musical Enhancement skill in my skill list in the ctrl-s screen normally. But when I equip the hat it adds in TWO entries for Musical Enhancement, the first is 0/+20 and the second is 0/+15. Completely not what I was expecting to happen.


As to the first question, if you have a CA with 3 mods and only 2 sockets free, then the HIGHEST 2 mods will stick in the clothing. At least that's how it has worked for every one I've used post CU. The tricky part is when 2 mods have the same enhancement on CA.Your guess is as good as mine on which one of those will stick when there are more skills then sockets. /shrug


Frogmorton D'Argent
AsarAlubat
Tue Sep 13, 2005 12:49 am
#24






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



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EcadMistflier
Tue Sep 13, 2005 12:50 am
#25






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






Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
AsarAlubat
Tue Sep 13, 2005 12:54 am
#26






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.






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