Jedi Archive

Thread: SKILL ATTACHMENT QUESTION.

Obeewana_Doobie
Wed Sep 14, 2005 12:14 am
#27

Well....what happened?



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.
AsarAlubat
Wed Sep 14, 2005 5:26 am
#28






Obeewana_Doobie wrote:
Well....what happened?






I did some testing first on a piece of pre cu Mabare armor gloves...


Put in2 single mods (all of which are no longer in the game so no waste) and then added a mod EXTREMELY similar for testing purposes.


It was a mod that looked like this trying to replicate the experiment :




  • Pistol aiming while standing 5

  • Combat Effectiveness 2

  • Defense vs Posture change Up 10

When I added this as the last mod added to the piece of armor the only 2 mods that stuck were ... *drumroll* ...



  • Pistol aiming while standing 5

  • Defense vs Posture change Up 10

Reinforcing the theory that it simply does a check and balance for remaining slot available and setting the criteria based on which mod is highest first.


Then went back to my mods in question in the post, added the 3 mod attachment to my 2 remaining slots, same effect.



The two hightest mods stuck and the other *poof* vanished.



Working as intended.



FYI






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