Pistoleer Archive

Thread: Pistol Accuracy Cap?

Patrox-Nin
Thu Oct 28, 2004 1:26 pm
#1

Is there a cap on the mods for Pistol Accuracy? Also, do any of them really matter all that much aside from straight up Pistol Accuracy?



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DoctorGriggs
Thu Oct 28, 2004 2:04 pm
#2



Patrox-Nin wrote:
Is there a cap on the mods for Pistol Accuracy? Also, do any of them really matter all that much aside from straight up Pistol Accuracy?





No limit to pistol accuracy. The more the better. Only cap is that the most you can gain from skill tapes is +25, but other than that stack your template to your heart's content



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-Darkstarr-
Tue Nov 02, 2004 9:11 am
#3

It doesn't cap. The max you can get from SEA's (Attachments) tho is +25.





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Carambol
Sat Jun 18, 2005 12:19 pm
#4

Tried the weaponsmith forum but try here instead.


Our hunting group found a +25 pisol accuracy tape, which of course should be used by the only pisoleer we have. But he is already using a very good fetherweight pistol (966 dmg, 75 SAC) which gives +15 pistol accuracy and then he also have already +11 pistol accuracy in different tapes.


Question: My understanding is that +25 is max you can get from items, so if he has +11 from tapes and +15 from fetherweight it will make no difference for him if he uses the +25 tape...or?
CaixCatab
Sat Jun 18, 2005 12:44 pm
#5

Correct. All BE mods, or SEA generated clothing mods, cap at +25. Visually, the UI will display more than that, but it won't have any actual effects.


(Some dev at the fanfest allegedly said this may change, but I have doubts about that. Notably because it will make certain skill boxes fairly redundant; Why adapt my template to include a larger quantity of healing effeciency if I want better heals, when I can just get me a suit that lets me heal like a master doc *without* the skill point investement?)



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NaKitNa
Sun Jun 19, 2005 8:45 pm
#6



CaixCatab wrote:
Correct. All BE mods, or SEA generated clothing mods, cap at +25. Visually, the UI will display more than that, but it won't have any actual effects.
(Some dev at the fanfest allegedly said this may change, but I have doubts about that. Notably because it will make certain skill boxes fairly redundant; Why adapt my template to include a larger quantity of healing effeciency if I want better heals, when I can just get me a suit that lets me heal like a master doc *without* the skill point investement?)





Yes but wouldn't that be the perfect reason for the DEVs to make it so? When have they ever made sense?

tuffness55
Mon Jun 20, 2005 6:44 am
#7

never they have never done anything that makes sense

Dragon942
Mon Jun 20, 2005 8:33 am
#8






CaixCatab wrote:

Correct. All BE mods, or SEA generated clothing mods, cap at +25. Visually, the UI will display more than that, but it won't have any actual effects.






Sure, but where does the +15 from the featherweight actually fit in? And what about the accuracy mod on any weapon?



Starscreamer Sapphire
Starsider
Barafu
Tue Jun 21, 2005 1:10 pm
#9



Dragon942 wrote:


CaixCatab wrote:
Correct. All BE mods, or SEA generated clothing mods, cap at +25. Visually, the UI will display more than that, but it won't have any actual effects.


Sure, but where does the +15 from the featherweight actually fit in? And what about the accuracy mod on any weapon?





An excellent question. Testing anyone?



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