Tailor Archive

Thread: Attribute caps clothing/armor attachments

Vitruvian22
Fri Jul 15, 2005 1:08 pm
#1

Rumor is that clothing attachments cap at +25.Does that mean that u could still have several different attributes all with +25 increase? For instance, could you have clothing/armor attachments that had + 5two-handed melee accuracyand + 5 dodge bonus, and used them on five different pieces of ur armor, and end up with + 25 on both attributes, or is the + 25 cap a total for all attributes combined? Also, does dodge bonus apply to both melee and ranged attacks, or just melee? Same question goes for Counter Attack. Also, on my sever, the + 5 one-handed damage armor attachment is way less than the + 5 two-handed damage attachment. Is there a reason for this, or just a coincidence. And finally, all of the melee attachments I have seen (for damage, speed, and accuracy anyway) are for either one-handed or two-handed melee weapons.Are there any attachmentsthat give a General Melee increase that would affect both one-handed and two-handed stats?
Ani_cul
Fri Jul 15, 2005 1:32 pm
#2

First


Tailors have zero to do with SEAs {which is what you are mostly referring to for your mods} all we do is creating the clothing with the rondomized socket count they go into


Second


The +25 cap refers to BE/SEA mods induviduly acrost the entire outfit, no matter what is where.


{so you can have +25 terrain negate and +25 pistol accuracy and +25 of whatever}


Third


Not all skill mods are capped and you would want to go to each proffession that can use the skill
as well as reference to the several SEA guides around to find which actually do work and where any may cap.







stop looking at me
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