Tailor Archive
Thread: Clothing and armor attachments have been changed I think...
All mods on a CA and AA now stick.
However many mods are on your CA or AA that's how many sockets it takes up. So if you have 3 mods on one AA but only want one...they all stick and it uses 3 socket spaces. Whenyou refit armor to the kind you want, it gets cut from 4 sockets to a standard 3.
ANY armor that is refitted gets 3 sockets meaning that if you had a cool armor chestplate full of mods no sockets... now you change it to bone armor andit retains all mods AND you get 3 new open sockets.
You can now TRUMP mods. Let's say those gloves of yours have +2 pistol speed and another mod you like, but you want more speed in the gloves but you only have one ADK. If there is socket room you can trump the speed like drop a +5 pistol speed on it and the +5 sticks.
Also if you have one socket or two sockets left but the SEA has 3 mods, the highest number sticks first.
NJ62 wrote:
Yeah, we're going to need to find a writeup of the "new" way, for the FAQ.
And Iget to rewrite my infomail that everyone helped with awhile back too!
oh waitI shouldn't be excited about that, should I?
Teh Clicky!
Thanks for the heads up on this Chiana! And oh hey, curious if anyone has checked to see if CA's work in skirts yet?
Message Edited by FloridianJen on 04-30-2005 12:30 PM
Say you have 2 sockets free..
+4 WS Assembly
+10 WS Experimentation
(2) Sockets free
and a CA
+11 Wound Treatment Speed
+4 Cover
+11 Weapon Repair
Would it drop the bottom attach out or not go in the item?
-edit-
I guess what I'm saying, is does the two +11's stick and it drop the middle +4
Message Edited by CorenLanra on 04-30-2005 11:33 PM
Hey stettin. :-)
By these rules, it looks like the highest numbers stick first. So that +11 weapon repair and +11 wound treatment would stick, but the +4 cover would disappear.