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Skill Enhancing Attachments

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Skill Enhancing Attachments (SEAs) are Armor Attachments (AAs) or Clothing Attachments (CAs) with skill modificators (skill mods) that either increase or decrease your appropriate skill.

These SEAs are applied to either armor or clothes with available slots (max. slots on an item is four) and are one time items, thus once applied cannot be removed anymore. These SEAs mods are reported to be working as long as the condition of the armor or the clothing is not negative. Maximum bonus gained from total worn SEAs is +35 to one skill.

SEAs with multiple skill mods take multiple slots. If put into a object with not enough available slots, only the highest skill mods stick at the armor or clothing.


[edit] SEA FAQ

From the Europe-Chimaera Forum

  • Q. Whats the cap on SEA's ? (skill enhancing attachments)
A. The cap on any mod is +35 to you base statistic (gained from skills) For example, if you have +80 melee defence from skills you can boost this to +105 with an additional +35 from attachments.
I chose this skills as you can also get bio-engineered clothing which enhances this skill. The important thing here is that the values are combined in order to reach the cap (+35 remember) so if you have a bio-engineered shirt with +17 melee and +17 ranged defence then to hit he cap for melee defence you only need an additional +8 in clothing attachments.
Also to mention at this point is that the display on ctrl+c is BROKEN and +64 melee and ranged suits DO NOT ADD +64 to the skills as the cap is +35 (confirmed by the devs numerious times however it seems they have a difficulty in making the character display understand this)
This means for those that get the ability to have multiple pieces of clothing wth bio engineered mods should bare it in mind. A TKM would be much better served with 2 pieces of clothing with +13 melee and ranged def (to reach cap on these 2 mods as it will give +26 to both, 1 over the cap) along with an item with unarmed damage and terrain negitiation in and also an item with healing effeciency or augmentation effeciency and buffing effeciency if they are doc as well as a bit of medic. This will greatly reduce the amount of money you need to spend on tapes to get a reeally nice character set up.


  • Q. Do mods in clothing with 0 condition still work ?
A. Yes (however I am convinced that whislt this has been the case since release it will get changed but no sign as yet)


  • Q. If I have an item of clothng with 2 sockets free and the CA has 2 mods on it what will happen ?
A. The tape will take up the 2 remaining slots (which is why people like to buy and will pay a premium for single mod tapes)


  • Q. What if the tape with 2 mods includes a mod already in the clothing, engine exp for example.
A. If the clothing has 2 sockets free and already has engine exp +5 in it and you try to apply a tape with +4 engine exp and +6 melee def then both the sockets will be used up and the +4 engine exp from the tape will simply vanish. Only the highest mod will show and be used however the socket will still be used up. (Identical mods do not stack in clothing / armor)
If it is the other way round and the clothing has +5 engine exp and 2 spare sockets and the tape has engine exp 8 and ranged def 3 then both sockets are used and the shirt will have +8 exgine exp (highest always wins) and +3 ranged def and no spare sockets.


  • Q. If I have a piece of armor with 1 socket free and I have an AA with 3 mods on it, which will stick ?
A. The one with the highest mod. For example of the tape you are adding is as follows
Melee Def +10
Ranged Def +16
Weapon exp +4
The Ranged Def will be the mod added to the armor.
  • Q. What happens if I have 1 socket left and the AA im adding has 2 mods with the same value ?
A. The one that is listed first will be the one added. This is also the one which is alphabetically first as well by the way so if someone says they are auctioning a tape with the following stats
Ranged Def +10
Melee Def +10
Check that they have got the details correct as this is not how it will be shown on the tape however if you just rememebr that it is listed alphabetically then it will be the Melee Def that will stick upon addition.
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