essell Posted December 21, 2011 Share Posted December 21, 2011 Hi, I have a question about the Orange items that take mods. Are their stats just a function of the mods? Or do they have some inherent "base" stats? Would two items with identical mods have exactly the same stats and only look different? I've tried testing these questions in-game but there are too many variables! thanks essell Link to comment Share on other sites More sharing options...
Gorraf Posted December 21, 2011 Share Posted December 21, 2011 Orange items do not have any stats without the mods. If you place mods into them their item level will increase due to the updated stats. Link to comment Share on other sites More sharing options...
essell Posted December 21, 2011 Author Share Posted December 21, 2011 So if I find a new empty Orange item, I can switch all my old mods into it and keep the stats but change appearance! Lovely! Link to comment Share on other sites More sharing options...
Cryshal Posted December 21, 2011 Share Posted December 21, 2011 Where can I find a thorough explanation for mod use? I'm finding it all just too confusing. Link to comment Share on other sites More sharing options...
Mandrax Posted December 21, 2011 Share Posted December 21, 2011 Where can I find a thorough explanation for mod use? I'm finding it all just too confusing. Here is something worth reading. Link to comment Share on other sites More sharing options...
xmbk Posted December 21, 2011 Share Posted December 21, 2011 Lol, I don't think you can find a thorough answer for anything in this game. The Force will guide you through. Link to comment Share on other sites More sharing options...
Inarai Posted December 21, 2011 Share Posted December 21, 2011 Where can I find a thorough explanation for mod use? I'm finding it all just too confusing. Basically: - Hilts, Blaster Barrels, and Armouring mods all have Ratings for Damage or Armour. They set the basic armour or damage values of the item they're slotted into, along with the item level. - Other items just add other stats straight out. - You can remove mods from items with mod slots, recovering the mods; there is a credit cost to this. - You can slot in new mods for free any time; should you do so without first removing an existing mod the existing mod is destroyed. - Some mods may carry usage restrictions, such as on alignment or level. That restriction carries through to the item they're slotted into. - Any given mod slot takes a particular type of mod. You can't put a Modulator in an Enhancement slot. - A full set of on level top quality mods should be on par with top quality items. - Crafters can get schematics for Custom items for nearly any model, letting players choose from basically every appearance. Link to comment Share on other sites More sharing options...
essell Posted December 21, 2011 Author Share Posted December 21, 2011 Thanks to everyone, especially Inarai. That's been very helpful. Link to comment Share on other sites More sharing options...
Cryshal Posted December 21, 2011 Share Posted December 21, 2011 Thanks. Link to comment Share on other sites More sharing options...
Nague Posted December 21, 2011 Share Posted December 21, 2011 i think the only stat that organe items have build-in is armor type! i used one of my first blasters for over 30 levels. Link to comment Share on other sites More sharing options...
Inarai Posted December 21, 2011 Share Posted December 21, 2011 i think the only stat that organe items have build-in is armor type! i used one of my first blasters for over 30 levels. Well... - Armour type matters. - Armour slot probably matters. - Weapon type matters. Link to comment Share on other sites More sharing options...
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