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  • Do Mods stacking

    If I had 3 items that would give me a total of say 15+15+5% to mods, would that mean I would get a total of 35% or just 15?
    Oldlady Wynter - 80 Shaman of the Tribunal
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  • #2
    Nope, they do not stack.

    Announcements>Frequently Asked Questions>Skill Modifying Items (Geerlocks, etc)

    Q: If I have multiple enhancing items, does their effect stack or does it use the highest percentage one only?
    A: According to the most recent communication with Sony, the effects do NOT stack. Only the highest-bonus item of those you are wearing/wielding will apply. (Confirmed as of April 3rd 2004
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    • #3
      You get the highest value of the mods: 15% in your case.

      I think this is bad. While simply adding them is wrong (15% + 15% + 5% = 35%), I think they should use the rule of diminishing return that is used in many games should apply to mods like this.

      The 1st item gives full benefit: (15% * 100%) = 15%
      The 2nd item gives adds the benefit: (15% * 85%) = 12.75%
      for a new mod of 27.75%
      The 3rd item adds the benefit (5% * 72.25%) = 3.6125%
      for a new mod of 31.3625%

      Some games adjust the value of added mods in the above calculations by dividing its base effectiveness by the count ( 2nd item would act as 7.5%, not 15; 3rd would be 1.67, not 5; etc.) with the order of adjustment incrementing being from the highest mod to the lowest.

      Heck, you could even add in a factor that would make the adjustment from adding too many mod itemds start to provide a negative adjustment to keep players from hoarding the items with mods.

      I understand their concept for ignoring all but the highest mod, I simply disagree with it for these items.

      Maybe they could make an AA that allowed for stacking along one of the rules that used the concept of diminishing return where you can see some improvement from the using multiple items that have common mod types, but would quickly remove any incentive from adding too many more.
      Tomojo Wizard of the 67th house of the Seventh Hammer

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      • #4
        Originally posted by vancowboy
        If I had 3 items that would give me a total of say 15+15+5% to mods, would that mean I would get a total of 35% or just 15?
        You only get the effect from the single highest modifier worn (no matter how many you are wearing). In the case you listed, +15%.

        This is also easily tested by equipping the items and checking the skills window and or opening a trade skill contrainer (the number is above the slots section on the UI screen).


        Gorse

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        • #5
          Originally posted by FAQs
          According to the most recent communication with Sony, the effects do NOT stack. Only the highest-bonus item of those you are wearing/wielding will apply. (Confirmed as of April 3rd 2004
          Actually there is at least one known exception to that rule. If you have a lockpicking skill mod item that can be equiped (Cheirometric Lockpick Device, for example) and if you equip that item and also have a set of lockpicks with a lockpicking skill mod on your cursor (Mechanized Lockpicks, for example) you actually do get the total of both mods. This has been tested and confirmed numerous times. (Mind you, it's not especially useful in the real game at the moment, but, hey ... it's still true nevertheless.)

          Uncle Shmoozo
          "Some of you may remember me ... "

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          • #6
            Originally posted by tomojo
            You get the highest value of the mods: 15% in your case.

            I think this is bad. While simply adding them is wrong (15% + 15% + 5% = 35%), I think they should use the rule of diminishing return that is used in many games should apply to mods like this.

            The 1st item gives full benefit: (15% * 100%) = 15%
            The 2nd item gives adds the benefit: (15% * 85%) = 12.75%
            for a new mod of 27.75%
            The 3rd item adds the benefit (5% * 72.25%) = 3.6125%
            for a new mod of 31.3625%

            Some games adjust the value of added mods in the above calculations by dividing its base effectiveness by the count ( 2nd item would act as 7.5%, not 15; 3rd would be 1.67, not 5; etc.) with the order of adjustment incrementing being from the highest mod to the lowest.

            Heck, you could even add in a factor that would make the adjustment from adding too many mod itemds start to provide a negative adjustment to keep players from hoarding the items with mods.

            I understand their concept for ignoring all but the highest mod, I simply disagree with it for these items.

            Maybe they could make an AA that allowed for stacking along one of the rules that used the concept of diminishing return where you can see some improvement from the using multiple items that have common mod types, but would quickly remove any incentive from adding too many more.
            Thanks for the idea... but no

            these already cause problems. I would have to go on an Item nerfing spree if this was the case, and I never could have created the trophies. The trophies were an "evening" of the playing field. (since only certain skills had large mods). If they stacked with the existing mods, even with diminishing returns, the trophies would not have been made.
            Ngreth Thergn

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            Grandmaster Smith 250
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            • #7
              Originally posted by uncleshmoozo
              Actually there is at least one known exception to that rule. If you have a lockpicking skill mod item that can be equiped (Cheirometric Lockpick Device, for example) and if you equip that item and also have a set of lockpicks with a lockpicking skill mod on your cursor (Mechanized Lockpicks, for example) you actually do get the total of both mods. This has been tested and confirmed numerous times. (Mind you, it's not especially useful in the real game at the moment, but, hey ... it's still true nevertheless.)

              I was going to write that into my post as well, but it is not trade skill related, it is skill (and exclusively lockpicking) and you hold the mechanized lockpicks to use them, you do not equip them, so I deleted before posting.

              Gorse

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