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?
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Do Mods stacking
Oldlady Wynter - 80 Shaman of the Tribunal300 Baking, 300 Brewing, 300 Jewelcraft, 300 Alchemy, 300 Fishing, 300 Pottery, 300 Smithing, 300 Tailoring, 290 fletchingDeadmman Desert`Rain - 82 Necromancer of the Tribunal300 ResearchTags: None
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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 2004Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
Silky Moderator Lady
Beneath the silk, lies a will of steel.
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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.TomojoWizard of the 67th house of the Seventh Hammer
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Originally posted by vancowboyIf 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?
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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Originally posted by FAQsAccording 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
Uncle Shmoozo
"Some of you may remember me ... "
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Originally posted by tomojoYou 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.
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
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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Originally posted by uncleshmoozoActually 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.)
Gorse
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