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Old Jul 14, 2006, 07:15 PM // 19:15   #1
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Default About weapon mods

Couldnt find anything in search, just got blank page, so sorry if this is already known.
If I take this sword

and add this pommel

you DONT get +9 armor vs elemental attacks, which I think is BS. I thnk it should add up, since the bonus is already on the sword. If the sword had been modded to the +5 vs elemental, I could see it getting replaced, but if its already on there, it should add up to + 9. Of course, if you go to put on another mod, that would replace whats on there.
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Old Jul 14, 2006, 07:23 PM // 19:23   #2
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It's already "of warding" adding the other "of warding" will only overwrite it. The only reason it should add up is if it was an inherent mod which it is not and it isn't a possible inherent mod anyway. Weapon Modifiers do not now nor have they ever nor will they ever stack.
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Old Jul 14, 2006, 07:23 PM // 19:23   #3
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If they stacked up that means that the sword would accept 2 Pommels, which would be completely unbalanced and overpowered with some pommels.

Yea they sword already has a warding, but that doesn't mean its inherent to anything..it can be replaced or anything.

Only one weapon in the game could have two suffixes - and that was an axe, and that axe was nerfed and removed from the game within 2 days. Because stacking suffixes is over unbalanced.
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Old Jul 14, 2006, 07:31 PM // 19:31   #4
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I think the answer to the question is: yes.

Oh wait, what was the question?
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Old Jul 14, 2006, 07:33 PM // 19:33   #5
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I can see a case for having it add up to the 7 cap, but it shouldn't go past that. The caps are there for a reason.
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Old Jul 14, 2006, 11:43 PM // 23:43   #6
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Thank you for sharing your thoughts. Here's a cookie.

Look on the bright side - if you add a pommel +7 vs elemental... the sword will be +7 vs elemental!
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Old Jul 15, 2006, 12:44 AM // 00:44   #7
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What about putting two fortitude mods for +60hp? Or two enchanting mods for 40%?

Why stop at 2? Why not 10? I would love to have a 200% enchanting mod, or a sword with +300hp.

we can only use 1 mod for balance, and to keep it within a reasonable level.

Now, if you want to suggest that they include Warding Hilts, so that you could have a Warding sword of Warding (like a few of the staff mods), that is a whole different matter.
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Old Jul 15, 2006, 12:10 PM // 12:10   #8
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Quote:
Originally Posted by Dauntless
It's already "of warding" adding the other "of warding" will only overwrite it. The only reason it should add up is if it was an inherent mod which it is not and it isn't a possible inherent mod anyway. Weapon Modifiers do not now nor have they ever nor will they ever stack.
well, the sword had warding on it when I found it, but maybe that doesnt mean its inherent in GW. Doesnt make much sense, but not surprised.
@Former - How do we know its a pommel, if the sword already has it? It may be the metal itself thats magically enhanced. I dont buy the "any weapon with a bonus when found, means it has a mod on it". BAH. It wont change, and weapons wont be as good as they should be.
@Vinegrower - LOL....no. Apparently you like to take thing to thier extreme ends if you disagree. I dont know where you get the "Why stop at 2? Why not 10?". But Ill tell you. It because I was talking about ONE mod, ONLY one. The sword has a power equivilent to a mod, but is unmodded, therefore, a mod should be able to be added, if you dont want to change them to "Power Slots", and only have 3 available on swords, but only 2 on ones that are found with an ability like above. I think that if you can only have one mod at a time, then it should be only 1 item for modding, it would save programming, and server space and speed, if it only had one item to look for, instead of 3 or so.
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Old Jul 15, 2006, 01:39 PM // 13:39   #9
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I assume you're not that familiar with the game.

Where do you think 'of warding' pommels comes from?

Obviously they are salvaged from a xx sword "...of warding"

Collectors items or quest reward obviously can't be salvaged (and I think the sword you said you "found" is one of those).
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Old Jul 15, 2006, 05:30 PM // 17:30   #10
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Quote:
Originally Posted by Gorebrex
@Vinegrower - LOL....no. Apparently you like to take thing to thier extreme ends if you disagree. I dont know where you get the "Why stop at 2? Why not 10?". But Ill tell you. It because I was talking about ONE mod, ONLY one. The sword has a power equivilent to a mod, but is unmodded, therefore, a mod should be able to be added, if you dont want to change them to "Power Slots", and only have 3 available on swords, but only 2 on ones that are found with an ability like above. I think that if you can only have one mod at a time, then it should be only 1 item for modding, it would save programming, and server space and speed, if it only had one item to look for, instead of 3 or so.
Sorry, but that sword already had a Warding pommel on it, and you wanted to add a second warding pommel. When you get a sword that ends in "of Warding" that means that there is already a pommel attached. That is why I suggested the two fortitude or enchanting mods. The "why stop at 2?" was an exaguration to make the point that having multiple pommels isn't good. I know that there are multiple types of mods, but that is not what I was talking about, I was talking about putting on multiple pommels or hilts as you origionally suggested.
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Old Jul 15, 2006, 08:32 PM // 20:32   #11
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A sword with two pommels would be awfully hard to use...
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