Why a helmet with 5 mods says "This item has no space for more mods"?
I have 2 helmets, which both have exactly the same mods. The other one I could put dexterity on and the other one just says "This item has no space for more mods".
Is this a bug or what the hell is going on? Last bumped on Oct 15, 2016, 11:33:12 AM
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the second helm has a life roll mod
and a life roll mod + stun recovery mod ... i think?? or something like that ? some mods can double up.. the resistance? .. i forget |
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stun and block recovery is double mod.
6 mods already :) >armor% and stun and block recovery> prefix >armor% > prefix >stun and block recovery > suffix >life >prefix >res >suffix >res >suffix Last edited by Zantetsuken#2155 on Oct 14, 2016, 8:59:10 PM
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Who the hell thought that's a good idea?
Just wasted a bunch of currency on a useless piece of shit helmet thinking it would be better than my current one. A mod should be a mod. Last edited by Xeerdoz#7216 on Oct 14, 2016, 9:01:23 PM
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" A mod is a mod. You're saying a line on some gear should correspond to a mod. I mostly agree, but that would mean you can't have mods that do two things. (eg: the map mod which gives monster attack speed and cast speed couldn't exist, or the jewel mod which gives shock chance and shock duration.) Probably that would be fine, but it does reduce GGG's options a bit. Anyway, affixes are fine once you know how they work. Lesson learned. Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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that explanation with affixes doesn't make sense - the helmets have the same mods in same order, with just the % being different. it shouldn't have been possible to craft anything on both ;)
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its pretty simple. the two different %armour mods are there to add more options to item randomization. for example if you want a helmet with highest possible %armour you have to roll two different mods, which makes it much rarer than the helm with one good %armour mod only. similar with other desirable mods like % phys on weapons.
with some base knowledge, it is easy to distinguish those in most of cases IGN: Eric_Lindros
CET: Timezone |
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This is the kind of bullshit I hate about the game. I get how having the hybrid mods can provide extra options and utility when crafting things but it should be made much, much, much, clearer what is and what isn't happen when an item is modded.
This is useless: 78% inc armour +90 to maxium life 34% to fire resistance 43% to cold resistance 24% Increased stun and block recovery Something like this should be the absolute bare minimum: (H) 78% inc armour (+25%) +90 to maxium life 34% to fire resistance 43% to cold resistance (H) 24% Increased stun and block recovery With maybe some sort of colour coordination highlighting what mods are linked and interacting with each other. The (H) stands for Hybrid and the (+25%) lets the player know by how much the hybrid mod increased the armour by. What would be even better is if this happened: ************** (H) 78% inc armour (+25%) +90 to maxium life 34% to fire resistance 43% to cold resistance (H) 24% Increased stun and block recovery Max mods reached! *************** Or: ************** (H) 78% inc armour (+25%) +90 to maxium life 34% to fire resistance 43% to cold resistance (H) 24% Increased stun and block recovery ---------------- *************** Last edited by Chaoticmess#5524 on Oct 15, 2016, 6:15:44 AM
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I agree it can be confusing but they cant explain everything in game, because there are tons of complex and confusing things, and actually not sure if it would make the game clearer for new players, or overwhelming and even more confusing.
Id like a console command that would list affixes on item on cursor, as there are cases where it truly cant be solved using any of methods IGN: Eric_Lindros
CET: Timezone |
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I would prefer to be overwhelmed with useful information then having no information at all.
If i was a new player and i saw an item with: (H) 78% inc armour (+25%) +90 to maximum life 34% to fire resistance 43% to cold resistance (H) 24% Increased stun and block recovery The first thing i would ask myself is what does the (H) mean and the (+25%). Personally i hate having to use the wiki or it not being actually explained in game in a clear and concise manor. At least with the above method there would be something built into the game to highlight 'something' is different and needs to be figured out even if it meant consulting a wiki or asking another player. At least this way a new player would have some idea there is an important question that needs to be asked. What i absolute can't stand though is not being given any clue there is a hidden mod there till you actually go to add another mod on to it. The game is full of bullshit like this. Drives me insane sometimes especially when it means I've lost 2 weeks' worth of collected currency only to find out what i just brought doesn't do what i needed it to because nothing on the item made it clear in anyway and the wiki didn't mention it either. Also with the above method I suggested once a new player has figured out what the (H) and (+25%) means they are then provided with clear and concise information from then on about exactly what mods an item has. |
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