Sorry, if this has already been discussed I did numerous searches and didn't yield any viable answers.
Here is my main question:
Does anyone know how exactly item mods stack.
Here is why I ask:
I was a +12 fire (maxed) with a superior fire rune (+3) and the flame's eye headpiece (+1) making my character the true max of +16 fire.
But I decided to change it up a bit to get more life so I replaced the superior fire rune with a major fire rune (+2) and a flame artifact with fire +1 mod.
That being said mathematically this should be the same, but I'm only +15 fire now. The only thing I can figure is that +1 skill mods don't stack.
strange +1 skill item mod stacking
Blu Vein
DeanBB
Doesn't the artifact with Fire +1 have a percent chance associated with it, like 20%? Your attributes will show the "guaranteed" skill level, like 12 +1 headgear +2 rune = 15 but each time you cast a fire spell you have that % chance of receiving the +1 bonus.
You'd have to watch the results to try to figure out if the bonus kicked in.
You'd have to watch the results to try to figure out if the bonus kicked in.
Valerius
if u read the description of the flame artifact... it should say something like...
"Fire Magic +1 ( 20% chance )
... meaning when ur casting ur Fire Magic spells... u will have a 20% chance to cast a lvl 16 spell...
"Fire Magic +1 ( 20% chance )
... meaning when ur casting ur Fire Magic spells... u will have a 20% chance to cast a lvl 16 spell...
Blu Vein
Thanks guys. Thats what I get for not reading the "fine print"...
Thanks again!
Thanks again!
Lord Tekster
you can always get a glyph of elemental power +2 for your next spell so with 16 fire magic you can use that to get 18 for your next spell and still have a 20% chance of getting level 19 0.0