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HGL Cheats - Keep Weapon Effects Out of Item Range Reqs : FPS / MMORPG / RTS Discussion

Posted: January 28th, 2008
senatorwulf
I found this today. Here is the problem.


Lets say you have a weapon you plan to use/upgrade? Its item level is 20.

It has a relic/fuel/etc slot.

You stick in a relic that has item level required=15-21.


Well you upgrade your favorite weapon in the nano forge. It now has item level 25.


Well as long as you dont remove(DEMOD) your relic/fuel/etc from the item(even though it is now out of the 15-21 item range) your weapon will keep the effects.


This can be useful if you have a very nice legandary relic or w/e and dont have anything to replace it with.
Posted: January 29th, 2008
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Total Posts:29918 Joined:2002
Can members say yay or nay to this being moved to a confirmed section.
Posted: January 29th, 2008
drewts86
I will will check this out tonight or tomorrow night.

I do know that the mod will stay attached to the weapon, but I am not sure that the mod will still work.
Posted: January 30th, 2008
Total Posts:100 Joined:2005
Didn't work under 0.7, will check now though.
P!ssed me off to no end, I wondered why I lost two elemental damage types when I jumped my rifle 4 levels. *lol*
Posted: January 30th, 2008
basik19
Im pretty sure that it doesnt keep the effect. It looks like its still on there but doesnt actually apply whatever the mod is. Ive tested this in .7 a bit with my evoker using fire damage to see if i ever ignited something with Arch Legion, and it never did because my +fire damamge i had was too low for the actual focus item i had.
Posted: January 30th, 2008
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Damn that sucks. Any luck for anyone else?
Posted: January 31st, 2008
senatorwulf
my experience(i haven't tested this in like 2 months?) was it showed up as red in your item, but kept the effect.

Like my weapon with % nova chance relic was still procing.



i'll post a pic maybe later? Its of 2-3 guys talking in chat about it. Took it yesterday out of surprise.
Posted: February 3rd, 2008
Total Posts:100 Joined:2005
In 0.7 MP this didn't work, but currently (1.1), I was able to upgrade, see the mod red-texted, and it still worked. Sonuvagun!

I'm trying to cycle the mini-game to test and see if it works only for a single upgrade, or multiple.
Posted: February 4th, 2008
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SO wait muse works in sp but not mp?
Posted: February 4th, 2008
Total Posts:100 Joined:2005
I only tested in MP (both times) -- currently works to upgrade *once*, and I'm trying to get the stupid minigame to cycle to electric or physical again, so I can see if you can upgrade more than once, and have it still work.

I'm giving it a guarded YAY, 'cause even once is a little useful, and will try to confirm you can upgrade repeatedly, and still have it work (which would be a good YAY, if you have uber mods (Master Battery and a pile of oranges in your sniper or rocket launcher, for example).
Posted: February 5th, 2008
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K moving to confirmed and 500 points granted. Keep us updated muse :)
Posted: February 6th, 2008
Total Posts:100 Joined:2005
Just to follow up: the mini-game finally cooperated, and I was still getting the mod effect with the weapon 10 levels above the mod's max (i.e.: L12 weapon, L22 mod, still working).
Posted: February 24th, 2008
senatorwulf
so, did i give incorrect info or was something i said wrong?
Posted: February 25th, 2008
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whoops points granted now.
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