Architect Archive

Thread: Decay

Nosyd
Wed Sep 22, 2004 8:20 am
#14

That's good for Tailors though, glad to hear it's on its way. Thanks for that.



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Rypht
Sat Oct 30, 2004 6:46 pm
#15

When did we get repair skills?



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ianricho
Sat Oct 30, 2004 6:56 pm
#16

Thanks for answering Ixtli but how does repairing at a station have anything to do with skill?


I have't tried any repair packs yet, does the decay work the same for these?
Ixtli
Sun Oct 31, 2004 12:41 am
#17






ianricho wrote:

Hi all, if I understand correctly the way the decay system works is 10% of its present hitpoints, so it takes 43 or 44 repairs before stuff is bust. If this is the case whats the point in experimenting on hitpoints?


I apologise if I've got something wrong here.







You are fine and I think that I have a answer to your question.


In general all items in Star Wars Galaxies have a decay rate. The decay rate speed is dependent upon a numbe of factors. This may include:



  1. How often the item is used.

  2. The skill level of the crafter.

  3. Number or repairs.

  4. How well the item was crafted.

This also depends on what you are able to repair. For example; if you are repairing armor that is 9909/10000 HP and if you don't posess the skills to properly repair it. Then it may either not repair fully or fall apart.


I hope this has answered your question,

Message Edited by Ixtli on 10-31-2004 04:55 AM



May the force be with you, always...

Ixtli
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Ixtli
Sun Oct 31, 2004 1:33 am
#18






ianricho wrote:

Thanks for answering Ixtli but how does repairing at a station have anything to do with skill?


I have't tried any repair packs yet, does the decay work the same for these?






If you mean repairing at a crafting station, then it will not make any difference. Crafting stations are for the use of crafting tools. They serve two purposes.




  1. Constructing items which require a crafting station.

  2. Experimentation on items in order to make a better product.



Repairing a item works the same weather your at a crafting station or not.



May the force be with you, always...

Ixtli
Master Doctor, Teras Kasi Master
Ixtli
Sun Oct 31, 2004 1:41 am
#19






Rypht wrote:

When did we get repair skills?







I actually edited the message and rewrote that portion of the sentence. However, basically meaning the skill of the repairer, not repair skill; the number of skill mods that you have toward crafting a specific product. The higher that number is, the more likely you will be able to make a successful repair.



Actually, repair skills can be gained from clothing attachments that NPC's drop or obtained from a specific location. I actually have two of these.

Message Edited by Ixtli on 10-31-2004 04:59 AM



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Ixtli
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Rypht
Sun Oct 31, 2004 1:52 am
#20

Ah, those. Last I heard they were broken. Not saying they may have fixed it somewhere along the line with the JTL fixes.


It would be nice to see repair get some love.



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Ixtli
Sun Oct 31, 2004 3:01 am
#21






Rypht wrote:

Ah, those. Last I heard they were broken. Not saying they may have fixed it somewhere along the line with the JTL fixes.


It would be nice to see repair get some love.






Yes when I was beta testing they were broken pretty bad during the begining. However, I think they are fixed now.



May the force be with you, always...

Ixtli
Master Doctor, Teras Kasi Master
ianricho
Sun Oct 31, 2004 8:22 am
#22

I don't think you guys are understanding what I mean.


Say you get destroyed or damaged pretty badly, you go to a space station and you ask them to repair you, with this whatever has been repaired loses 10% of its present hitpoints.


Losing 10% each repair means that the component or ship is useless after 43 or 44 repairs, can't remember which it is.


Therefore a components with 2000 hitpoints is no better than one with 1000.


So why would anyone ever experiment on hitpoints when making components or ships? its just a waste of exp points.


Hope that clears up what i'm trying to say.
ianricho
Sun Oct 31, 2004 8:24 am
#23

oh and the bit I said about stations meant repairing at a space station versus using repair packs on the ground, was just wondering if decay was working the same for these or if there was less decay using repair packs.
LadyLeala
Sun Oct 31, 2004 11:07 am
#24






ianricho wrote:

I don't think you guys are understanding what I mean.


Say you get destroyed or damaged pretty badly, you go to a space station and you ask them to repair you, with this whatever has been repaired loses 10% of its present hitpoints.


Losing 10% each repair means that the component or ship is useless after 43 or 44 repairs, can't remember which it is.


Therefore a components with 2000 hitpoints is no better than one with 1000.


So why would anyone ever experiment on hitpoints when making components or ships? its just a waste of exp points.


Hope that clears up what i'm trying to say.





Ah, very good point there ianricho. I'd be happy to help test this out, if you want. I can craft 2 Chassis Blueprints.. on one I will experiment 100% on the Hitpoints, and the other I will experiment on Mass. Then we can compare and see which ones lasts longer.


What you're saying is that if it's always a set 10%, then the hitpoints don't matter.


If you have a ship with 2000 hit points, 10% of it is 200. One repair brings it down to 1800. Then the next repair takes away 180 points, and so on.


If you have a ship with 1000 hit points, 10% of it is 100. One repair brings it down to 900. And so on... hmm.


...


Ok, I just made a simple Excel spreadsheet that shows the differences. Going on the idea that it is indeed 10% each time, here's what I came up with:


With a Ship Chassis starting at 2000 hit points, it will be down to 50 hit points after 36 repairs.


With a Ship Chassis starting at 1000 hit points, it will be down to 50 hit points after 29 repairs.


So yes, there is a difference.





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Jedi2k
Sun Oct 31, 2004 3:45 pm
#25






LadyLeala wrote:





ianricho wrote:

I don't think you guys are understanding what I mean.


Say you get destroyed or damaged pretty badly, you go to a space station and you ask them to repair you, with this whatever has been repaired loses 10% of its present hitpoints.


Losing 10% each repair means that the component or ship is useless after 43 or 44 repairs, can't remember which it is.


Therefore a components with 2000 hitpoints is no better than one with 1000.


So why would anyone ever experiment on hitpoints when making components or ships? its just a waste of exp points.


Hope that clears up what i'm trying to say.





Ah, very good point there ianricho. I'd be happy to help test this out, if you want. I can craft 2 Chassis Blueprints.. on one I will experiment 100% on the Hitpoints, and the other I will experiment on Mass. Then we can compare and see which ones lasts longer.


What you're saying is that if it's always a set 10%, then the hitpoints don't matter.


If you have a ship with 2000 hit points, 10% of it is 200. One repair brings it down to 1800. Then the next repair takes away 180 points, and so on.


If you have a ship with 1000 hit points, 10% of it is 100. One repair brings it down to 900. And so on... hmm.


...


Ok, I just made a simple Excel spreadsheet that shows the differences. Going on the idea that it is indeed 10% each time, here's what I came up with:


With a Ship Chassis starting at 2000 hit points, it will be down to 50 hit points after 36 repairs.


With a Ship Chassis starting at 1000 hit points, it will be down to 50 hit points after 29 repairs.


So yes, there is a difference.







Yes that would be true but are you sure the deacy is based on the current hitpoints Maybe the decay is based on the base hitpoints of 2000 if that were true then the ship would be at 0 in ten repairs?





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Starcloud
Sun Oct 31, 2004 3:54 pm
#26

Decay is based on the *current maximum hitpoints* so yes, those calculations are correct.
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