Armorsmith Archive

Thread: Focus Thread: Armor Repair

Vigeant
Thu Feb 19, 2004 8:51 pm
#14

doing repairs as master armorsmith with 99.5% repair tools and +15 armor repair tapes and repairing armors when they are around 50% condition i only did minor blemishes in the last 15 repairs i did.


The repair tool eff is important the tapes are prolly a bonus but i noticed a good repair for an armor is at 50µ condition (as for weapons its at 25%) that is when the armor starts losing stats.



Vigeant
Master Armorsmith
Nerfed Jedi Master
SWG Beta Paying still cancelled.
Rorrak37
Thu Feb 19, 2004 9:13 pm
#15

I never recommend repairs before the resists go down, why tempt fate when it's unnecessary?


- Rorrak



Master Armorsmith
Master Smuggler

Master TKA
Master Doctor
ZenMaster
Thu Feb 19, 2004 10:30 pm
#16

I suppose we could systematically work it out. I think ubese shirts are still considered armor. One could make a ton of these and then die to take them to various stages of disrepair with the 5% decay on death. Do like50 at 75%,50 at 50% and50 at 25% condition.


Just a thought. I'd be willing to do one grouping of these. Say, the 75% ones. I'll have to use a 94% repair kit. Haven't really searched for high conductivity materials in a while.


Try it as master armorsmith at a crafting station with no repair tapes.. know what I mean?
speardancer
Fri Feb 20, 2004 1:19 am
#17

I'm using 96.6 tools, and on most suits, I get 1 failure, 2-3 marginal (reduced condion) and the remaining "minor blemishes". I'll occasionanly have more failures or marginals, but never seem to have more successes...



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
RoyceCattemara
Fri Feb 20, 2004 6:33 am
#18

Since the last patch, I've had a huge stretch where I've not failed. Now, instead of failing at least one piece per 9, I'm getting them all repaired fine, sometimes bad repair, but at least not a fail. I'm using 97.3 Tools.




GKM
Fri Feb 20, 2004 11:12 am
#19

Well if the tools are 99.% repair then we should be getting repairs 14 out of 15 times. But I know that is not the case for me and it seems like the case for some. My character is a wookie and a friend is human, I go to him for repairs all the time even though Im a AS. Before he mastered artisan he seemed to have crit failures but now that he is MA I haven't heard him talk of failures yet.


I also haven't seen more success with repairing armor above 50% decay over armor that is below that condition. Intuition tells me that race and class has a factor in repairing armor along with the condition. But there are no hard numbers to suggest that so...


I thought of an idea. What if we startedkeeping track ofrepair statistics, for example:


Before Repair:


Class: MA + MasterAS

Race: Wookie

Condition: 1000/2000

Armor Repair Tool: 99.0


After Repair:

Condition: 1500/1500


I think with enough datayou can try to make a plot of "condition after repair" vs "condition before repair" and each plot would contain curves for different repair tools. We can have a set of plots for each race out there and profession. Its a lot of scattered data but I'm thinking (ideally) with enough data we could start to see trends. If race didn't matter we would see similar plots among all races, if profession didn't matter we would see similar plots along all professions.


I'm not sure if this is the way to go, but I'm going to start doing this for my character and hopefully see some nice plots that tell me something. On the other hand there is stuff like Type of material used, Complexity of armor, city research center, are you next to a droid crafting station and what not that might play into repairing armor... So probably best to mention those too?


Another note on what it takes to repair armor and when to repair it. It all depends on how the chance of success is calculated vs the armor condition. For example here is one way they could do it..


Condition: 1500/2000

ART: 0.99


So you need to repair 500 pts of condition and lets say its 99% per 100 points of repair. So when you go to repair this armor the actual chance of success is the following:


Since you have a 1% chance of failure each 100 points

0.99x0.99x.99x.99x.99=0.951

So for a 1500/2000 condition armor you have a 95% chance of success with a 99% armor repair tool.


Again this is an example of how they could calculate your chance of success. Any thoughts on this? It also wouldn't be hard to extrapolate this from the data you collect.




Rorrak37
Fri Feb 20, 2004 12:21 pm
#20

You're thinking of 99% repair tool incorrectly. They were experimented to 99% of their max effectiveness value, that *does not* mean they should work 99% of the time. That's like saying if you had 1000 oq/sr materials and you experimented a layer to 99% oftheir max base resist valuethey should be 99% to all resists. when in fact you'd have 5%. 99% of their max value (a shade over 5) gives you 5%, not 99%. So maybe a repair tool's max value is 90%, so 99% would give you 89.1% effectiveness. Who knows.


- Rorrak





Master Armorsmith
Master Smuggler

Master TKA
Master Doctor
Tsaikookee
Fri Feb 20, 2004 3:39 pm
#21

I have found almost no difference in the success/failure if I (a Master Armoursmith) or someone else else were to repair armour. We both used the same tools, repair a bunch of armour, and ended up with about the same success and failures.



-= Tsai Tenshi the Mon Calamari of Corbantis =-
Master Armoursmith and Master Architect
Tenshi Armour Inc
locate Northeast of Theed, Naboo (-3957, 4595)

Ryche_Mykola
Fri Feb 20, 2004 9:24 pm
#22

I FIGURED IT ALL OUT!!!!!!!


I know why armorsmiths are so bad at repairing armor, because the devs figured we could just build another suit to replace it! Its so simple!!!



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Dracoblood
Sat Feb 21, 2004 2:15 am
#23

I bought a 99.99999% effective Armor Repair Kit, and decided to test it on some old chittin armor before I tried to fix any of my composite gear.


After 3 repairs, I brought my condition from 0/15000 to -50000/0.

The effectiveness went from 17% to -3,000,000%. Negative 3 million effectiveness!!!

After the 4th attempt it said the item fell apart, but it's still there.


So I tried an old pair of leg armor, and the same thing happened. It's at like -1,500,000 effectiveness. It eventually said "Even your skills aren't enough to attempt to repair this armor". My skills indeed... pfah!


Can anyone please explain what's going on, or how to use these things?

ApostleofWanderhome
Sat Feb 21, 2004 8:01 am
#24








Rorrak37 wrote:

You're thinking of 99% repair tool incorrectly. They were experimented to 99% of their max effectiveness value, that *does not* mean they should work 99% of the time. That's like saying if you had 1000 oq/sr materials and you experimented a layer to 99% oftheir max base resist valuethey should be 99% to all resists. when in fact you'd have 5%. 99% of their max value (a shade over 5) gives you 5%, not 99%. So maybe a repair tool's max value is 90%, so 99% would give you 89.1% effectiveness. Who knows.


- Rorrak







This is not quite correct either, but you are on the right track. 99% repair tools correspond to a 99 Functionality Rating which is a standard measure regardless of resources used. Functionality Rating should determine the effectiveness of being able to repair an item. Most people realize that FR and experimental % are the same for these tools, so they just quote the percentage. Also if you use poorer resources, you will not be able to make a 99 FR tool (or 99% effectiveness). There will be a ceiling for experimentation and the maximum you could make them could be for example 94 or even 72 FR (which equals 94% or 72%). Even if you have experimentation points left to use, it would not be possible because all of the "yellow" blocks in the experimentation phase would be full.


You are however, correct, in that just because one has a 99 FR tool, doesn't mean they WILL succeed 99% of the time. Apparently the game takes into account other factors like current condition of the armor.


I think the questions everyone here has is:


1. What are these other conditions that are taken into account when repairing armor?


2. Would it be possible to placemore emphasis on the repair tool in determining the chance of success?


I, for one, really can't scientifically tell you how or why repair works and doesn't work. When I am unable to repair a person's armor, I just say, "Well, the force must not be strong in you. Sorry."





......................................................Armor by Apostled
Cairdeas City, Naboo - In the Cairdeas City Mall
Coronet City, Corellia (800, -4700) - In the Cairdeas Mini-Mall Tent
............................................................................................................
Bullhype
Mon Feb 23, 2004 12:57 pm
#25

I just get aggrivated that when I go to repair a 40k credit chest plate with more than have durability left, and I have a 98.9% tool, it falls apart.



Shugal
Keeper Of The Boomstick
Shugal's Spice & Loot Vendor -1575, -2425 North of Bestine

ZenMaster
Mon Feb 23, 2004 7:08 pm
#26

Oh well.. finally got around to producing some ubese shirts to test theory and they have no condition.. so they don't decay on death..
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