Armorsmith Archive

Thread: Focus Thread: Armor Repair

Verena
Tue Feb 24, 2004 2:56 am
#27

No offense but what else do you expect. If the devs don't play their own game then it's just hopeless. It doesn't take a rocket scientist to realize that the repair has been broken ever since they removed the +repair mods.


A piece of armor with 1 dura lostfails just as much as a piece that has lost 50%. It's all random.


Does a Master Armorsmith really have to fail any repair? Why do developers always think that adding risks with repair and assemblywill enhance someones gameplay? Either make us add some resources while repairing or add a working +repair mod.


Why do things like this always have to stay a secret? They plain refuse to tell us how repair andassembly is affected by the tools. They give us an updated Armor guide and it tells nothing new.





Tricky - Jedi * Trick'y - SW
Vendor in Loka Desuna 479 3679
Elder:Artisan, Merchant, Armorsmith, Entertainer, Chef, Teras Kasi Master, Musician, Medic, Doctor, Combat Medic, Marksman, Brawler, Scout, Fencer, Ranger, Creature Handler
Shilak
Tue Feb 24, 2004 3:56 am
#28

I fail about 10% of the time when repairing armour, I have also noticed that on successful repairs the peice can loose upto 50% of it original condition, the amount it looses seems to raise dramatically after the piece drops below 50% condition. Therefore I always repair my own armour when it reaches 50%, and this is the point I recommend to others.


I dont really have a problem with the failure rate on armour repairs as it does cause repeat business and if we didnt have fails then we would probably start getting a buildup of resources and stock as demand would be reduced.


My main issues with armour repair are: -


1) Repairs on items with zero condition results in a negative condition, even with a successful repair. This is fairly unimportant on stuff like mabari, ubese, composite, etc, but on Personal Shield Generators this causes their lifetime to be significantly reduced as it is very easy for a PSG to go from 100% condition to zero condition within a single fight.


2) Armour Repair and Repair skill tapes dont seem to do anything. I have noticed no reduction in failure rate when I use my clothing set with +10 Repair and +12 Armour Repair.


Maybe simplifying the repair algorithm to something like (as the devs dont seem to understand how their complicated algorithms work): -


Chance of success = 50 + Repair Tool Quality + Armour Repair skill + Repair skill - Percentage of Condition Lost


Cap this success chance at 95, to ensure that failures do continue to occur.




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

h310ise
Tue Feb 24, 2004 4:22 pm
#29

Hey, I've asked around, read around, and everything seems to indicate anyone can use an armor repair kit. Mine is rated 99.99 % effectiveness (whatever that means) i tried to repair 3 peices of composite, all in good shape (only damaged 20-40%) and two of the three peices fell apart in my hands. The third came out poor (lost about 15%). What Happened? How could i fail 2/3ds, and suck at the other 1/3rd? any chance something changed in publish 6? Did i just have the worst luck imaginable?

Please let me know, i'm shell shocked and much, much poorer than I was this morning, what is the best way to get armor repaired?
GKM
Wed Feb 25, 2004 8:20 am
#30

You just had bad luck or the armor was just too complex for you to repair. I think it is a mixture of both.
TheRocko
Wed Feb 25, 2004 12:59 pm
#31

I have noticed zero difference. I have used good tool and bad tools and success and failures tended to parallel. I am master in armorsmith and artisan.



Picasso
Ryche_Mykola
Mon Mar 01, 2004 7:54 am
#32

They should just double the wear values on armor and just get rid of armor repair. It doesn't work and nobody knows HOW armor repair works either(including the devs).



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
KnightHawk420
Tue Mar 02, 2004 6:07 pm
#33

Typically if armor is 50% or below condition I find my "condition reduced" and failure rates to go up. With condition reduced riding somewhere between 50 - 75%, and failures ranging from 25% - 50%.


If above 50%, I seem to be holding with others right around 50% for condition reduced with only a 25% of failure.


But this was ONLY after aquiring some repair mods.


My experience before the mods seems to be a bit worse. I would say if the an entire suit of 9 pieces of armor all 50% and above if I tried to repair invariably half of it would be destroyed..... the remaining 4 or 5 pieces... 3 of them would get a condition reduced, the other 2 come out fine.


The truly appalling thing I've found is that..... I don't seem to have better averages than anyone else, be it a smuggler, commando, bh, weaponsmith... etc...


I can find no proof that my repair skill as an armorsmith is any better than what anyone else has. These general observations are repeatable to me regardless of character or profession.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
ValleyJedi
Tue Mar 02, 2004 7:24 pm
#34

As a Master Armorsmith, I just repaired 3 pieces of advanced composite. The chestplate was repaired with minor blemishes. The bracer failed and became useless. The pants was repaired with condition loss. I am 1/1/1 so far. The tool I was using was a 99.99999 repair tool. I don't know how far down in condition the bracer was.
Iulius
Tue Mar 02, 2004 8:12 pm
#35

yea I would repair armor for my guild and break it all the time. So they gave me like +30 to armor repair in skill tapes. So with +30 to armor repair and 97.4 kits I still fail. Armor I sold my guildmate failed on every piece except for the helmet and the legs. That's a little outrageous I think.



__________________________

Da Wg
s Cropar Dihar s
Why do I Still Play This Game
______________________

Shilak
Sat Mar 06, 2004 9:23 pm
#36

I actually had a really simple idea concerning this early today while crafting some new layers


Simple little formula to apply when repairing an item: -


New Condition = Current Condition + ( ( Maximum Condition - Current Condition ) x 0.005 x (Repair Skill + Repair Tool Modifier )


Okay, not quite as simple a formula as I thought, but this would give items a finite lifetime based on the Repair Tools used and the skill tapes the repairer has acquired. At best a repairer using a +100 tool and having +50 repair (Repair+Armor Repair) from tapes would result in repairing 75% of the lost condition.


e.g. on an item that is 10000/20000 condition and using a +95 tool and no skill tapes, the new condition would be 14750.




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

Aselas
Sun Mar 07, 2004 7:38 am
#37






yea I would repair armor for my guild and break it all the time. So they gave me like +30 to armor repair in skill tapes. So with +30 to armor repair and 97.4 kits I still fail. Armor I sold my guildmate failed on every piece except for the helmet and the legs. That's a little outrageous I think.





Im starting to think that


+x Armor Repair is missing Failure Rate at the end.





Kill one man and you are a murderer.
Kill millions of men and you are a conqueror.
Kill them all and you are God.

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