Armorsmith Archive
Thread: Not that Armor Repair will matter anymore...
I was actually doing some work as promised on what issues affected armor repair, then that dang Mustafar thing came along and my AS (me, Q'ar) lost a lot of mindshare compared to all my other alts. All the same, I was able to carry out a few experiments. So, for the curious...
Amount of damage had no effect whatsoever on repairability. I had my test armor pieces reduced to 50% condition and to 5% condition. There was no statistically significant difference between repair results on each type.
Tool quality did matter. I used two different sets of tools: one set had an effectiveness rating of 7%, the other of 98.6%. There was a statistically significant difference between the repair result and the tool quality. In fact, no armor repaired with a 7% tool received better than a marginal repair result.
There apparently IS a bonus that armorsmiths receive to armor repair results when compared to non-AS, but this appeared to interact with tool quality. There was a statistically significant difference between AS repair results and non-AS repair results when using 7% tools, but this difference disappeared when using the 98.6% tools. To me, this suggested a few things: (1) quality of repair results has a hard cap depending on the tool quality, (2) nothing can improve repair results beyond this cap, and (3) any bonus that AS have in repairing armor just means that they hit this cap with lower quality tools than non-AS do. For instance, if the "cap" on repair results happens when you hit a tool quality of 95%, meaning a tool of higher quality will not give you better results, then if armorsmiths have a "+10" bonus to repair they might be able to hit that repair cap with an 85% tool instead.
In order to really answer that cap question, I'd need to test out tools with a range of effectiveness values. That might also help to answer a question a lot of people have wondered about -- the effect (or lack thereof) of repair SEAs and/or force sensitive repair skills. My own previous experiments with this led me to believe that there was absolutely no benefit gained from armor repair CAs, general repair CAs, nor force sensitive repair bonuses. I really needed to run some better controlled experiments on these to be certain, but the thing is I was using 99% tools for all the data gathered anyway. Who knows? These things might actually work but again not allow you to beat any suggested cap in repair results. So, with my +43 repair suit, my +10 force repair and possible +10 AS bonus (if it exists), I might only need a 32% tool to hit the alleged repair cap. WOOT!
If all these last suppositions were correct or on track, the whole question was rather academic anyway. Who wants to use a repair tool rated lower that 95% anyway? If you're selling them, then playing off player superstitions to sell 99%+ tools is better business moxy than convincing peeps that a 95% might be good enough anyway. Sure, if you have some low CD copper laying around that is otherwise unusable, you could make some tools for personal use and save the high rated ones for sale.
Looks like the upcoming nuclear nerf has made it all pointless anyway ... not even academic anymore ... *sniff*.
/edit: 95 - (43 + 10 + 10) = 32, not 42. DOH!
Message Edited by QuarEstee on 11-09-2005 12:29 AM
pykescylla wrote:
I missed you.
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Been around ... most of my Q'ar mindshare lately has been spent making a new RIS color picker for viewing the full suit with hi-rez images, allowing peeps to mix and match color combos and putting in a little field to copy armor piece/color code info that could be pasted into an email for an order. Was even gonna have instructions on how to map copy, cut and paste within game for those who didn't know.