Armorsmith Archive
Thread: Focus Thread: Armor Repair
I've often heard to repair at about 50%. More than that and its not really worth the risk, and less than that your chances seem to drop off. I certainly would do it before it gets to 25%.
Maybe we will find out.
Armorsmiths (and artisans) DO NOT get any special bonus for armor repair. If you look at your skill points in the list next to the skill tree, you will see that you ahve the same armor repair modifier as any other class.
There ARE armor repair tapes which do increase that number; but the reports from other threads are that they don't seem to help (even though they do raise the number in your skills modifier list). Assuming the Armor Repair tapes work like Armor Exp tapes (which do work), you would need to get +10 to realize any repair benifit from the increased skill (I currently have +10).
There are also REPAIR tapes that don't specificy what they repair. Another thread here reported that those tapes are for Artisan Repair (i.e. they have no effect on armor, and are presently usefull for artisian items as well).
As for when to repair.... I've been recommending at 25-30% of max durabilitiy. You DO get better results at 50% than at 30%, BUT every time you do the repair you risk destroying the item. The question is do you want to expose the item to a low risk frequently, or a greater risk less often? For me the greater risk once is prefered because at least I GAURANTY that the customer will get 70-75% utility out of the item (worst case), and at 25% durability I still am sucessfull far more often than in the 1-20% durability range. If I repaired at 50%, I'd run the risk of destroying the item the very first time it got down to 50% thereby giving the customer minimal utility out of their armor.
Just my $0.02
I've repaired hundreds of pieces of armor and always had an 80-90% success rate. I have +12 armor repair from tapes and I use 99.8% tools. Why would Armor Repair be anything like Armor Experimentation? Experimentation points work differently from every other mod in the game, why would it be similar to experimentation when it would make sense that it's more like *every other mod out there*. Wound Treatment. Pistol Speed. Carbine Accuracy. Terrain Negotiation. You don't need multiples of 10 to see increases in those, why would you need it for armor repair? Even before I got the tapes I had a much higher success rate than my guildmates (non Armorsmiths). I think we do get a bonus, it's just hidden, like a smuggler's slicing ability. They get no slicing skill mod listed but it's obviously there.
- Rorrak
sandxor-scylla wrote:
There ARE armor repair tapes which do increase that number; but the reports from other threads are that they don't seem to help (even though they do raise the number in your skills modifier list). Assuming the Armor Repair tapes work like Armor Exp tapes (which do work), you would need to get +10 to realize any repair benifit from the increased skill (I currently have +10).
There are also REPAIR tapes that don't specificy what they repair. Another thread here reported that those tapes are for Artisan Repair (i.e. they have no effect on armor, and are presently usefull for artisian items as well).