Armorsmith Archive
Thread: Armor Repair System
I think they should fix armor repair kits. Every time you get your armor repaired it'smax condition will be reduced by a bit. A MAS will reduce the max cond. less than a novice and if Armor is currently at 0 it is unrepairable.
This is pretty simple system just have max cond reduced by like 10-20% from a MAS repair. We will not only still have repeat buisness because peoples armor will still decay and reach zero or a number so close it might as well be 0 but we can also repair our customers armor which I have wished I could do reliably from some time.
All this will do will make a set of armor last 1-3 weeks as opposed to 1-3 days.
Just my 2cents.
BTW: I played WoW and I left the game because of their no penalty systems. There is only one real player merchant prof. Enchanter. Every other crafting prof is made obselete from loots. Furthermore their 100% repair kills any pos of repeat buisness. So 100% repair is really really bad system.
I don't mind items at zero condition being repairable....in fact, I wish they were repairable, especially armor. The fact is, you don't always know when your armor is about to break, often times I don't realize it until I start taking on more damage. I'd prefer a system that if you have an item at zero condition, you should be able to repait it, but it will automatically decay to 50% of max condition. That way if you have armor that is at 0/40000 and you repair it, it will go to 20000/20000. This still allows for a nice decay rate, but isn't so severe that you loose a fairly new piece of armor just because you forgot to repair it in time. Let's do a quick example. Let's say that you are really bad at repairing armor on time...so bad that you NEVER repair it on time. Let's take the 40000 condition armor for example.
40000/40000 -----> 0/40000
20000/20000 -----> 0/20000
10000/10000 -----> 0/10000
5000/5000 -----> 0/5000
2500/2500 -----> 0/2500
1250/1250 -----> 0/1250
625/625 -----> 0/625
You basically get 77,500 worth of useage out of the armor. After the 5th repair the armor is basically worthless, might even argue that the 2500/2500 is practically worthless since that might not even last a single battle. I'd also make it so that if you repair the armor before 0 condition, the repaired armor will be from 90% to 60% of max condition, so that there's some incentive to repair it prior to zero condition.
I think the biggest problem with the armor repair system, is that its numbers are too diverse on repair. IE, to get a minor blemish on a peice of armor, you cant let it get below 10k of condition. Dont know about you all, but who wants to seek out an armorsmith to repair armor after its only been used for 10k condition and still have a large scale chance that the smith will still get a large reduction in armor condition>?
It needs to be brought more into line that if a master smith repairs armor, then he has x% chance of always getting a good repair on the armor. As it is now, a regular combat profession has just as good a chance to repair armor as I do. Heck, I wont even charge for armor repair because of the large variables in repair. I even have force repair and i cant see a difference.