Armorsmith Archive

Thread: Armor Repair and the hideous coding errors.

Arhagellos
Sun Mar 14, 2004 3:08 pm
#1

{Disclaimer: Please excuse any flamatory tone in the post since I am seriously annoyed with the aforementioned issue. Also excuse not posting on that repair thread but I cant' seem to find it and frankly I'm not in the mood to find it}

{Rant}

I am seriously annoyed not because I failed crafting armor, which happens on a daily basis, having to waste 9 advanced composite segments to make one helmet or 20 segments for a composite chest plate (thank you DEV that coded crafting by the way), but now I have to lose my head everytime I try to repair armor.

Seriously now, the DEV that placed armor repair on the Artisan line needs to be drawn out and shot in the head. Its plain logic, if its armor it goes to Armorsmiths, if it has to do with weapons it goes to Weaponsmiths. Why on earth and all the planets in the galaxy Armor Repair is something an ARTISAN is better than an Armorsmith is beyond me.

I just used two 99.9 tools to repair a full composite suit resulting in five broken pieces. If that's not a code problem then I don't know what is. If anyone intends on saying something like "its the minimal random chance etc etc" please spare me, I work as a Programmer and I know how to make randomizers that don't spit out like that.

At times as this I wondered why I spent my hours online trying to become Master Armorsmith only to fail with everything more commonly than when I was a Novice. And no I do not believe the upcomming publish will fix anything, a Master Armorsmith, as in someone that has perfected the art of making armor not the random kid that plays with a barrel and some straps, should have 1% chance of failing anything.

Should 5% be considered normal you need to seriously redo some maths. If you imply that I have 5 out of 100 to fail assembly then 5 out of 100 times my experimentation points it means I have to roll 11 times against that chance, statistically, I'm going to roll that 5% chance very very often simply because its not just one off roll but it rolls every on assembly and on experimentation. If you add the risk of experimenting to the calculation I'm surprised I can dish out a full suit at all. I'd trully like not having to use 40 segments to make a suit that needs 20 though.

{/Rant}



Nerelith Vel'Et'Aril
Master Pikeman
Sentinel of Horus

Roxanne92290
Sun Mar 14, 2004 3:16 pm
#2

1. your critical assembly can be inproved by quite a bit with higher % crafting stations. Look for 40%+ crafting stations are high end ones, might be worth investing some hard earned credits on.


2. your armor repair skills is the same as everyone elses in the game. You can drastically improve your chances by obtaining +armor repair tapes (this is only based on my repairing experiences with and without +25tapes, I have repaired probably a few hundred pieces of armor, might not be enough to make my claim.)


hope that helps





Ingame Name : SuperGirl
Arhagellos
Sun Mar 14, 2004 3:28 pm
#3

1) My crafting station is 42% the tool is 14.5%, if I can make 79% Kinetic Advanced Composite with 10 Exp Points my resources are not low quality.

2) I have to invest on skill tapes to do something my profession should be doing automatically? No I refuse because that's no logic. Skill tapes are not and MUST NOT be the solution to the problems a profession has. As a Programmer I hate sloppy solutions, either its done right or not done at all.

Not assaulting you personally just in a very annoyed mood currently.



Nerelith Vel'Et'Aril
Master Pikeman
Sentinel of Horus

inoch
Sun Mar 14, 2004 3:32 pm
#4

Armor crafting stations do absolutely nothing for successes IMO. I have a 43.4% crafting station in my shop and i still get better results with my droid and built in 20% or so crafting module. I really wish someone would come forward and tell us what the heck is going on with this system. On the repair note, I was repairing armor with a 99.4% tool and armor that was about 15k/25k conditon. I failed on 2 pieces in a row. I gave the remaining pieces back to my customer and said no more. At least give us an answer to the problems that we are experiencing.



Inoch,


Master AS of Wanderhome


greenrebellion
Sun Mar 14, 2004 3:37 pm
#5

/sigh i am really connecting with you atm b/c i just got done making two suits by hand (cause i hate wasting a whole suit for schematics when wooly hides are so damn hard to get) and i think i failed about 2 assemblies and about 4 experimentations.... the experimentations i can still sell at discount but i feel used when i watch my hard earned resources vanish into nothing just trying to assemble.... you could at least get somethingback off a crit fail assembly!



Nido Gentz - Master Armorsmith
Seniv
Sun Mar 14, 2004 3:53 pm
#6

I make sure to warn people that want me to reapir armor.......They really do need to fix this. I have 99.5% tools, +6 to armor repair plus a 44%+ crafting station and a crafting droid (high quality), and I still average about 45% success...



Seniv Tolerman

Master Shipwright
Shadow Grove, Corellia 6561, -1699
R.I.S. Certified

Roxanne92290
Sun Mar 14, 2004 4:04 pm
#7

1. what i post had nothing to do with whether or not i agree/disagree that armorsmiths should be given repair skills for amor. what i post were suggestions that may be of help to you based on my experience. if it doesn't help then oh well i offered my thoughts.


2.what are you talking about with quality resources, i mentioned nothing about your resources in my post.


3. the crafting staton and critical assembly of course like everything else can never be confired unless the formula was released by SOE and confirmed by SOE (or if you run thousands of tests and keep records). I can only suggest it because I used low ends for 4months and highends for 3months. On top of that a few individuals on my server went out of their way running thousands of tests to see the affect of high % crafting stations, and their results agrees with my experience. Even if there's only a 10% increase from high end to low end you literally have to run thousands of assembles and keep records to verify this. Most players do not keep records and dont make enough assembles to notice a difference, thats not to say a small % could still be there.


4. randomness... hypothetically lets say you have a 10% critical assemble. thats not to say you wont critical assemble 3 times in a row or even more.what it does say is if you assemble 1000 helmets you are likely to only get 100 criticals.


5. In my experience the % of repair tools has very little effect compared to +repair tapes. like said before i only repaired a few hundred pieces of armor so might not be a big enough number to make this claim.





Ingame Name : SuperGirl
Roxanne92290
Sun Mar 14, 2004 4:39 pm
#8

here is the thread to the post regarding the testing of crafting stations on my server.


http://forums.station.sony.com/swg/board/message?board.id=Eclipse&message.id=110470#M110470


once again just because you assemble a few items a day and dont write down the results does not mean its better or worse. you can craft 10 items a day 5 with your high end and 5 with your low end and have better results with you low-end for 7 days straight, but until you perferm hundreds/thousands of tests and record them you wont be able to verify anything.





Ingame Name : SuperGirl
Barbarosa_Cymek
Sun Mar 14, 2004 4:59 pm
#9

Does a crafting station with a high "rating" do anything?

There is absolutely no evidence that a crafting station with a higher rating works better than one with a lower rating, either in terms of fewer critical failures, more great successes, or better experimentation results. Numerous tests have been run on this and all have indicated the same thing: crafting station and tool rating above zero means nothing (it is inconclusive whether a rating below zero has any effect).






this was pulled from the guide to armorsmithing from the AS Correspondant, Jaato. I, also, thought that having a better rated crafting station would have made my results better. However, i have two different types of crafting stations at the two GH's we have. one is approx. 14% and the other is 39%. having made numerous suits on each, i have noticed that neither one really varied in terms of 'rate of success'. Both gave almost identical success rates. My crafting tools are all 14.89 and so far i have yet to notice a difference/trend in rates of success/fails.


As for repairs, well, i don't have the money to invest in skill tapes unless they are at a bargain, and let's face it....since when did good SEA's go for reasonable prices? Therefore, i have to use whatever inherent repair skills that are given to us AS's, which is none if i remember correctly. I've watched myself fail a set of armor repairs in which the armor was at half condition, then turn around and watch me roll out 2 sets of armor repairs with only minor blemishes, and those 2 sets were well below half condition. I've also noticed that i've had mixed results when repairing armor that is less than 1/3 it's original condition. Something screwy is going on with repairs and it's coding. I hate having to tell someone that i just destroyed their 100k piece of armor because the 'server gods' were not happy. I am always happy to repair armor, and i do it for free. I also warn those seeking repairs that I have no control over the repairs (just like when someone wants me to slice something for them) and that they might wind up losing their armor instead of having it repaired. Most people are understanding, but it still hurts because THIS IS SOMETHING THAT ARMORSMITHS/WEAPONSMITHS SHOULD BE ABLE TO DO. Hell, if we can make the damn stuff, why the hell can't we repair it? It would be like a doctor that can cure you, but you might wind up with a nasty disease or some fatal poison because you just wanted to get a flu shot.


sorry, lost my train of thought. there's water leaking from my roommates walls and we're having to clear out the room. anyways, repairs are unreliable at the moment, and crit fails are always going to be there, although Publish 7 is sure to change things. To what extent is still to be seen.



-Barbarosa Cymek-
Armorsmith and Smuggler
All around scoundrel
Combine Honnet Ober Advancer Mercantile-CHOAM
located on Dantooine outside of Crystal Point-Ahazi Server -5859/7236
Roxanne92290
Sun Mar 14, 2004 5:09 pm
#10

the quote you made were in regards to experimenting and its correct and agreed by the testers on my server as well, however we are talking about critical assembles. heres more detailed about on the test.


http://swg-cantina.com/pages/frating/frsum.html





Ingame Name : SuperGirl
Barbarosa_Cymek
Sun Mar 14, 2004 6:43 pm
#11

my apologies. kinda lost track of things once my roomie started yelling about waterfalls from his walls. again, my apologies.



-Barbarosa Cymek-
Armorsmith and Smuggler
All around scoundrel
Combine Honnet Ober Advancer Mercantile-CHOAM
located on Dantooine outside of Crystal Point-Ahazi Server -5859/7236
DirthNader
Mon Mar 15, 2004 6:11 am
#12

Why is everyone's experience with repair so drastically different? I hardly ever fail on armor repair for customers - if someone gives me a full comp suit I usually average one failure per suit, with the rest split between minor blemishes and normal successful repairs. My BH repairs a lot of weapons himself, and I think I've only failed once on a looted vibro axe.





The artist formerly known as Ittov
DirrtyDeeds
Mon Mar 15, 2004 7:43 am
#13

why dont people realize yet that ANYONE can repair armor with a crafting tool, just because armorsmiths make the armor, doesnt mean that we get greater success with repair it makes no diff armorsmith or not when repairing armor. when people ask if i repair armor i simply tell them NO, get yourself a good crafting tool and you can repair it yourself just the same, simple as that.


Patka-

Crobantis
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