Armorsmith Archive
Thread: Armor Repair and the hideous coding errors.
{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}
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
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.
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
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.
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.
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).
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
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.