Artisan Archive
Thread: A Call to Repair Repair Tools
Friends, I just broke down some recipes for making repair tools into the raw costs and my jaw dropped on the cost of a microsensor suite alone, much less repair tools with these all installed. Of course there would be no sense to this post if there were no problem. The problem IMO is that I don't see a difference in performance between a repair tool that costs*** 150 credits to make versus the loaded models, which in my estimations cost 1900 credits to make.
*** = cost based on resource priced at 10cr/unit... high, but easy to work with & commonly seen nonetheless, thus ensuring a break-even price in worse case scenario.
Here's the breakdown, basically material x 10 for costs:
raw material +150
control unit +310
micro-sensor suite +1210 (includes distributor option)
storage compartment +230
total = 1900 credits.. even if you charge half that, it's a 1000 credits for tools that I personally don't see much difference in using. I have been using loaded tools to repair my guns and armor since I became a master artisan 3 weeks ago and all too often, stuff that falls under 50% condition just falls apart. There's the numbers, what you guys think?
Added to my list also. I did some experminating with items tonight and found that makeing an item with optional items does not change anything. There must be something wrong with this. I did my test with Repair tools. Please post here other items that you have tested and noticed no changes in.
Thanks
I tested 5 weapon repair tools and noted the results.
#1 32% exp eff
I tested 5 weapon repair tools ( kit )and noted the reuslts:
#1) 32 % exp eff no optional sub assys added = 4 repairs that had minor/low durability decreases. One repair was a partial that lowered the durability quite a bit.
#2)6 % exp eff no optional sub assys added = 4 repairs that had minor/low durability decreases. One failure resulting in item that was repaired to be destroyed.
#3)95 % exp eff no optional sub assys added = 4 repairs that had minor/low durability decreases. One repair was a partial that lowered the durability quite a bit.
#4)95 % exp eff no optional sub assys added = 4 repairs that had minor/low durability decreases. One repair was a partial that lowered the durability quite a bit.
#5)84 % exp effw/all but the droid storage sub assys=2 repairs that had minor/low durability decreases. One failure resulting in item that was repaired to be destroyed. 2 charges not used.
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Items to be repaired varied. Some were at 33% to 20% durability and compared one on one of a 32% or 6% vs a 95%. The rest were on the same D18 pistol that was overcharge shot a few times to lower its durability a few pts to repair it. Repairs alternated w/either a 95% or a 6% kit.Around halfwere run next to a crafting station. The other half were not. Once again, the tests were alternated on a 32% vs a 95%.
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Conclusion: Repair tool experemental eff doesn't matter. They all have a 1 in 5 probability of doing a partial repair/major durability decrease. They all have a somewhere between 1 in 15 to 20 probability of destroying the item to be repaired. Period. I don't stand by that number because I would need to do it at least 40 times to get a good statistic. It's not worth my time. The 1:15-20 is a good approximation. The probability table for these items is -screwed-. This is probably akin to the failure rate at crafting in general.
Increasing a weapon repait tool's durability does not result in more uses. It is useless except to raise the complexity.
These items are seriously broken. Optional sub assys have no use. I put all the optional sub assys in crafting stations I madewhich started at the same exp eff and they could go no higher than one that had no optional sub assys. They are not factoring into anything.
So currently master artisian only gives you more expermentation points and a few items like the GP Electronics Unit that's necessary to put into torches and manufacturing mechanisms or the ability to build bird cages. Otherwise it is a waste.
Shouldn't make any different over 20% remaining durability.
If items need to be repaired at 60% in order to prevent the item's destruction; more use is to be had out of running it down to 10% and hoping a 1:5 failure doesn't occur and just buy more items. Armor has this problem. You have to continually repair it, then it's gone anyhow. Wait till it's allmost destroyed and gamble on the higher failure percentage over longer use terms.
There still seems to exist a 1:15 failure rate on items above 50%. So you're only going from a presumed 1:5 to a 1:15. But the item is degrading faster from the repairs now than use.
Someone overlooked putting a viable repair skill into the Artisan profession.
I see where you're going with this and I agree... innate repair skills should be built into artisan lines and become even greater once you specialize in weapons, armor, droids, etc. so the artisans get return work repairing stuff too...
i agree, in beta there was a armor/weapon/droid repair skill modifier that increased within their respective professions, at release this was taken out and everyone was allowed to use the repair tools but now the fail rate and partial fail rate has skyrocketed.
and i do confirm there are absolutely no effects from using the optional components as today i went through and repaired several stacks of equipment, all items were at approx 60-75% use fully loaded repair kits on 20 and destroyed 4, had to rerepair 5. used un experimented unloaded repair kits on 20 and lost 5 and had to rerepair 4. these were all high complexity, high quality items such as laser rifles, ee3's, vibro lances and ubese or composite armor