Artisan Archive

Thread: Question about the 100% Repair Tools

PaladinX333
Thu Aug 18, 2005 6:59 pm
#14






gilpax wrote:



100% efficincy tools can't be made anymore, even with 1000 stat ressource. Max efficiency is now 99.99999%


And yes, repair is very random, even with those good tools. Lost 3 new armor parts, fully socketed, on their first repair, 3 critical fails in a row.








This is why my Alt is a TKM. I don't miss the borked repair system one bit. I have no use for armor and I use disposible power hammers for a weapon.
Ani_cul
Fri Aug 19, 2005 9:26 am
#15






Saera wrote:





Tralmek wrote:





Ani_cul wrote:





PaladinX333 wrote:
Repairing an item is so random that the difference between a 99% tool and a 100% tool would be hard to see.






Repair is so broken that the difference between a 10% tool and a 100% tool would be impossible to see.


Functionality, skill mods, none of it effects the repair roll,
the only thing shown to impove it is the overall condition of the item
{repairing at 75% of full condition as oppossed to 25%}





Very true, but a 100% tool will bring you several thousand more credits than 99% ones. When I had 100%'s, I stocked a vendor with them for 10k each, keeping my 99% ones at 6k each. I sold every one of the 100%'s before the 99%'s went. It's amazing what people will pay for such a minor improvement.





That's because I think people assume that 100% tool is going to be 100 fail safe.. what they don't realize is that whether your tool is 90, 99, or even 80... the rolls are random.. I don't think the better tool gives you any better chance of repairing. I have 99.7 tools.. and a lot of the time I have customers ask me if I have 100's and I say no, butI have 99.7 and they go oh thanks anyways, I want 100's... is that .3 % really really going to make a difference? In my opinion.. no I don't think it does.. but most people seem to think it does.






That is because noone bothers to explain repair is broken to these people.

and when they see a 99% priced higher then a 96% they will assume, like the sheep we are, pay more for better tools.


Almost everyone I know I have outright told about repair being broken {I am a Tailor talk about broken and pointless repair huh?}
and most were under the belief you need the Master of the craft with high func tools to repair the item,
all are rather pleased to know they have exact same chances of a great or even a failed repair roll as anyone else.





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injektion
Sat Aug 20, 2005 5:01 am
#16

Repair isn't broke at all with respect to fs repair. i finished this tree approximately 12 weeks ago now. i repair, i'd say approximately 3 items a day and have been doing so since i finished this tree. i'm yet to critically fail.



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PaladinX333
Sat Aug 20, 2005 9:00 am
#17

Weaponsmiths are supposed to have a weapon repair skill. The skillis listed in the skill mods list, but I am just a likely to screw up a weapon as someone who is not a smith. That in my book is BROKEN.
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