Artisan Archive
Thread: Repair tools A lot needs to be sorted out
I am a Master Artisan, just starting to grind toward Weaponsmith. The best I can experiment a repair tool to is 51%. I'm using 974OQ steel, with a 900+ Decay Resistance. I tried higher Conductivity metal (654 was the best I could find) because that helped with crafting tools, but didn't seem to help with the repair tool.
There is a random element to the repairs that is almost impossible to predict. I used a fully loaded (all three components) repair tool (51% again) on the same FWG5 a day later, it dropped the max condition to 650. The same fully loaded tool on it's fifth use destroyed a CDEF that was barely used 900+ condition.
The developers need to give us an offical explanitation on how this stuff works, I can live with the occasional poof, but I NEED to know what the realtive quality of my repair tool is, so I can maximimize the odds (and price my repair tools appropriatly.)
I have read some threads on repair tools but have not really seen any solid answers to the questions that I have so I hope that someone has got a little insite on these little bringers of greif.
Ok, so I make an armor repair tool with the sub components (minus the droid storage compartment, im not a DE) and get the sub components up to around 80% on effectiveness. Thank I put them into the armor tool and make that whole thing 90% effectivness.
The value in the examination view reads 90.133.
Thank I make another one without the sub components, this one is also 90% effectiveness.
The value in the examination view reads 90.133
Umm.... so how do the sub components improve the final product. What are the chances of failiure, full repair, partial repair, the effect on max integrity of what you repair. It just seems that these tools were not thought through very well concidering they potentially are being used on 20k shields, 15k weapons, and 20-30k pieces of armor.
Does anyone know anything about the tools based on experiance?
Rencon basically Who ever programmed the artisan section did not think that optional components would make a difference... I made roughly 80 armor upgrade tool recently after they patched the ability to not be able to repair sheild generators... and the effects were not good. it basically even with all the components.... and a high effectiveness failed fixes again and again... i have a sheild generator at 700/1100 roughly....i repaired with this full build of the armor repair unit and here were my rough results.... I fialed first time takign it to -97/900... failed 2nd time....-300/800...3rd times a charmer....FAILED!...-700/400......4tha nd final time it went -1000/200 and destroyed...
Basically repairing anything is a waste of time ... Dont attempt to repair sheidl generators cause this is a big no no
Not to slightly change the subject, but recently a few friends and I started up a PA so I made some crafting stations to add, and found much the same as what has been happening with the repair tools. I made all the optional parts (except storage compartment) and experimented, then made the same crafting station without any extra parts and experimented, and they both ended up at the same functionality. I put both down, and maybe it's just me, but I seem to fail using the station that has all the extras parts more often than the one that doesn't. Has anyone else had this problem? It makes you wonder why you go through all the work and resources of making the extra parts if they don't improve it... The functionality rating also seems to do nothing IMO.
Just another question, has anyone ever successfully repaired a shield generator? I know it was mentioned that it's bad news to even try, but I have yet to be able to fix one. Has anyone been able to? Just curious.