Artisan Archive

Thread: Repair tools A lot needs to be sorted out

Squidbush
Wed Aug 20, 2003 4:34 am
#1

Isn't it nice that repair tools DESTROY the thing you're trying to repair?



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Melik Areh - Retired Imperial Colonel -
We are told that a million monkeys pounding on a million typewriters will eventually create the collected works of Shakespeare.. Thanks to the Internet, we know this to be wrong.
Jay-ar
Wed Aug 20, 2003 9:34 am
#2

How did you experiment up to 90%???

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.



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Jay-ar Kilroi, Master Weaponsmith
Order of the Fallen Ikopi
Member of the Akihabara Market
Coronet, Corellia (132, -5516)
Corbantis
MistyJoy75
Wed Aug 20, 2003 10:32 am
#3

The sub components will increase the effectiveness of the repair by only degrading the item by 50...without them they degrade by 100. So for example say you have a pistol that is at 65/1000 if you use a repair tool with sub-components it will become 950/950 from an original 65/1000 if you just use a 'regular' repair tool it would have been 900/900.
Jay-ar
Wed Aug 20, 2003 10:46 am
#4

51% repair tool, no optional components, -48 points from overall condition, ie 950 to 902 on FWG5 that was around 600 current condition before repair.

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.)



********************************
Jay-ar Kilroi, Master Weaponsmith
Order of the Fallen Ikopi
Member of the Akihabara Market
Coronet, Corellia (132, -5516)
Corbantis
Rencon
Wed Aug 20, 2003 12:14 pm
#5

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?




__________________________________________________
Col. Rincon Sari
Left For Dead, Bria.

ARR Armor: -4435 -5180
Rincon's Weapons: -4415 -5270
STRONGBADIA, NABOO


Phalax
Wed Aug 20, 2003 12:45 pm
#6

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




_________________________________________________________
TEST CENTER=tazzer
SHADOWFIRE=lilnick
Alacrity
Thu Aug 21, 2003 12:33 am
#7

I'm using copper that has 900+ conductivity, and my repair tools are around 93% with experimentation. I'm too afraid to use them though...



Amoon Darkflier, Elder Artisan, Elder Droid Engineer, Elder Merchant

"I find your lack of pants disturbing."
kasuta
Thu Aug 21, 2003 8:16 am
#8

Hmmm....I make kits with all optional components and they repair back to 900/900, I think one may possibly have been 950 but definitely not all. My kits with all optional components are generally 88% with current materials.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
Dragonian
Thu Aug 21, 2003 8:28 am
#9

I use a poly-steel copper with a conductivity of 985 and my repair kits come out to 98%. I use these to repair my PSGs and I have yet to destroy one.



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Oovik Nokook (Master Armorsmith, Master Artisan) at your service
sev_rance_tann
Thu Aug 21, 2003 9:38 am
#10

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.

sev_rance_tann
Thu Aug 21, 2003 9:42 am
#11

Ah, stupid forgetfullness without an edit button... I forgot to mention I just used three different weapon repair tools (one with part and exper., one without and exper., and one with nothing at all and no experimentation)on three CDEF pistols with roughly the same damage done to them, and they all got the same overall quality afterwards??? That's really messed up. Especially the tool with no extra parts and not even any experimentation on it. Items that have been worked on, imporved, and tinkered with need to work better than ones that haven't. It just makes sense. This needs to be fixed and explained.
kasuta
Thu Aug 21, 2003 9:57 am
#12

Just a thought here, pure conjecture to add to the fire: all the testing that people have done, which apparently proves no difference with optional components, seems to have been done using CDEF weapons. I wonder if perhaps the optional components make a difference when repairing the more complex weapons. I personally have had 3 T21's and a laser rifle repaired with my tool (with all optional parts) and none failed. This is just a theory but perhaps the optionals affect the percentage on more complex weapons only.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
Tmon
Thu Aug 21, 2003 8:14 pm
#13

As far as I can tell repair tool quality or optional parts have no impact on repairs. WIth tools made from crap 400 OQ metal I've taken 35/1000 weapons to 950/950. I actually had my first severly catastrophic failure last night with a repair tool I made from some 970 OQ metal I had laying around. I'm pretty much convinced that its just a crap shoot when you use a repair tool. That said the things seem to sell pretty well.
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