Items And Loot Archive

Thread: So, do, uh, Weapon Repair Kits Work YET?

RKAB
Wed Jun 15, 2005 6:10 am
#1

So how does one successfully repair a weapon? Last time I tried it was with a "good" repair kit that runed my weapon into a "good" paperweight.


I understand that it required skills as well as a good kit, but have they finally realized the silliness of this and made it so your average character can actully make a successful repair?


Just asking because I spent hard earned credits on a weapon I would like to keep for a while. And being that I am DIRT poor, it means something.



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Chiper12
Wed Jun 15, 2005 6:24 am
#2

No but after reading this post I have a idea not to try and repair an more weapons
Bugboy321
Wed Jun 15, 2005 6:46 am
#3

I have not heard of any problems with weapons repair. Repair, whether it's armor or weapons, is tricky business. The lower the condition, the lower the chance of a "minor blemishes" repair. So you have to find a happy medium betweentaking a chance on a failure and letting the condition get solow that repair is all but impossible. The rule of thumb I've always heard is you repair just before it hits 50% condition to maximize your chances of asuccessful repair.


I've been told that being a WS has no impact on repairs, but it's been my observation that is does. I haven't done any statistical analysis but I know I've broken more weapons and armor with my non-WS toon than with my WS toon (retired AS too).And that's after repairing many many more weapons/armor on my WS/AS than my non-WS/AS. You also will benefit from any CA's that give weapons repair bonus and by using the highest quality repair kits you can find, which are made with resource of the highest conductivity.





IGN Ahazi:
_____________________________________________________
Norjykk, Mayor of Numanjii (Jedi Chump/Elder Creature Handler)
Norjy, Armor Hanger (Disabled Commando)
Norj, Oxymoron (Null Trader)

NGE Money Quote: "We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves." - Nancy MacIntyre, SWG Senior Director, LucasArts


RKAB
Wed Jun 15, 2005 7:07 am
#4

Thanks for the info. In summary - nothing has changed. Your average player who does not have WS or AS is rolling dice no matter how good the repair kit. Thanks again.







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Bugboy321
Wed Jun 15, 2005 7:15 am
#5


It's a roll of the dice no matter who does it. The quality of the repair kits won't do you any good if the condition of the item is 10%, you will likely ruin such an item no matter what you do to improve your chances. The most significant impact you can have, WS, AS or not, is to repair before the condition gets too bad.


Also, even a 100% repair kit does not guarantee 100% repairs, I had a bunch of them and wasn't impressed with the success rate. It doesn't hurt to have high quality repair kits, but it's not going to bring your choice item back from the brink of destruction with any kind of reliability.


Message Edited by Bugboy321 on 06-15-2005 10:18 AM



IGN Ahazi:
_____________________________________________________
Norjykk, Mayor of Numanjii (Jedi Chump/Elder Creature Handler)
Norjy, Armor Hanger (Disabled Commando)
Norj, Oxymoron (Null Trader)

NGE Money Quote: "We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves." - Nancy MacIntyre, SWG Senior Director, LucasArts


RKAB
Wed Jun 15, 2005 7:26 am
#6

Yup. But does that not seem silly? Why bother even having repair kits, if they are not going to repair (to some degree, reliably). If I walked into a store and saw a box of hair dye, and it said this will dye your hair black (10% success rate) I would expect to see anywhere from this:


to this: but not this:


He He, I made dots. But I am sure you get my point...




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Bugboy321
Wed Jun 15, 2005 7:48 am
#7

Nice dots but consider the impact on the economy if repairs where 100%: Weaponsmiths and armorsmiths would see a major drop in sales. Not that they need to make any more sales, but you can't penalize the successful without penalizing everyone. Not only that, but items wearing out is essentially a credit sink: credits come into the game via loot and mission payouts,andhave to go out at about the same rate to avoid inflation. If items didn't wear out, total in game credits would increase and with it inflation.

And they DO repair reliably, as long as you repair before the condition is below 50%. You may not get a "minor blemishes" repair, but the failure rate very low. Usually you will get a "repaired but the overall condition has been reduced", which still is not a bad repair.

Message Edited by Bugboy321 on 06-15-2005 10:52 AM



IGN Ahazi:
_____________________________________________________
Norjykk, Mayor of Numanjii (Jedi Chump/Elder Creature Handler)
Norjy, Armor Hanger (Disabled Commando)
Norj, Oxymoron (Null Trader)

NGE Money Quote: "We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves." - Nancy MacIntyre, SWG Senior Director, LucasArts


RKAB
Wed Jun 15, 2005 9:30 am
#8






Bugboy321 wrote:

Nice dots but consider the impact on the economy if repairs where 100%: Weaponsmiths and armorsmiths would see a major drop in sales. Not that they need to make any more sales, but you can't penalize the successful without penalizing everyone. Not only that, but items wearing out is essentially a credit sink: credits come into the game via loot and mission payouts,andhave to go out at about the same rate to avoid inflation. If items didn't wear out, total in game credits would increase and with it inflation.

And they DO repair reliably, as long as you repair before the condition is below 50%. You may not get a "minor blemishes" repair, but the failure rate very low. Usually you will get a "repaired but the overall condition has been reduced", which still is not a bad repair.

Message Edited by Bugboy321 on 06-15-200510:52 AM





I agree with everything you said. And I would be far more SAD if credits meant nothing, and ofcourse WS and AS should be rewarded for their time and experience. But it would be nice if the repair kits were more reliable, maybe more expensive, or maybe get rid of them and allow WS and AS to make repairs in a trade window of some kind...


Thanks.






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VankuPrana
Wed Jun 15, 2005 11:13 am
#9






Bugboy321 wrote:

Nice dots but consider the impact on the economy if repairs where 100%: Weaponsmiths and armorsmiths would see a major drop in sales. Not that they need to make any more sales, but you can't penalize the successful without penalizing everyone. Not only that, but items wearing out is essentially a credit sink: credits come into the game via loot and mission payouts,andhave to go out at about the same rate to avoid inflation. If items didn't wear out, total in game credits would increase and with it inflation.

And they DO repair reliably, as long as you repair before the condition is below 50%. You may not get a "minor blemishes" repair, but the failure rate very low. Usually you will get a "repaired but the overall condition has been reduced", which still is not a bad repair.

Message Edited by Bugboy321 on 06-15-2005 10:52 AM




That's great but many of the really good weapons are not craftable by Weaponsmiths anyway. I would like to get my proton carbine repaired as it is a great weapon that is difficult (and expen$ive) to replace. Peoplespeculateabout why the economy is being ruined... well, making non-player craftable (or very difficult to craft) items is one big reason why as these itemscommand premium prices compared to what can be crafted... ie BARCs, Clone Armor, Proton Carbines/Rifles, AV-21s, Jet Packs, etc. BARCs go for...what 4-5mil (my friend just sold one for 5 yesterday), Jetpacks for what? 50-70mil? It would be much better to put high player-level requirements on these and make them craftable.



Col. Epri Cygnus.
AHAZI
Bugboy321
Wed Jun 15, 2005 2:36 pm
#10

Nice SEA set */drool* I have a couple of weapons repair mods but nothing that high. It's good to know it is effective.



IGN Ahazi:
_____________________________________________________
Norjykk, Mayor of Numanjii (Jedi Chump/Elder Creature Handler)
Norjy, Armor Hanger (Disabled Commando)
Norj, Oxymoron (Null Trader)

NGE Money Quote: "We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves." - Nancy MacIntyre, SWG Senior Director, LucasArts


Zadioc
Wed Jun 15, 2005 3:37 pm
#11

I recently destroyed a nice T21 and a Trandoshan rifle with a 99% repair kit.
Bugboy321
Thu Jun 16, 2005 12:42 am
#12

Yes, I was just contemplating that myself, the new quest weapons. The only real alternative to those are ADK's. Even under the best repair circumstances, you would be lucky to get 3 or 4good repairs out of it.


But: IS the economy being ruined? I don't think so, I saw Ultima Online when a gold/item dupe bug went unchecked for a LONG time, THAT ruined the economy. Run out of real estate so housing prices skyrocket? Open up a new housing area and crash the market!! EA's method to that madness made a lot of people mad but also opened up housing to newbs. SOE staff are blue ribbon compared to the SNAFUS that EA staff experienced on aregular basis. What do people define as "ruin"? It seems pretty amazingly stable and balanced, beyond the introduction of new items but that's a free market for you. The prices eventually level off on stuff.





IGN Ahazi:
_____________________________________________________
Norjykk, Mayor of Numanjii (Jedi Chump/Elder Creature Handler)
Norjy, Armor Hanger (Disabled Commando)
Norj, Oxymoron (Null Trader)

NGE Money Quote: "We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves." - Nancy MacIntyre, SWG Senior Director, LucasArts


jason67
Thu Jun 16, 2005 12:57 am
#13

Many items play a major factor in repairing, but if your an average Joe repairing your nearly dead weapon/armor then expect it to fail and completely fall apart probably 60% of the time.


That being said, I have a Master Weaponsmith, who has a fully modded 4-piece suit (+25exp/+30ass/+22weaponsrepair/+25repair) and when I do repairs I use either 99.9x% tools or 100% tools. I rarely ever fail to repair since I've completed my suit, and get minor blemishes much more frequently. I have had my completed suit for a long time (probably over a year now)at this point and have only failed 1 repair since I got it. So if your looking for repairs I suggest you find a smith with a similar suit to mine, the FS repair also will help get better success in repairs.


I used to have people bring me their exceptional/legendary weapons to repair (pre-antidecay kits) and got something like 4 minor blemishes out of 5 repairs on a group of looted exceptional weapons and the other was the standard repair with a loss to condition.


So the short side of this story is that if it is important to you that it gets repaired then take it to a master of that profession (ie weapons need to go to a weaponsmith, armor needs to go to an armorsmith), and the more mods he has to help him repair the better off your chances of a successfull repair will be. Typically most smiths will repair for free or very minor charge, at least on their own weapons. Some will charge to repair other smiths weapons. Personally I've always done repairs free, but if I had someone bring me a pack full of weapons to repair I might charge, but if it's a single weapon or a set of weapons etc... then I never charge.





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