Tailor Archive
Thread: Clothing Repair Bonus?
kirk_mongo wrote:
I can't seem to find any info about it. But do we as master tailors or tailors in general geta bonus to clothing repair, or could some novice artisan do just as well as me? (well he can't since i havea set of clothes with a 20 to clothing repair).
The clothing repairskill/stat doesn't show, when check my skills. Well it does when I have my suit on. But not with it off. Anyone know, if it actually serves a purpose for us to repair people's clothes. Couldn't they just do it on their own, with the exact same chance of a successful repair?
I only have a tape for +1 clothing repair, but when I try it it shows that my clothing repair skill is 0 (+1), which means that as a master tailor I have no bonus at all. A master squad leader has just as good of a chance of repairing clothing as a master tailor. Its strange because I can make all these wonderful clothes, but I can't mend them.
Now, according to a patch note from a few months ago, your skill matters - so a Master Weaponsmith could repair something with more success than a Novice Weaponsmith, and a Novice Weaponsmith would be better than someone with no relevant skills at all, etc.
That said, a bunch of people seem to not believe it's actually true, but I haven't seen any convincing proof that the patch note was false.
SueDenim wrote:
This is for repair in general: Apparently, at one point, everybody was equal when attempting to repair something, and all that mattered was the tool.
Now, according to a patch note from a few months ago, your skill matters - so a Master Weaponsmith could repair something with more success than a Novice Weaponsmith, and a Novice Weaponsmith would be better than someone with no relevant skills at all, etc.
That said, a bunch of people seem to not believe it's actually true, but I haven't seen any convincing proof that the patch note was false.
I am basing what I said on what the character sheet says, but we already know that has some display bugs, so you might be right. Do you know if items in factory crates decay when you get killed? I am looking for a way to test them, and I was thinking of making several crates of some cheap item and some crates of repair kits. I just need a way to make everything in the crates decay equally. I was thinking that maybe I could die with some of these clothing crates to have something to work with. Then I could have Momoko and Eimi try to repair them and see if there is any difference in repair successes.
SueDenim wrote:
This is for repair in general: Apparently, at one point, everybody was equal when attempting to repair something, and all that mattered was the tool.
Now, according to a patch note from a few months ago, your skill matters - so a Master Weaponsmith could repair something with more success than a Novice Weaponsmith, and a Novice Weaponsmith would be better than someone with no relevant skills at all, etc.
That said, a bunch of people seem to not believe it's actually true, but I haven't seen any convincing proof that the patch note was false.
It might be like that now. It's been a while (2 months or so) since I did it. I guess I will have to try killing myself with a crate on me heh
RandDarkstar wrote:
That's odd, I had a crate of Black cloaks on me and they got dropped to 95% from a death, and pulling one out showed it at 950/1000 condition.
RandDarkstar wrote:That's odd, I had a crate of Black cloaks on me and they got dropped to 95% from a death, and pulling one out showed it at 950/1000 condition.About repair skill.... it doesn't exist. No weapon repair, no armour repair, no clothing repair, no repair of any kind. If you ask every profession, they have none. If you get a skill tape of +1, you suddenly get the skill at 0/+1 and are still pretty bad at it. Theoretically, the higher you are in your craft, the better you are, but with the skill set at 0 for everyone, it's a future add-on that the devs have not gotten around to.Thanks SOE!
But you're assuming what the skills screen *shows* you depicts what actually *is*. We know that's not always the case, though. You can easily *seem* to have +50 or more to your medical skills from various pieces of clothing, but you don't *actually* have it. It wouldn't surprise me if repair skills are similarly "hidden." At least, that appears to be the devs' official position, so I'll continue to assume it to be true until disproven by either their statements or convincing outside evidence.
SueDenim wrote:
But you're assuming what the skills screen *shows* you depicts what actually *is*. We know that's not always the case, though. You can easily *seem* to have +50 or more to your medical skills from various pieces of clothing, but you don't *actually* have it. It wouldn't surprise me if repair skills are similarly "hidden." At least, that appears to be the devs' official position, so I'll continue to assume it to be true until disproven by either their statements or convincing outside evidence.
kirk_mongo wrote:
The clothes in the crates don't decay. Only the crate does. I ran around with a crate of muscle shirts on me for a long time. The crate was down to 550/1000. So I desperately pulled out a shirt, almost certain it would be in the same condition. To my luck it was not. It was still at 1000/1000.
This is good in one way, but it makes things a lot harder to test. You can't try to repair clothes that are in perfect condition and I wanted at least 50 attempts to try to get some useful information out of these tests.
Gyopi wrote:
This is good in one way, but it makes things a lot harder to test. You can't try to repair clothes that are in perfect condition and I wanted at least 50 attempts to try to get some useful information out of these tests.