Tailor Archive
Thread: Repair tools (also in Armorsmith and Weaponsmith Boards)
With the recent addition of item decay and reintroduction of insurance I think that it is only right that repairing of items should be fixed, I am a master artisan and make 99.9 effectiveness repair tools and I still have bad repairs, fixing armor with these tools with minor blemishes reduces max condition by approximately 5000!!!! And occasionally I get critical failures, with 99.9 this should not be possible at all, please post your opinion on this subject.
If you're not an Armorsmith, you'll be less effective with that 99% tool than a Master Armorsmith using the same tool would be. It's not clear *how* less effective, or exactly what the different results would be, but profession and skill level clearly are *a* factor.
SueDenim wrote:
Just one thing to remember and consider: it's not just the tool (we're told by the devs - IIRC it was in one of the recent BigPatch notes), it's the skill of the repairer.
If you're not an Armorsmith, you'll be less effective with that 99% tool than a Master Armorsmith using the same tool would be. It's not clear *how* less effective, or exactly what the different results would be, but profession and skill level clearly are *a* factor.
Well, except for some reason we don't actually get the bonus. I have had less than perfect results with 99.9% tools on clothing. So far I think I am lucky because I haven't actually destroyed anything, but I have heard of other tailors who have. Well... actually I did have one failure on some expensive bioengineered clothing. It said it was repaired with minor blemishes, but ended up with a condition of -4/800. Go figure.
We could definitely use a little more transparency when it comes to repairs, though, as we're all just making wild-ass guesses, really....
SueDenim wrote:
That doesn't necessarily mean we don't get the bonus, just that we don't really know the formulae used or the full range of possible results, negative modifiers, etc. Even a Master Tailor with a 99.9% tool isn't going to succeed 100% of the time (or even 99.9% of the time, I believe.)
We could definitely use a little more transparency when it comes to repairs, though, as we're all just making wild-ass guesses, really....
There are a lot of things which could use a little documentation. For example, why do I have times when I critical fail about 1/4 of the time using a 14.7 effectiveness crafting tool and a 42 rating crafting station? I think that both of these are the best ever seen on my server. Logging off and then back on again seems to fix this, but I have no idea of why it happens in the first place. My image designer Eimi is also working on bioengineer in order to make tissues (I am always running out). I tried making some pets and I have to say that it is completely alchemy. I don't think anyone really understands how it works.
Repair kits should be available at the Novice level. Experimentation should be the same as for your specialty (clothes, armor, etc)
I tried repairing something once and totally destroyed it
Dex1138 wrote:
Rumor is that your crafting level has something to do with it, but I'm not buying it...
I'm not buying it either. You would think being a "Master Tailor" would make a BIG difference...
When I tried to fix something, the repair tool I used was at 33%, which I know isn't the best - but better than being a negative number. Anyways, I totally destroyed an item I tried to repair. Guess I need more practice...lol
For one: I don't think a master tailor should have any knowledge on how to make the tools we use. Sure, a sewing machine is easy to use, but to build one?? It's just easierto go toa master artisan and buy the kit.
Second: No one has a repair skill. I think it's been left out. Otherwise we would have one. The devs intended to put one in, but it has not been implemented yet.
Thrid: A weaponsmith told me that there is a bug to repairing weapons (and to all things really) that makes the chances above 25% far harder. I can't say for sure, as I do not repair clothing. Heck, why should I repair someone's tipless gloves with 2 sockets, when I can craft them a new set of 4 socket gloves in about the same amount of time. I don't have to deal with repair kits and possible failures. On a BE piece of clothing with high enhancements and good skilltapes that is different, and I would caution the client to wait until a further clothing patch...
RandDarkstar wrote:
Thrid: A weaponsmith told me that there is a bug to repairing weapons (and to all things really) that makes the chances above 25% far harder. I can't say for sure, as I do not repair clothing. Heck, why should I repair someone's tipless gloves with 2 sockets, when I can craft them a new set of 4 socket gloves in about the same amount of time. I don't have to deal with repair kits and possible failures. On a BE piece of clothing with high enhancements and good skilltapes that is different, and I would caution the client to wait until a further clothing patch...
Buying another pair of tipless gloves is one thing (what,a few hundred creds?) but try explaining to someone why they need re replace their 30k cred BE'd item becuase you can't/won't fix it at 850/1000 condition..