Tailor Archive
Thread: Clothing Repair Kit
BlazeHoliday wrote:
Can it be used unlimited times? No. The number of uses a repair kit has left will be listed on its attributes.I didn't see a number of uses on the item.
Also i seen one for 20mil which is 100% repair. Can it repair from 0/100 condition? There has been no demonstrated evidence that a 100% repair kit repairs any better than a 1% repair kit.
if not, then is a 99% for liek 5k worth just about the same..lol
Is it rare to craft a 100% one or is it just unreal. or possibly a one time thing? It was a one-day thing back in 2004. I'm new to this so bare with me!
BlazeHoliday wrote:... I'm new to this so bare with me!
Bare with you?! I don't even know you!
QuarEstee wrote:
Weapon, Armor and Clothing Repair Tools depend entirely on the Conductivity of the metal used to craft them. If you get a copper with CD 1000, then you can get a repair tool at 100%.
Gyopi wrote:
QuarEstee wrote:
Weapon, Armor and Clothing Repair Tools depend entirely on the Conductivity of the metal used to craft them. If you get a copper with CD 1000, then you can get a repair tool at 100%.
Actually with an artisan buff and non-perfect resources (in the 990s for conductivity) I can make 100% repair tools. Well.... that is not quite true. They come out listed as 99.999999 for some reason.
Gyopi wrote:
QuarEstee wrote:
Weapon, Armor and Clothing Repair Tools depend entirely on the Conductivity of the metal used to craft them. If you get a copper with CD 1000, then you can get a repair tool at 100%.
Actually with an artisan buff and non-perfect resources (in the 990s for conductivity) I can make 100% repair tools. Well.... that is not quite true. They come out listed as 99.999999 for some reason.
The repair tools will not reach 100% because people were making alot of tickets and raising all because "at 100% it should not fail repairor break my item"
So remove 100% func and that complaint can not be made. ![]()
And yes, a 1% tool is exactly the same {currently} as a 99.9999% one.
A Master who crafted the item has exactly the same chance to fail as the person who purchases it.
Functionality of tool and skill mods have {currently} nothing to do with our broken repair.
The only thing shown to improve a repair success is the overall condition
{a 600/100 will repair better most times then a 200/1000 cond item, the lower the condition thehigher chance of break}
So insure, repair, repair often {my rule of thumb is to repair at no less then 75% of the max cond} I mean tools are very inexspensive, use em up}
Even if 0/0 and 1/1 clothing were to suddenly become unwearable, at least for clothing all repairs are the same anyway unless it is a completely failure. As long as it has *some* conditon you still get 100 insured deaths or 20 uninsured deaths before the item is destroyed. At any time you can repair again and you have an excellent chance of resetting that counter.
Ani_cul wrote:
So insure, repair, repair often {my rule of thumb is to repair at no less then 75% of the max cond} I mean tools are very inexspensive, use em up}