Tailor Archive
Thread: Our question: ANSWERED!
Tailor: In response to our December top 5, the devs wrote: We are aware that items that have reached 0/0 condition are still equippable, it is not suppose to work this way. We consider this issue a priority for your profession and we are working to resolve it.
This issue is particularly problematic because completely decayed items not only are equippable but also still grant full bonuses from bioengineered panels or from skill tapes when equipped. In addition, there is a concern that if items become unequippable at 0/0, people will purposely try to "fail repairs" to get the item to 1/1 so it will never reach 0/0.
The Tailoring Community wants to know what steps have been taken to correct this problem, what additional progress still needs to be made, and when the bug fix will be patched in.
I’ve been pushing on this issue and it’s currently scheduled to be fixed in Publish 10.
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did you see about the male equivalent of the jabba leotard?
*feels a little giddy*
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Message Edited by Mystyrys on 04-22-2004 05:23 PM
goes to show how much combat i do, heh
Pappi wrote:
don't quote me, but i think when the condition of a weapon gets really low, its stats start to go to hell O.o armor at 0 condition doesn't do anything, i think O.o
goes to show how much combat i do, heh
When weapons reach a low condition the damage values (at least, perhaps other values as well) go haywire. I have an old DX2 I let drop below 25% that's stuck with the min higher than the max for damage. Eek!
When armor drops below a certain level (33%? 25%? Not sure) the resists begin to drop. At 0 condition the resists are 1/2 what they were. I haven't tested if it actually still blocks anything, but I don't think it does.