Weaponsmith Archive
Thread: 100% weapon repair tool = always success?
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Tepic_Sand
Tue Jul 27, 2004 8:16 am
#14
Did these weapons that are breaking have powerups on them? Ive tested it out with 100% tools on cheap weps that i put powerups on and they always break, so now i remove the Pup before repairing
EEMAN
Wed Jul 28, 2004 5:22 am
#15
welcome to Jedi Wars. The jedi are your replacements, they craft weapons and have an entire tree dedicated to repair. I have even looted a 'Repair +16' skill clothing tape which only works for jedi and their 'Repair' skill mod. Furthermore I have heard jedi cannot even crit fail on repair due to a previous fix keeping them from losing their precious pearls and crystals. Therefore, based on this information, those with exceptional weapons should seek out a Jedi to repair them as they know more about weapons than weaponsmith. /EndSarcasm.
d0qtrX
Wed Jul 28, 2004 5:41 am
#16
On My WS I will be taking some of the FS crafting skills. Notably repair and experimentation. We'll see what it does I guess..
TheFish72
Thu Jul 29, 2004 2:20 am
#17
A little bitterness? wow.
First off, no crit. failures on repairs are for LSs only. Which, with publish 9, is NULL and VOID as there is no repairig crystals/pearls and they are the part of the sabers that decay. This was put in because of the STUPID over-pricing of said crystals/pearls.
Second, none of the FS skills work for Jedi, they are useless (confirmed by TH).
Third, the FS skills are not Jedi skills, they are FS skills. There is a difference. In fact, I am going to spend my 4 SPs on Force Experimentation for an assembly bonus while still keeping MWS, MDE, MArch, merchant on the off (and I mean OFF) chance it might help (sorta like research center *sarcasm*).
SexyJabbaTheHutt
Thu Jul 29, 2004 5:02 am
#18
Unless I have no clue how to experiment how do you get 100% repair tools ? We got some 1000 cond copper on Scylla and I'm only hitting 99.999999% repair tools.
ofim
Thu Jul 29, 2004 8:08 am
#19
SexyJabbaTheHutt wrote:
Unless I have no clue how to experiment how do you get 100% repair tools ? We got some 1000 cond copper on Scylla and I'm only hitting 99.999999% repair tools.
You don't. the only time those were ever made was "patch day", when OQ effected the experimentation role i believe or was it assembly role, either way it can not happen now..
CorenLanra
Thu Jul 29, 2004 10:03 am
#20
StumanKadir wrote:Having been a large seller and maker (and user) or 99.06% kits, it seems that the success or otherwise of repair work comes down to how badly damaged an item is to start with. I know with my scythes (Im a Master Sword), I normally repair them when they get to no more than 25% dmg to original comdition.Most of the time I get a slight blemishes result or at worst a reduced condition (rarely). If an item is at or just above 50%, reduced condition is the norm with occasional minor blemishes being a good, if rare result.If an item is sub 50% to the starting condition, you suddenly seem to cross a line where the chances of it falling apart have grown and are now a risk. 25% condition left and you are almost guaranteed the item falling apart 1 out of 2 times. If you leave it for much longer, the chances of the item falling apart seems to grow exponentially to the point where if its at 10% cond or less, your sucess is almost guaranteed to be nil.From experience I would recommend attempting to fix your fav weapon or armour at some stage before it hits 75% condition, use the best repair kit you can get your hands on, and although this may sound strange, stand next to a D&W Crafting station when doing it (my success in the field to sucess at the shop ratio is heavily skewed to a great amount of success at the shop in front of a crafting station).
Surely you do not mean for someone to repair a weapon that is at 750/1000? you mean 250/1000 right?
Repairing at 750 is just crazy if not futile, you will only gain just a few points of condition 75% of the time.
I have tested repairing some older weapons that had just a few points off (less than 50) and every single one of them went to 800/800 or so with a moderate repair.
Goran-Wan
Sun Aug 29, 2004 5:36 am
#21
I don't see why everyone expects Weaponsmiths, Armorsmiths and Tailors to have a bonus in repairing. I like it better the way it is -- and if you think about it you probably do too, because either you are not a WS, AS, or Tailor and you want to repair your own stuff, or you are one of those and you don'twant to constantlybe bothered with other people's repairs, which wouldn't pay much anyway...
Player Name: Goran-Wan Stargazer Server: Bria
CTRL_ALT
Sun Aug 29, 2004 11:35 am
#22
Although most people go to Masters because they usually have repair tools I think its totally random, although having a 99.9999 tool couldn't hurt I suppose. I have met weaponsmiths who invest heavily in Weapon Repair tapes, but they still get failures just as much as I do. The mod is broken.
Mor-Dan
Sun Aug 29, 2004 3:01 pm
#23
unsliced, unpowered up weapons have a greater chance of a minor blemish repair, and this is intentional. there has to be SOMETHING in the system to make sure guns like the dmg sliced, powered up 996dmg T21 on my server don't last forever. if you get a really nice gun made or looted, don't slice it. you already know you are going to be disappointed if you get a speed slice (unless you are a commando/carbineer/pikeman).
Parsifal_Nightstalker
Mon Aug 30, 2004 12:19 am
#24
d0qtrX wrote:
I would suggest you hang it on your wall and never use it again then. It WILL break...
That is correct. I've repaired more weapons than anyone on Tempest, and the patch last fall made repairing any weapon an exercise in futility, tapes or good repair kits or whatever.
SOE alluded at the time that they thought there were far too many "uber" weapons in the game, and they certainly seemed to have made a conscious effort to address that issue with that patch. Higher-end weaponry (krayt ranged weapons, looted items) seem especially vulnerable.
Put it on the wall and go take a walk...
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