Weaponsmith Archive
Thread: Weapon repair always unsuccessful..
i concur with these results
probably only done about 20 weaps since patch (since i know the repairs are bad)
at least 18 of those have been fails/loss cond
This may be mere statistical aboration, but I have noticed that If I have my droid WDG crafting station out and remove any powerups from the weapon, I am almost garunteed to get a good repair.
I also have a unch of + to skill weapon repair and + to repair tapes in my WS clothes.
I just came here to post about his after getting 10 repairs in a row with max condition reduced. I have never gotten that many bad repairs in a row. However I haven't failed (completely) on a weapon yet that was over 100 condition since the patch.
After speaking with one of my customers about this, it is pretty obvious what SOE is doing here. They are getting rid of the high end weapons and armor before the combat rebalance takes place, then they will probably change the crafting system yet again to put more limitations. Seeing that their 1 day update created even higher end weapons in some cases this isnt suprsing.
I'll cry "Conspiracy" here, cause I know for a fact they changed the repair process whether they will admit this or not.
Just repaired 4 last night and all were reduced max condition....
I think SOE snuck a NERF in.
Logix wrote:
Official Developer response:
Keldarin wrote:
Nothing changed with the success rates for repair kits.
A 25 sample set, split between different tool qualities and tailor skill levels is way, way too small a data set for this type of statistical analysis. The randomization chances throw too much noise into the test. You would need at least 100 samples per test case to have a reasonable chance of showing statistical trends. When analyzing these types of situations I prefer tests with several thousand samples myself. Thanks for the info though.
hmmm... sounds a lot like the "official" responce is: stick fingers in ears and sing "LA LA LA LA LA LA" till we get tired of telling them anything useful.
It is obvious that something HAS changed. Why do we have to spend hours of our playing time... that we pay for btw... to run huge statistical tests to prove something has changed before they will even consider it? The colective experiences of so many people should be enough to show that THEY.. ie the devs.. should take a little time to check it out.
Logix wrote:
Official Developer response:
Keldarin wrote:
Nothing changed with the success rates for repair kits.
A 25 sample set, split between different tool qualities and tailor skill levels is way, way too small a data set for this type of statistical analysis. The randomization chances throw too much noise into the test. You would need at least 100 samples per test case to have a reasonable chance of showing statistical trends. When analyzing these types of situations I prefer tests with several thousand samples myself. Thanks for the info though.
Maybe the Dev is confused and thinks that we're referring to clothing repair. since he is referring to "tailor" skill level.
kudos to the guys testing and doing sony's work..
Sahlri wrote:
New week, new thread.
According to the numbers, as of the last patch, 17 out of 20 repair attempts can be expected to reduce weapon condition by 20% or more.
For those playing at home, this means that a condition 1000 weapon can be expected to have its max condition reduced in half (512) in just 3 repairs.
I urge folks to run some numbers on their own, particularly with an eye to the presence of crafting stations, high repair bonuses, and whatever else you can think of. From what I've collected so far, it's a consistant ~15% 'success' rate regardless of circumstance.
More than enough data has been provided to - at the very least - make a case that something has changed. If SOE thinks otherwise, the burden lies with them to produce data that contradicts what's been collected below.
Still waiting on an official response.
=======================
Total Repairs: 69
Blemish: 9 (13.04%)
Moderate:55 (79.71%)
Crit: 4(5.80%)
Fail: 1(1.45%)
=======================
wpn max_con con new_con %
CDEF Away from station, 99.8% kit, +0 repair
1016 1011 812 20.08
812 806 649 20.07
649 647 616 5.08
492 488 393 20.12
393 389 314 20.10
FGW5 Away from station, 99.8% kit, +1 repair
1009 1007 807 20.02
807 806 645 20.07
645 643 516 20.00
516 515 412 20.16
412 411 329 20.15
329 326 263 20.06
263 261 210 20.15
210 208 199 5.24
199 195 159 20.10
159 156 151 5.03
151 149 120 20.53
120 118 96 20.00
MRB Away from station, 100% kit, +0 repair
747 508 597 20.08
DX2 Away from station, 100% kit, +0 repair
760 518 608 20.00
FGW5 Away from station, 100% kit, +0 repair
1009 1006 807 20.02
807 804 645 20.07
645 641 516 20.00
516 515 490 5.04
490 489 323 34.08
323 318 258 20.12
258 256 206 20.16
206 203 164 20.39
164 158 131 20.12
131 130 104 20.61
104 102 0 100.00
CDEF Away from station, 100% kit, +0 repair
1060 1059 1007 5.00
1007 1004 805 20.06
805 804 644 20.00
644 641 515 20.03
515 514 489 5.05
489 486 391 20.04
391 389 312 20.20
312 311 249 20.19
249 247 199 20.08
199 198 159 20.10
CDEF Away from station,100% kit, +0 repair
1008 1004 806 20.04
806 804 644 20.10
644 642 425 34.01
425 422 340 20.00
340 339 272 20.00
272 271 217 20.22
217 214 173 20.28
173 171 138 20.23
138 137 131 5.07
131 129 124 5.34
124 120 99 20.16
99 97 79 20.20
CDEF Away from station,100% kit, +0 repair
1008 1001 665 34.03
665 662 532 20.00
532 530 425 20.11
425 421 340 20.00
340 336 224 34.12
224 219 179 20.09
179 174 170 5.03
170 167 136 20.00
136 131 108 20.59
108 107 86 20.37
86 83 68 20.93
VK Away from station,100% kit, +0 repair
768 249 614 20.05
Scatter Near station, 100% kit, +1 repair
719 447 575 20.03
Scout Near station, 100% kit, +1 repair
990 686 792 20.00
SG82 Near station, 100% kit, +1 repair
937 618 749 20.06
LLC Near station, 100% kit, +1 repair
458 294 366 20.09
EE3 Near station, 100% kit, +1 repair
904 658 723 20.02