Weaponsmith Archive

Thread: curious about weapon repairs

Parsifal_Nightstalker
Sat Nov 29, 2003 4:17 pm
#14

It's not entirely clear that the repair success rate is logical, meaning we don't know for sure how good the algorithms are. Yesterday, I repaired four weapons, two Krayt and two not, all sliced, all with condition around 100 or less, and all repaired without incident ("repaired with only minor blemishes") - go figure...


For the last 50 repairs or so, I have been standing next to a 40.44 crafting station - does it mean anything? I don't know yet, but I have failed less. Also, we just had a copper spawn on Tempest with 1000 CD, and I just got delivery of my first 99.9999% repair kits - stay tuned...






Klingsor Master Weaponsmith (FS)................Tempest's Second-Oldest Active Weaponsmith
Mining Outpost, Dantooine (-371, 2107)..........................with KlingsorSliced Premium Weapons
Mos Krayt, Tatooine (6212, 4523)................................................................next to the shuttle
River's Edge, Dantooine (4444, -3916)..........................................at the Over the Edge Cantina


Soar
Sun Nov 30, 2003 8:10 pm
#15

I can't understand why even weaponsmiths are still in debate about this.

A gun can cost a lot. I would think that the owner would want to have the best chance at repairing it. A repair will cost about 1000 credits from a master weaponsmith.

The Devs have already said they put the code in at the start of October.

If it was a 3k bazzar gun then it would be better to self repair. But for a good gun, why would you want to take the risk, when everything is pointing to WS having a better chance at repair. Everything but rumors and player assumptions by players you don't even know.

Not having a WS repair an expensive gun is like not going to the hostpital when you have a broken leg because so and so's friend said that all doctors are quacks, and bones heal themselves.

Are you going to listen to the people who actaully make the game, or to Joe Blow who could be a CH for all you know.
Trystan1969
Sat Dec 20, 2003 5:02 pm
#16

Has anyone noticed this when repairing weapons? I'm not a weaponsmith and just noticed my gaderiffi baton was at 77/950. Didn't realize i've been wearing it that fast. Anyway, at that low, I figured it would break anyway so no point in bugging a weaponsmith. I grabbed a 98% repair kit off the bazaar and actually managed to fix it with a degrade in max condition.


What I did notice though was that it went from about 950 to 780 max condition, it also when from 219 max damage to 190. Since when was max damage tied into max condition?


I'm thinking it is a bug, I had some strange things happen with armor repair too. Thanks to death decay, it finally bit that last 1% off and ended at 0/27000. perhaps I should repair it more, but thanks to use decay AND death decay, AND breakage, I don't see the point. Anyhow, so I decide to repair this piece of armor that was at 0/27000, I get the message that it is completely broken. So now it is at -27000/27000 condition AND has resistances around -117,000%. Can't remember the exact number, but it's huge and negative.


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