Weaponsmith Archive
Thread: Hard Data on Weapon Repair
Tarantir
Wed Jun 30, 2004 5:25 am
#27
I will testify of that, i got +23 in weapon repair , 44 station and use 100% tools, yet i never get minor blemishes only mostly med repairs or marginally.
Totally unacceptable imo, really hope this will get fixed soon.
Brilyn
Wed Jun 30, 2004 6:42 am
#28
< I am paying for this game, I have a right to know what the hell they're doing. >
I don't recall see that in the Terms and Conditions......
Jebredan_Xoel
Wed Jun 30, 2004 8:27 am
#29
/cheer Excellent, excellent research! Thanks for bringing attention to this subject again.
On the flip side, poor (and astonishingly arrogant) customer service on the part of SOE.
This is a significant issue to any WS who cares about the quality of their work. The get-rich-quick folks don't seem to care much about this issue, but I do. I would love clarification from SOE on this issue, even if the silly Pub 7 changes to repair remain in place. The current state of denial is simply the worst-case scenario.
On the flip side, poor (and astonishingly arrogant) customer service on the part of SOE.
This is a significant issue to any WS who cares about the quality of their work. The get-rich-quick folks don't seem to care much about this issue, but I do. I would love clarification from SOE on this issue, even if the silly Pub 7 changes to repair remain in place. The current state of denial is simply the worst-case scenario.
Izit_Dedyet
Wed Jun 30, 2004 8:52 pm
#30
I've got 0 in weapon repair and reapired my scythe on my swoop with 300 BF and got a minor blemish... Figure!
I am a MWS though, oh and I was fully buffed with only around 50 wounds to each stat!So it must be alright? 
I don't repair other people weapons, I tell them straight that they have as much chance of ruining it as I do - the weapon repair tools are on that vendor there, knock yourselves out...
I just don't want the abuse when that 'uber, l337, whatever' weapon falls apart on me...
Tarantir
Fri Jul 02, 2004 5:28 am
#31
On a side-note, id like to add that there is 'Still' a better chance for a WS to fix a weapon than a non-WS. IVe tryed on several occasions repairing weapons with my Swordsman and failed by breaking my weapon cond to 0.
On another hand, iv'e only had 1 weapon break on repair on over 700 repairs lately. So yes WS has a bonus but still there is some problems with it , specially with the bonus repair mods.
LLJK_Griz
Fri Jul 02, 2004 1:49 pm
#32
Tarantir wrote:
On a side-note, id like to add that there is 'Still' a better chance for a WS to fix a weapon than a non-WS. IVe tryed on several occasions repairing weapons with my Swordsman and failed by breaking my weapon cond to 0.
On another hand, iv'e only had 1 weapon break on repair on over 700 repairs lately. So yes WS has a bonus but still there is some problems with it , specially with the bonus repair mods.
Anecdotal evidence is meaningless when there is already a very large data set showing no significant difference between WS and non-WS.
sabacc1000
Fri Jul 02, 2004 4:25 pm
#33
LLJK_Griz wrote:
Tarantir wrote:
On a side-note, id like to add that there is 'Still' a better chance for a WS to fix a weapon than a non-WS. IVe tryed on several occasions repairing weapons with my Swordsman and failed by breaking my weapon cond to 0.
On another hand, iv'e only had 1 weapon break on repair on over 700 repairs lately. So yes WS has a bonus but still there is some problems with it , specially with the bonus repair mods.
Anecdotal evidence is meaningless when there is already a very large data set showing no significant difference between WS and non-WS.
Very true. That being said however, I'd be very interested to see any datahe may have (assuminghe recorded any) on the difference between his two characters. My non-WS did have a considerable amount of crafting skills (including novice AS) which may have skewed the data depending on where this phantom bonus we're supposed to have was supposed to have been applied. For example, if it is actually a generic repair bonus given out to novices both WS and AS, since both professions create repairable items, then my data would not have shown a difference, where one actually exists. It's unlikely that this is the case, but it's certainly plausible.
I'm just too spent on repairs for now to run the data myself.
oneeyedjack2
Fri Jul 02, 2004 6:40 pm
#34
If you don't have a significantly better chance of repairing the weapon than an generic repairer, you basically don't have the skill. Get rid of it and give weaponsmiths a bonus somewhere else. Don't give people a false sense of security so they trust you with their weapons. It only causes hard feelings.
The thing you lose more than anything is abstract. Its not something you can quantify witha monetary value. Its the value of being able to help those that buy your weapons by repairing for them. Plain and simple, making friends by doing a service for them. In a way its kind of like slicing. The profit you make on slicing weapons for others is hardly worth the trouble you go through to do it but its still nice to give something to a friend, a gift of friendship. There are a lot of weaponsmiths out there and this small thing could make a difference. I want the ability back.
Tarantir
Fri Jul 02, 2004 9:35 pm
#35
Anecdotal evidence is meaningless when there is already a very large data set showing no significant difference between WS and non-WS.
I truly invite you to repair say 100 damaged weapons ranging from 70% down to 10% condition , try to fix them with 1. a WS and 2 a non-Ws with no crafting skills.
You will see what im talking about.
1. A WS will fix them all (prolly 1-2 bad lucks if there is any)
2. A non-WS will get prolly 10-15 dead weapons -> specially the ones near dead 100 cond and below
The difference here we are talking is not really if a WS or NON WS is able to fix it, basicly everyone is able to fix a gun up to a certain point.
The problem here lies where a WS should have minor blemishes instead of marginally crap on weapons and also more significantly when having (+) repair mods.
sabacc1000
Fri Jul 02, 2004 11:10 pm
#36
Tarantir wrote:
Anecdotal evidence is meaningless when there is already a very large data set showing no significant difference between WS and non-WS.
I truly invite you to repair say 100 damaged weapons ranging from 70% down to 10% condition , try to fix them with 1. a WS and 2 a non-Ws with no crafting skills.
You will see what im talking about.
1. A WS will fix them all (prolly 1-2 bad lucks if there is any)
2. A non-WS will get prolly 10-15 dead weapons -> specially the ones near dead 100 cond and below
The difference here we are talking is not really if a WS or NON WS is able to fix it, basicly everyone is able to fix a gun up to a certain point.
The problem here lies where a WS should have minor blemishes instead of marginally crap on weapons and also more significantly when having (+) repair mods.
If this is in fact true (and feel free to provide data supporting it
), then it would mean that the bonus that was supposed to be awarded to crafters in their respectivefields of expertise, is really more of a blanket bonus given to anyone with artisan skills. This would still be a problem.
There's no reason why a Tailor, or an Armorsmith, or a Droid Engineer should have any better chance of repairing a weapon than a pure combatant.
d0qtrX
Mon Jul 12, 2004 11:55 am
#39
Repair is DEFINATELY broken.
And judging by the developers' previous track record, I imaigine ut was broken quite purposely, to flush out old weapons to make way for "The Great Comat Nerf..." I mean, "Balance."
On a sample of 15 various weapons I had 14 reduced condition and 1 minor blemish as a MWS with the toolset.