Weaponsmith Archive
Thread: Quick Weapon repair test...
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d0qtrX
Wed Jul 07, 2004 9:25 am
#1
Ten samples With Toolset (+5 repair) and 99.99999 Tool
1. Reduced condition
2. Reduced contition
3. Reduced condition
4. Minor Blemish
5. Reduced condition
6. Reduced condition
7. Reduced condition
8. Reduced condition
9. Reduced condition
10. Reduced condition
Without toolset
1. Reduced condition
2. Reduced condition
3. Reduced condition
4. Reduced condition
5. Reduced condition
So, does the toolsetrepair bonus actually DO anything?
BoberFett
Wed Jul 07, 2004 9:30 am
#2
That's too small a dataset from which to draw useful conclusions. Lately I haven't been using the toolset and get mostly reduced condition. I've never failed on a weapon repair. I've gotten some minor blemish repairs, and might have been using the toolset at the time, but didn't keep records of it.
Fixer087
Wed Jul 07, 2004 5:17 pm
#3
The problem there is that the +5 to repair you get with the toolset doesn't do -anything- for you unless you have another +5 on your own. It's just like with experimentation, until you get +10 experimentation, you don't actually get the extra point to experiment with. Repair is the same way... And I don't have +10 in repair, yet, so I don't know if it would make a difference or not.
Corwynn Roesone
Shadowfire
sabacc1000
Wed Jul 07, 2004 8:29 pm
#4
Fixer087 wrote:
The problem there is that the +5 to repair you get with the toolset doesn't do -anything- for you unless you have another +5 on your own. It's just like with experimentation, until you get +10 experimentation, you don't actually get the extra point to experiment with. Repair is the same way... And I don't have +10 in repair, yet, so I don't know if it would make a difference or not.
Corwynn Roesone
Shadowfire
Do you have any proof or evidence that this is the case? Because every other skill in the game (say...pistol speed, for example) is progressive, and not in "10-blocks." So why do you assume that repair would work like experimentation when there's no evident graphical or gameplay reason why it would be so, as there is with exp. ?
Fixer087
Thu Jul 08, 2004 7:20 am
#5
Because none of them are progressive?
Your skills only get bumped up at +10 intervals. I don't remember where I read this, as this has been knowledge floating around in my head for months (so maybe I am wrong), but my understanding, since I first looked into this stuff, has been that skill mods only make a difference every 10, whether it be experimentation, speed, accuarcy or whatever. Things like assembly and reapir are where we can see this +10 system in effect, though.
If anyone can point me to something official that says differently, I'd like to see it.
Corwynn Roesone
Shadowfire
d0qtrX
Thu Jul 08, 2004 10:23 am
#6
Fixer087 wrote:
Because none of them are progressive?
Your skills only get bumped up at +10 intervals. I don't remember where I read this, as this has been knowledge floating around in my head for months (so maybe I am wrong), but my understanding, since I first looked into this stuff, has been that skill mods only make a difference every 10, whether it be experimentation, speed, accuarcy or whatever. Things like assembly and reapir are where we can see this +10 system in effect, though.
If anyone can point me to something official that says differently, I'd like to see it.
Corwynn Roesone
Shadowfire
No. I think that only applies to experimentation, because you get 1 point per 10. And why do skills cap at 125 instead of 120 or 130 if they only "bump up" every 10?
BarboGato
Thu Jul 08, 2004 10:50 am
#7
Here is another very important issue that we can't get an official word on.
Why won't the devs just TELL us what is going on? I can live with changes if I actually know about them. But when stealth changes are put in it just makes me upset.
SWROChandler
Thu Jul 08, 2004 11:13 am
#8
I have +25 to all repair mods (armor, clothing, repair, weapon) and use 100.0 rating repair kits. I get mostly reduced condition (20% condition loss), occasionally minor blemishes (5%) or moderate (33%), and I still crit every now and then. I think the mods may be bugged. Also forgot to add, my Jedi has +20 Force repair, doesn't seem to make a difference.
Message Edited by SWROChandler on 07-08-2004 02:14 PM
DW-Acer
Thu Jul 08, 2004 11:51 am
#9
a couple of notes:
1) experimentation is progressive as well. you don't need it in +10 blocks. you only get an extra experimentation point every +10, but the entire stat mod (+115, for example) is used during the experimentation roll. So, having 119 points should yield better results overall (less moderate/good, more great and amazing successes) than having +110.
2) also...what are you repairing? I've always had better success (mostly minor blemishes) repairing melee weapons, and in the back of my head, i wonder if there's a "hidden" attribute of the weapon, like "repairability" that is tied to something that melee weapons are naturally higher ranked in, like Unit Toughness or Shock Resistance. By and large, the resources i use to make melee weapons have a higher UT, and that's the only corellation i can draw at this point.
a'cer
sabacc1000
Thu Jul 08, 2004 3:02 pm
#10
DW-Acer wrote:
2) also...what are you repairing? I've always had better success (mostly minor blemishes) repairing melee weapons, and in the back of my head, i wonder if there's a "hidden" attribute of the weapon, like "repairability" that is tied to something that melee weapons are naturally higher ranked in, like Unit Toughness or Shock Resistance. By and large, the resources i use to make melee weapons have a higher UT, and that's the only corellation i can draw at this point.
a'cer
How long's it been since you did said repairs? I remember back when repairs were almost entirely "minor blemishes" but since publish 7, repair ratestend much closer to what the original poster showed.
LLJK_Griz
Thu Jul 08, 2004 4:30 pm
#11
DW-Acer wrote:
2) also...what are you repairing? I've always had better success (mostly minor blemishes) repairing melee weapons, and in the back of my head, i wonder if there's a "hidden" attribute of the weapon, like "repairability" that is tied to something that melee weapons are naturally higher ranked in, like Unit Toughness or Shock Resistance. By and large, the resources i use to make melee weapons have a higher UT, and that's the only corellation i can draw at this point.
that big repairs post showed a possible correlation between success rate and item complexity.
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=51074
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