Difference between revisions of "Item Repair Mechanics (Game Mechanics)"

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(Item Repair)
(Item Repair)
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As an example, an item with 1000/1000 condition goes through one of each type of event, causing the following:
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As an example, an item with 1000/1000 condition goes through one of each type of event, producing the following:
  
  
1. Minor Blemish - New condition 950/950
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1. Minor Blemish - New condition 950/950<br>
2. Repaired But Condition Reduced - New condition: 800/800
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2. Repaired But Condition Reduced - New condition: 800/800<br>
3. Marginal Repair - New condition: 650/650
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3. Marginal Repair - New condition: 650/650<br>
4. Failure - New condition: 1/1
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4. Failure - New condition: 1/1<br>
  
 
==Source References==
 
==Source References==

Revision as of 15:19, 14 June 2009




Game Mechanics - Mechanics Category

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Item Repair

What you can do when an item's condition lowers is to use a repair tool and try to repair your item. Repair tools are able to repair unequipped clothing, armor and weapons, depending on which type of tool that you use. To use a repair tool, a player must click on the desired repair tool in their inventory while having any associated items that require repairing in the primary inventory and then press the Use radial option on the tool. Once this is pressed, a SUI prompt will be produced displaying all the current items in the inventory that are repairable by the tool. Once the player selects an item to be repaired and clicks the Repair button an item repair attempt is made.

An item repair attempt is an old fashioned dice roll chance to repair your item. If you "get a good dice roll" and repair an item back above its current condition threshold, the items initial min/max condition is restored. For smugglers, slicing in no way effects the rate at which an item decays, but a sliced item will make the item repair even chancier than it already is. No evidence supports this however. Supposedly, trying to repair an item that is below a certain threshold gets more and more risky with each percentage point below the condition value and will probably destroy the item outright if too low (example: attempting repair with an item that is at 10/100 condition is riskier than a repair attempt of an item at 50/100. No evidence exists supporting this belief however. Furthermore, No known formula exists for repair rates on items. Supposedly, certain professions had increased chances to do better repairs while using specific repair tools on items produced by or linked to that profession but there is no evidence supporting this.



When repairing an item, the outcome may be one of 4 possible repair types. In order from best to worst:

  • The item is repaired with only minor blemishes (Minor Blemish: 5% max condition lost)
  • The item is repaired, but the max condition is reduced (Repaired But Condition Reduced: 20% max condition lost)
  • The item is only marginally repaired, and the max condition is reduced (Marginal Repair: 35% max condition lost)
  • The item falls apart in your hands (Failure: condition goes to 1/1)


As an example, an item with 1000/1000 condition goes through one of each type of event, producing the following:


1. Minor Blemish - New condition 950/950
2. Repaired But Condition Reduced - New condition: 800/800
3. Marginal Repair - New condition: 650/650
4. Failure - New condition: 1/1

Source References

Source Source in Context
Source 1 http://forums.swganh.org/viewtopic.php?f=23&t=209
Source 2 http://soe.lithium.com/swg/board/message?board.id=game_guides&message.id=232594&view=by_date_ascending&page=1