Difference between revisions of "Talk:Repairing"
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Added amount of damage repair per unit for some structures [[User:Skyefox|Skyefox]] 16:47, 25 April 2012 (UTC) | Added amount of damage repair per unit for some structures [[User:Skyefox|Skyefox]] 16:47, 25 April 2012 (UTC) | ||
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+ | == Data == | ||
+ | Is data on the dmg reduction of palisades needed, or is it just unavailable? [[User:Helios|Helios]] ([[User talk:Helios|talk]]) |
Latest revision as of 08:46, 3 April 2014
Recently noticed something in regards to repairing. When I repair a high ql item that I can produce myself (i.e. a forge or arrow for instance) I take less off the ql as opposed to something I cannot make high ql (shield for instance). It seems to me that for higher ql items, you take less off the overall ql if you have a high crafting skill that relates to the item you're repairing, not just the repair skill itself. Has anyone else noticed this, or done any testing on it? --Siege 22:45, 22 January 2009 (CST)
Noticed something similar to this. I believe that the tool-skill has a huge impact on this... for example, I can repair my hammer to a much better degree than say, my lantern.
However, I am still horrid at repairing my longsword even though I have plenty of skill with it and 45 WS. Still needs more testing, but here is my two cents anyway! -BP
Added amount of damage repair per unit for some structures Skyefox 16:47, 25 April 2012 (UTC)
Data
Is data on the dmg reduction of palisades needed, or is it just unavailable? Helios (talk)