2023-11-24 08:05
#0
Did anyone try and see which point is the best to not lose a durability point in a ring/amulet/etc?
Is it 150/255, 100/255, 50/255? 25/255?
Thanks.
shootgun said:Is that the best point to repair it?What i am trying to figure out is following:- Wiki says that if you have high enough skill (blacksmith, tailor, etc) and if the item you are repairing is not damaged too much then there is a chance it will not take down the maximum durability when you successfully repair.- On the other hand, I had this happen to me once in every 10 tries even though I have 120 tailoring skill. So the item I am repairing will lose one point from its maximum durability almost every time I repair it.- So back in the day, I decided that waiting until the item hit 1/255 durability was the best thing to do before repairing.- If I am not mistaken, The other thread from couple weeks ago about repairing items is saying that this is wrong. On the other hand there are no suggestions about at which point should I repair my armor.That is what I am trying to figure out.
- Wiki says that if you have high enough skill (blacksmith, tailor, etc) and if the item you are repairing is not damaged too much then there is a chance it will not take down the maximum durability when you successfully repair.
- So back in the day, I decided that waiting until the item hit 1/255 durability was the best thing to do before repairing.
Yes. it's a chance. I've had it happen, but not often. Best chance is on smith items if you repair while holding a +60 ASH.popps said:
I mean the part where it says "then there is a chance it will not take down the maximum durability when you successfully repair "
@ Mariah , is that so ?
If you bank the points of that 10 axe bod, you can get that +60 hammer. eventually . . .JackFlashUk said:oh no, now we are going to have a mass debate about ash hammers and why the +60 is so hard to get.
Expect a long drawn out novel about why its unfair that doing a 10 axe Bod did not yield a 60 hammer
quickblade said:I use a durability repair calculator that tells you all the % of sucess chance at repair , and also sucess chance at not loosing 1 durability vs loosing 1.
I can tell you some threshold points for exemple (keep in mind these exemples are at 255 max durability, when an item has lower than 255, the % are different because the ratio min/max has changed)Blacksmith items are easier to repair via the +60 smith ash hammer for exemple :
- A ring at 247/255 exemple , with gm tinker youd have 100% chance to success repairing, with 38% chance to loose 1 durability down to 254/254, and 62% chance to not loose durability back to 255/255
- 200/255, with gm tinker youd have 85% chance to loose one durability down to 254/254, and 15% chance to not loose 255/255
- and at the bottom of the chart if you try to repair a jewel at 0/255 , you have 50% chance to success repair, 50% to fail repair and loosing 1 dura, and finally a 100% chance to loose 1 dura when succeeding
- If a ring is at 186/255 , you have 100% chance to sucess repair but 99% chance to loose 1 durability, so under that you are guaranteed to loose 1 durability every repair.
- Finally if a ring reach 50/255, you have 99% chance to repair so you start failing to repair which cost 1 durabilty every time, so I suggest repairing a ring at 51/255 and above.
- A sword at 247/255 exemple , with 180 smith youd have 100% chance to success repairing, with 30% chance to loose 1 durability down to 254/254, and 70% chance to not loose durability back to 255/255
sent you pm for the calculator linkshootgun said:quickblade said:I use a durability repair calculator that tells you all the % of sucess chance at repair , and also sucess chance at not loosing 1 durability vs loosing 1.
I can tell you some threshold points for exemple (keep in mind these exemples are at 255 max durability, when an item has lower than 255, the % are different because the ratio min/max has changed)Blacksmith items are easier to repair via the +60 smith ash hammer for exemple :
- A ring at 247/255 exemple , with gm tinker youd have 100% chance to success repairing, with 38% chance to loose 1 durability down to 254/254, and 62% chance to not loose durability back to 255/255
- 200/255, with gm tinker youd have 85% chance to loose one durability down to 254/254, and 15% chance to not loose 255/255
- and at the bottom of the chart if you try to repair a jewel at 0/255 , you have 50% chance to success repair, 50% to fail repair and loosing 1 dura, and finally a 100% chance to loose 1 dura when succeeding
- If a ring is at 186/255 , you have 100% chance to sucess repair but 99% chance to loose 1 durability, so under that you are guaranteed to loose 1 durability every repair.
- Finally if a ring reach 50/255, you have 99% chance to repair so you start failing to repair which cost 1 durabilty every time, so I suggest repairing a ring at 51/255 and above.
- A sword at 247/255 exemple , with 180 smith youd have 100% chance to success repairing, with 30% chance to loose 1 durability down to 254/254, and 70% chance to not loose durability back to 255/255
Thank you so much for this information. If possible, can you please share that repair calculator? It does not show up at Google for some reason.
With chances you gave, it seems like waiting until the item hits 5/255 durability is the best decision to prolong the items life.
durability = current durability / max durability
Then you are probably having alot of unecessary durability losses on your antique jewels, this calculator just tell you that at 20% durability left you got to repair or you start failing repairing which is 1 dura loss everytime which means you just a whole cycle of durability on your jewel for nothingJackFlashUk said:I repair my stuff when its absolutely knackered or when Pinco tells me to
I don't wear antique items, but I choose to use the convenience of a repair bench over having to drop off the item to my crafter to repair and then return it.quickblade said:Then you are probably having alot of unecessary durability losses on your antique jewels, this calculator just tell you that at 20% durability left you got to repair or you start failing repairing which is 1 dura loss everytime which means you just a whole cycle of durability on your jewel for nothingJackFlashUk said:I repair my stuff when its absolutely knackered or when Pinco tells me to
Good for you Pawain, but alot of players use very expensive (some prepatch) antique jewels.Pawain said:I don't wear antique items, but I choose to use the convenience of a repair bench over having to drop off the item to my crafter to repair and then return it.quickblade said:Then you are probably having alot of unecessary durability losses on your antique jewels, this calculator just tell you that at 20% durability left you got to repair or you start failing repairing which is 1 dura loss everytime which means you just a whole cycle of durability on your jewel for nothingJackFlashUk said:I repair my stuff when its absolutely knackered or when Pinco tells me to
I bought a 190 luck armor piece on Atlantic that was very nice and very cheap because they forgot to powder it. I wear it while doing the event and it has only needed 2 repairs so far.
Names on 8 mods jewels don't exist as far as I rememberkeven2002 said:I'm not sure what would be considered pre-patch for jewelry because we still have "no-name" legendary jewels today (unlike armor).

quickblade said:Names on 8 mods jewels don't exist as far as I rememberkeven2002 said:I'm not sure what would be considered pre-patch for jewelry because we still have "no-name" legendary jewels today (unlike armor).
9-13+ mods is prepatch, and yes antique is a good counter to them (jewels), brittle pp armor will last decades.
No name on armor just mean it generated random mods instead of the categorized names mods, but I'm pretty sure no name armor can still drop in the game, from high end stuff or tmaps or something (could be wrong)
Also stuff with -100 luck, cursed, cannot be repaired and brittle with 75 durability are considered the first gen of prepatch gear, but not the most powerful, I think those were still capped at 8 mods, before the uncapping fiasco hapenned.
I just wish they'd revamp imbuing up to 6 mods, reforge up to 7 mods (with a chance to 8), loot is fine at 8.
Then all they would need to do is make us able to imbue all the underwhelming artifacts in the game that are under 5 mods to at least 5 or 6 mods, It would open alot of character template building without being too game breaking
nothing can be game breaking when you have this kind of stuff already in the game
Well the 9-13mods prepatch jewels is what is the most sought and used for in PvPkeven2002 said:quickblade said:Names on 8 mods jewels don't exist as far as I rememberkeven2002 said:I'm not sure what would be considered pre-patch for jewelry because we still have "no-name" legendary jewels today (unlike armor).
9-13+ mods is prepatch, and yes antique is a good counter to them (jewels), brittle pp armor will last decades.
No name on armor just mean it generated random mods instead of the categorized names mods, but I'm pretty sure no name armor can still drop in the game, from high end stuff or tmaps or something (could be wrong)
Also stuff with -100 luck, cursed, cannot be repaired and brittle with 75 durability are considered the first gen of prepatch gear, but not the most powerful, I think those were still capped at 8 mods, before the uncapping fiasco hapenned.
I just wish they'd revamp imbuing up to 6 mods, reforge up to 7 mods (with a chance to 8), loot is fine at 8.
Then all they would need to do is make us able to imbue all the underwhelming artifacts in the game that are under 5 mods to at least 5 or 6 mods, It would open alot of character template building without being too game breaking
nothing can be game breaking when you have this kind of stuff already in the gameAs it relates to jewelry, I don't think there is really anything people use today (the -100 luck etc) and the stuff they use still spawns.
quickblade said:Well the 9-13mods prepatch jewels is what is the most sought and used for in PvPkeven2002 said:quickblade said:Names on 8 mods jewels don't exist as far as I rememberkeven2002 said:I'm not sure what would be considered pre-patch for jewelry because we still have "no-name" legendary jewels today (unlike armor).
9-13+ mods is prepatch, and yes antique is a good counter to them (jewels), brittle pp armor will last decades.
No name on armor just mean it generated random mods instead of the categorized names mods, but I'm pretty sure no name armor can still drop in the game, from high end stuff or tmaps or something (could be wrong)
Also stuff with -100 luck, cursed, cannot be repaired and brittle with 75 durability are considered the first gen of prepatch gear, but not the most powerful, I think those were still capped at 8 mods, before the uncapping fiasco hapenned.
I just wish they'd revamp imbuing up to 6 mods, reforge up to 7 mods (with a chance to 8), loot is fine at 8.
Then all they would need to do is make us able to imbue all the underwhelming artifacts in the game that are under 5 mods to at least 5 or 6 mods, It would open alot of character template building without being too game breaking
nothing can be game breaking when you have this kind of stuff already in the gameAs it relates to jewelry, I don't think there is really anything people use today (the -100 luck etc) and the stuff they use still spawns.
Yes all 9-13 mods pp jewels are already antique and they don’t spawn anymore, and this post is mostly about these jewels, how to repair them efficientlykeven2002 said:quickblade said:Well the 9-13mods prepatch jewels is what is the most sought and used for in PvPkeven2002 said:quickblade said:Names on 8 mods jewels don't exist as far as I rememberkeven2002 said:I'm not sure what would be considered pre-patch for jewelry because we still have "no-name" legendary jewels today (unlike armor).
9-13+ mods is prepatch, and yes antique is a good counter to them (jewels), brittle pp armor will last decades.
No name on armor just mean it generated random mods instead of the categorized names mods, but I'm pretty sure no name armor can still drop in the game, from high end stuff or tmaps or something (could be wrong)
Also stuff with -100 luck, cursed, cannot be repaired and brittle with 75 durability are considered the first gen of prepatch gear, but not the most powerful, I think those were still capped at 8 mods, before the uncapping fiasco hapenned.
I just wish they'd revamp imbuing up to 6 mods, reforge up to 7 mods (with a chance to 8), loot is fine at 8.
Then all they would need to do is make us able to imbue all the underwhelming artifacts in the game that are under 5 mods to at least 5 or 6 mods, It would open alot of character template building without being too game breaking
nothing can be game breaking when you have this kind of stuff already in the gameAs it relates to jewelry, I don't think there is really anything people use today (the -100 luck etc) and the stuff they use still spawns.Do they event exist (jewels with 9-13 mods)? If so, are they antique?I thought your original post was about repairing pre-patch jewels and them being antique? At the end of the day all antique gears wears out the same. As I said before, I think they should "flip the switch" on 9-13 mod items and make them all antique. Give people more power while knowing that it's going to have a time limit (as opposed to brittle that lasts for years).