Just give us a way to filter out the gear that is only damaged 5% or so, and it'll be gold lol. This update is Christmas day woo! Excited.
Just give us a way to filter out the gear that is only damaged 5% or so, and it'll be gold lol. This update is Christmas day woo! Excited.
If it is damaged only 5% then you are going to want to repair it as then your durability will be 195%. As announced repairs done by crafters will repair 100% durability or a maximum of 199%. My guess is that you cannot repair the gear until it is 99% or less. I am definitely looking forward to this change.
So if you are 5% damaged you will be at 195%, if you are 90% damage the repair will take you to 110%.
That is my understanding based on the maximum durability in the previous announcement.
Your "math" makes no sense whatsoever ... why by the twelve it would work in "reverse" like this??
There are only two sensible ways it might work:
A) Each repair will increase the durability by (up to) 100% (meaning that you'll need to repair up to twice to get to "full" 199%)
or
B) Each repair will repair the item "fully" to 199% using one dark matter (which I would like / prefer but doubt it will be like this as it would make the self repairs up to twice cheaper than now)
Either way - your example would be either:
A) 5% -> 105% / 90% -> 190%
or
B) 5% -> 199% / 90% -> 199%
EDIT:
Now as someone else pointed below it makes sence as you're "mixing" damage and repair status percantages ...
Last edited by HEC; 06-03-2014 at 09:15 PM.
A) 5% -> 105% / 90% -> 190%
The answer is A Trebek!
The actual number was confirmed in duty commence by Bayohne. As always subject to change. But the boost is an additional 100% which is why it is capped at 199% because 100% can't provoke a repair making it not possible for 200%.
Last edited by Sakasa; 06-03-2014 at 07:59 PM.
Pretty sure this is a misunderstanding, albiet an understandable one. When Clover says "5% damaged", he means that his gear is at 95% health. Five percent of it is damaged. So, repairs would take it to 195%. When he says "90% damaged", then it is nearly completely destroyed, and has only 10% health left. So repairs would take it to 110%.
It's confusing, because his percentages mean two different things in each equasion.
You right but it's really difficult way to express like that - thanks for clarification. I've simply failed to understand that even after re-reading it twicePretty sure this is a misunderstanding, albiet an understandable one. When Clover says "5% damaged", he means that his gear is at 95% health. Five percent of it is damaged. So, repairs would take it to 195%. When he says "90% damaged", then it is nearly completely destroyed, and has only 10% health left. So repairs would take it to 110%.
.![]()
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.