[quote=“deoxy, post:106, topic:11181”][quote=“Coolthulhu, post:105, topic:11181”][quote=“deoxy, post:104, topic:11181”]- skill level doesn’t seem to make NEARLY enough difference on success rates
Seriously, I’m at level 6 tailoring, and I can barely tell that I’m any better than I was at level 1.[/quote]
The chances are:
(5 + skill - difficulty)% for repair
(5 - (dexterity - tool quality) / 5)% for damage
Oops, that tool quality seems to have wrong sign - it actually makes repairs harder now
Difficulty is equal to item’s damage (1 for scratched, 4 for almost destroyed) or 4 if the item isn’t damaged and is being refitted/reinforced.[/quote]
If those are accurate, they’re lousy. Seriously, at level 10 skill, I have a 14% chance to repair an item with 1 point of damage, and the chance to damage it doesn’t change with skill or difficulty at all, other than the repair chance happening first, maybe? Maybe if you took out tool quality I don’t even know what that is for tailoring) and put in difficulty, then it would be something…
For repair chance, something like (3-difficulty+skill)^2 % might better - at 0 skill and 1 damage, that gives exactly the same repair chance as your formula (4%), then it goes up quadratically from there (9%,16%,25%, etc) up to 100% at level 8 (level 9 for difficulty 2, 10 for 3, etc).
For damage, assuming that’s difficulty instead of tool quality, I would also add skill level or 2 * skill level in there (in the part that gets divided by 5).
Also, I would suggest making reinforcing count as level 5 for difficulty in success, but 0 for difficulty in damage.[/quote]
These look fairly good.