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tdgesq

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  1. I posted on this thread 24 hours after it was created and continuously thereafter: http://www.swtor.com/community/showthread.php?p=5876952#post5876952 Now who hasn’t read the thread again? Lol. Really. You have toons in full legacy with 61/63, and you died without breaking 9500. There was somebody who posted on here that he was going to do a raid and then post up some caps if he died. Oh wait, that was you: So where are they? And lest we forget, someone posted that we need “pics or it didn’t happen.” That’s right, it was you again: Using your own logic the $9500 repair bill you claim to have incurred should be ignored. Wrong. BH Pummeler’s MK-4 Chestguard (61): 7220 sale price http://www.torhead.com/item/8faKwgt/black-hole-pummelers-mk-4-chestguard Dread Guard War Leader’s Body Armor (63): 7710 sale price http://www.torhead.com/item/c2BiRWz/dread-guard-war-leaders-body-armor Guardian’s Exalted Body Armor: (open): 8385 sale price http://www.torhead.com/item/dT4brVa/guardians-exalted-body-armor The comparable legacy piece has higher resale value with no mods inserted. What do you think happens when you insert 61/63, or when you remove all mods from the BH and DG gear and then compare the price? Maybe we would know if you’d posted some results. And btw, the cost of repar/price ratio is still unknown for legacy, which may be higher or lower than that of other gear, which will of course further affect the cost. I would like to know the truth of the matter. Would you?
  2. Unless you are using legacy gear like he is, you don't know what you are talking about. We now know that the resale price of the shell dramatically increases the repair cost. So the simple fact is that if the resale price of that gear is high enough, then 15-25k per wipe is totally believable. It's just math.
  3. What is the status of this? I'm interested to see the results.
  4. There is a simple way to deal with that. Just explain what happened on the login screen, and make sure to specify that the additional 50% reduction is temporary move meant to compensate players who were penalized by additional repair costs. There is also reality that a 50% reduction is fairly marginal considering the comparatively large percentage impact many players experienced by tying the repair costs to the cost of the equipment shell. Good job Bioware. You've done the right thing, and I will resub as a result. Simply this: Thank you.
  5. Already done: Lvl 11 crafted orange boots (110/120): sale price 170, cost to repair 14 Lvl 40 orange boots (110/120): sale price 1720, cost repair 143. All mods were ripped from these. The ratio of cost of repair/sale price = 0.08 in both cases. It all depends on the resale value of the shell to a vendor. Go with the orange shell with the cheapest resale value, which generally means very low lvl crafted orange gear.
  6. I'm not saying don't do it, but there are quite a few things you need to capture to make it useful. You'll at least need a pic of each piece of damaged gear showing what it is and the durability decrease. The reason is that a couple of wipes may or may not reduce your armor durability as much as someone else who wipes the same number of times on the same op. When I was testing some of the different shells, I wiped in exactly the same way with the same mob; yet occasionally my armor durability decrease would vary. Not often and not by a lot, but it would.
  7. You mean the part about how we can get credits by doing things like, say, space missions and using our cartel coins to purchase items to sell on gtn? Yes, I read that. While true, I think we all kind of already knew that. I confess that I didn't see the part about ripping out the mods and putting it in a "cheaper" shell. That would be a tough decision, considering the cost and how much you'd already invested in that set of gear; not knowing whether BW will eventually adjust the repair prices or not. Of course, none of that changes the fact that the relative increase in the price to repair his gear unfairly penalizes him as compared to other similarly rated armor sets. By a lot. So I would add the option to the list that Bioware simply fix the problem. He apparently took the option to unsub, and I don't disagree with him.
  8. There is no truth with which to argue. There isn't any plausible reason why repairs for legacy armor should be twice as high as repairs to a pve modded pvp set with the same mods that took just as much time and effort to obtain. It isn't about the money he spent then. It's about the money he's spending now; a cost implemented a week ago that arbitrarily assigns value to how much you can sell it for to an in-game vendor. As far as I can tell, he isn't complaining about how much he spent initially. Hopefully this clarifies things.
  9. Some new data: Social gear appears to offer the lowest repair cost solution for pre-50's. Just tested slave girl bottoms (social II) on my sorc healer. All mods were ripped out. Damage taken to durability was 70/80. Cost to sell to vendor: 30 credits Cost to repair: 3 credits This is a lower repair bill than even the low lvl orange crafted shell I tested, although that was on my tank and the damage figures were different, so caution has to be used in the interpretation. Nevertheless, very low repair bill under any interpretation. One issue is that you will have to do some social fp or heroic runs to obtain the necessary social points to unlock these items. Still, a good option for those who don't want to run in ugly orange for the entire storyline.
  10. It all depends upon how much you can sell it for to a vendor. The test that Totaltrash did as well as the one I did on cartel market armor shows that it has a much higher resale price than other mod-able gear, thus it will cost quite a bit more to repair.
  11. Uh hum. I hope you realize you are speaking out of ignorance. Everyone will not be paying an equal amount for repair bills. The primary increase in repair cost is a function of how much your gear sells for to an in-game vendor. So people who rip out their mods and place it in pvp gear will have a significantly lower repair cost. Approximately 100% lower. People who have cartel armor will pay significantly more in repair costs than those in orange gear. See the thread below. Facts are difficult to accept it seems. http://www.swtor.com/community/showthread.php?t=598636
  12. *sigh* The post shows that Bioware's "fix" now ties the lion's share of the repair bill to the vendor resale value of the armor shell, not the amount you paid for the shell. So if you look at the test I did in the thread you see that adaptive armor vs. orange armor nets you a 130% increase in repair costs with the same mods, with absolutely no performance gain. Higher level shells don't necessarily result in higher repair costs. In fact, lower lvl shells many times result in massively higher repairs costs. You can get some adaptive armor at lvl 1, yet it costs 130% more to repair than a higher lvl orange shell with the same exact mods. You tell me. Should they? Because they don't always. Because it's a terrible analogy. The vast majority of shells available give you no performance gain in and of themselves. It's the mods that do that. At least I can go faster in a Ferrari. It's all tied to how much BW deems that your armor should net from an in game vendor as to how much you get to pay in repairs. And how nice that I knew how much I would have to pay to repair my Ferrari armor, only to have that cost double or triple overnight. And similarly it doesn't mean that what you are reporting is true, particularly since it is at odds with what many others are reporting. But seriously, this isn't rocket science. It's just a math problem. If you have an armor shell that has a very high vendor resale value, you will see a greater increase in repair cost than what you saw before.
  13. Go look at this thread: http://www.swtor.com/community/showthread.php?t=598636 Hopefully this shuts up your ignorance.
  14. If you go look at the release notes you will see that not even BW claims it's a bug. They say that "previously items were incorrectly being valued without their enhancements." Note that this doesn't appear under any of the bug fixes, and there isn't anything that remotely suggests equipment repair should have been based on the vendor resale value of the shell. So no, it wasn't a bug.
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