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sakraycore wrote on 2011-09-21 13:01
Does having more max dur help with the durability of the item? As in how many hits it can take before breaking? It sort of makes sense when you think about it, but who knows how it actually works.
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Conor wrote on 2011-09-21 13:15
I think durability is mainly there to be an inconvenience to you when you need to repair, and to make enchancing/enchanting items more risky since it can make their durability perma-0.
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Invertex wrote on 2011-09-21 14:33
As Conor just said, it just affects how often you need to repair. It does not (to my knowledge) affect how many hits it takes to break your armor during a dungeon. In dungeon dura and out of dungeon dura are completely seperate (such as armor breaking mid run does not lower dura on the item).
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whocares8128 wrote on 2011-09-22 11:30
Actually, from my experience, I believe it does. Back when I was working on the Equipment Mutilator title, I deliberately would let my equipment get to below 10 durability left, and then run Perilous Ruins (where durability isn't affected). From my own observations, my equipment would break much more easily this way than from 100 durability. I can only assume having a max of 10 durability (or less) would work in a similar manner.
Of course, this was all before Nexon even removed deterioration, so I'm not sure if it still functions this way or not.
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Conor wrote on 2011-09-22 11:33
Quote from whocares8128;594798:
Actually, from my experience, I believe it does. Back when I was working on the Equipment Mutilator title, I deliberately would let my equipment get to below 10 durability left, and then run Perilous Ruins (where durability isn't affected). From my own observations, my equipment would break much more easily this way than from 100 durability. I can only assume having a max of 10 durability (or less) would work in a similar manner.
Of course, this was all before Nexon even removed deterioration, so I'm not sure if it still functions this way or not.
Yeah, back when they had condition on weapons, a higher condition had a direct correlation to how often the weapon would break. But now it doesn't seem to be the cas.e
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tai wrote on 2011-09-22 11:48
It felt like after I increased my max durability (by enhancing) items started breaking less. Breaking in-battle seems to be dependent only on max durability, and not current durability.
This is only based on my own observations, If you really wanted to test you could find a messed up piece of eq with like 30 dura and see if it breaks faster than others.
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whocares8128 wrote on 2011-09-22 12:46
If the current durability doesn't affect how easily armor breaks, then why bother repairing at all until the equipment is completely broken (durability of 0)?
While the game shows battered equipment (sort of a rusty color) and won't allow you to equip items with 0 durability, you can enter a multistage dungeon with an item having a durability of only 1 and continue to use it the entire time, even though its durability will be 0 once inside. If what people are saying is true, then I am simply wasting money by repairing right away (because, last I knew, the cost per point doesn't depend on the number of points being repaired).
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Conor wrote on 2011-09-22 12:56
Quote from whocares8128;594910:
If the current durability doesn't affect how easily armor breaks, then why bother repairing at all until the equipment is completely broken (durability of 0)?
While the game shows battered equipment (sort of a rusty color) and won't allow you to equip items with 0 durability, you can enter a multistage dungeon with an item having a durability of only 1 and continue to use it the entire time, even though its durability will be 0 once inside. If what people are saying is true, then I am simply wasting money by repairing right away (because, last I knew, the cost per point doesn't depend on the number of points being repaired).
It's not wasting money. If you were to repair at 60/100 dura instead of 90/100 dura, you'd pay for the 90/100 + that 30 extra dura. The price is additive. Repairing after every mission only wastes time.
And the only reason I repair so frequently is because I don't like to have my weaps and armors rusted looking.
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sakraycore wrote on 2011-09-22 12:57
Quote from whocares8128;594910:
If the current durability doesn't affect how easily armor breaks, then why bother repairing at all until the equipment is completely broken (durability of 0)?
While the game shows battered equipment (sort of a rusty color) and won't allow you to equip items with 0 durability, you can enter a multistage dungeon with an item having a durability of only 1 and continue to use it the entire time, even though its durability will be 0 once inside. If what people are saying is true, then I am simply wasting money by repairing right away (because, last I knew, the cost per point doesn't depend on the number of points being repaired).
Because then the repair prices will be outrageous if you wait until 0 dur to repair instead of a manageable 10k or 20k. I have a friend that does do this though to save a little bit on repairing.
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whocares8128 wrote on 2011-09-22 13:11
Quote from Conor;594916:
It's not wasting money. If you were to repair at 60/100 dura instead of 90/100 dura, you'd pay for the 90/100 + that 30 extra dura. The price is additive. Repairing after every mission only wastes time.
And the only reason I repair so frequently is because I don't like to have my weaps and armors rusted looking.
I understand that the cost is additive. If you read my post, then you'd see that I'm talking about letting it reach 0 while inside, where you can continue to use the equipment.
So, if the max durability of an item is 100, and you lose 14 durability each time running a particular dungeon, then after 7 runs (without repair), you'd have 2 durability remaining. If you run it again you'd have 0 durability during the entire run, but the item would still be equipped the whole time. Afterwards, you'd pay to restore 100 durability points, while if you had repaired after each run, you'd have paid to restore 112 points for the same number of runs.
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voltar wrote on 2011-09-22 23:33
:thief:
Quote from whocares8128;594943:
...Afterwards, you'd pay to restore 100 durability points, while if you had repaired after each run, you'd have paid to restore 112 points for the same number of runs.
that is some sneaky **** right there. if my gear would break simlutaneously i'd do that religiously...guess i can still get free repairs on one item...or repair each one individually.