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Engineering

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''he practical application of the Science skill, for fixing of broken equipment, machinery and electronics.''
 
''he practical application of the Science skill, for fixing of broken equipment, machinery and electronics.''
  
The engineering skill is the 4th support or non-combat skill and handles crafting and repairing.
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The engineering skill is the 4th PvE skill and handles crafting and repairing.
  
'''Crafting:'''
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==[[Craft|Crafting]]==
Crafted items are not automatically in top condition, instead, the engineering skill of the crafter determines the condition. (formula here)
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Crafted items are not automatically in top condition, instead, the engineering and [[Science]] skills determine the final condition.  
Each time a tier 2 item, e.g. an item that requires a special part like a scope or pipe to be crafted, the skill will be raised by one point.
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For more information on crafting, please refer to the Blueprints page.
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'''Repair'''
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The condition of the crafted item is given by:
In order to repair a weapon, the player needs 3 pieces of junk, one piece of components and one oil can, usually purchased from a vendor. Each repair restores a certain amount of condition-points which depends on the engineering skill, the base price of the item and finally, its tier.
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For armors, the required materials are one piece of kevlar, three pieces of fiber and one broken armor of the same type. As far as the broken armor is concerned, an armor of the same material is sufficient, meaning that a Combat Leather Coat can be repaired with a broken Leather Jacket.
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Condition = 5 - Random(-5,5) + (engineering + science)*0.225
Each repair has a chance of 50% to raise one's engineering skill by 1%
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If a crafted item requires another item that has a condition, the condition of the crafted item will be scaled by the condition of the component(s). So crafting a leather armor mk 2 with a leather armor that has 50% condition, the condition of the final armor will be divided by 2.
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== Repair ==
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In order to repair a weapon, the player needs 3 pieces of junk, one piece of components and one oil can, usually purchased from a vendor. For armors, the required materials are one piece of kevlar, three pieces of fiber and one broken armor of the same type. As far as the broken armor is concerned, an armor of the same material is sufficient, meaning that a Combat Leather Coat can be repaired with a broken Leather Jacket.
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Each repair restores a certain amount of condition-points which depends on the engineering skill, the base price of the item and finally, its tier. The amount repaired is tied directly to the value of the item. The exact formula is given by:
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percentRepaired = (100*(10 + engineering/(itemTier+2))) / itemCost
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== Improving Engineering ==
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The Engineering skill has a chance to improve whenever you perform certain engineering related tasks. When you repair an item, you have a 1-50% chance of gaining one engineering point (the higher your skill, the lower the chance). When crafting an item that requires a blueprint to craft, you have a chance to gain one engineering point, based on the tier of the item crafted. Tier 2 items have a 1-50% chance (the higher your skill, the lower the chance), tier 3 items have a 11-60% chance.

Latest revision as of 18:43, 13 March 2014


he practical application of the Science skill, for fixing of broken equipment, machinery and electronics.

The engineering skill is the 4th PvE skill and handles crafting and repairing.

[edit] Crafting

Crafted items are not automatically in top condition, instead, the engineering and Science skills determine the final condition.

The condition of the crafted item is given by:

Condition = 5 - Random(-5,5) + (engineering + science)*0.225

If a crafted item requires another item that has a condition, the condition of the crafted item will be scaled by the condition of the component(s). So crafting a leather armor mk 2 with a leather armor that has 50% condition, the condition of the final armor will be divided by 2.


[edit] Repair

In order to repair a weapon, the player needs 3 pieces of junk, one piece of components and one oil can, usually purchased from a vendor. For armors, the required materials are one piece of kevlar, three pieces of fiber and one broken armor of the same type. As far as the broken armor is concerned, an armor of the same material is sufficient, meaning that a Combat Leather Coat can be repaired with a broken Leather Jacket.

Each repair restores a certain amount of condition-points which depends on the engineering skill, the base price of the item and finally, its tier. The amount repaired is tied directly to the value of the item. The exact formula is given by:

percentRepaired = (100*(10 + engineering/(itemTier+2))) / itemCost


[edit] Improving Engineering

The Engineering skill has a chance to improve whenever you perform certain engineering related tasks. When you repair an item, you have a 1-50% chance of gaining one engineering point (the higher your skill, the lower the chance). When crafting an item that requires a blueprint to craft, you have a chance to gain one engineering point, based on the tier of the item crafted. Tier 2 items have a 1-50% chance (the higher your skill, the lower the chance), tier 3 items have a 11-60% chance.

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