I also am not fond of repair thresholds, where one point over means you can't do anything without another point into Repair. Sometimes you forget, sometimes there's a really long battle. Daggers lose 2 points of durability per attack (if both frames of the attack animation score a hit), so even if you go into a battle with it fully repaired, it could fall below the threshold without you doing anything wrong.

I'm not sure that the punishment for failing to repair in a timely fashion should be "you can't repair at all, tough luck". As I've said, Repair is a support ability, and so it's going to get fewer points than most other ones. The repair thresholds act to punish you for not having a lot of points into Repair, which is very likely because Repair is a secondary ability.


For reference, I'll repeat my proposed idea for Repair: each use of a Repair Hammer repairs 20% of the item's total durability, and you can use a Repair hammer as many times as you have levels in Repair (so Repair 1 is 1 use of the hammer, Repair 5 is 5 uses of the hammer). That does not punish you for not having enough points into Repair, instead, more points gives you a benefit by reducing the amount of Repair Hammers you have to use. It's a carrot instead of a stick.

EDIT: Or what I think is Gyson's idea, where a Repair Hammer has say 100 Durability, and each point of hammer durability can repair one point of equipment damage. If you use it to repair something which has 47/50 durability, your Repair Hammer now has 97 durability.

Last edited by Stabbey; 05/04/14 05:26 PM. Reason: Gyson's idea