Every time you repair, you add a break count, unless the item is broken completely and you repair it fully.
The item you're repairing matters, but the most important thing is.... Break Count.Newly crafted stuff is easy to repair. Encounter guns are hard to repair. They have multiple break counts.Every time you repair, you add a break count, unless the item is broken completely and you repair it fully.Use the Search, there should be a few topics on this.So, an Armorer 3, with 180% repair, should be able to repair most things with a tool, and almost everything with a super tool kit. 200% repair plus a tool or super tool kit should be plenty for any repairs you need.
The thing about adding a break count per repair is wrong.It only adds a break count IF you let it go to the stage where it says it looks a little broken and then you repair it which adds a break count.
Then how come something repaired sells for less at merchants? For example, a leather jacket at 90% never repaired sells for 250 caps. But if you repair it down to, say, 65% and it says "This item has been repaired", then it sells for less at vendors.
Repairing it counts as a break count. So, because that adds to it, it takes away from the price. Unless you get +40 Exp (instead of 20 for normal repair), which means it didn't add to the break count.
Well see, that's what I thought, and what I said. But backora and Snackish seemed to disagree with me.
The only factors (from what i know) are how many times the item has broken, your repair, and if you have a tool or not.The item does NOT matter. Same chance with a Pipe Rifle than you have with a Avenger.
Well, because when you have a new gun, destroy it to 50% and repair it without breaking it. Merchants will still pay full price for it (so no break count added). At least this is my experience.