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Repair Formulae

Repair times:

4sec per 1% + 0.2 * level

SMG/AR/RF : 8sec * 1% + 0.4 * level

 

cost before critical :

Manpower = ROUNDUP( a * (lostHP / totalHP) * dummylink

Parts = ROUNDUP( b * (lostHP / totalHP) * dummylink

 

Cost when critical :

Manpower = ROUNDUP( a * (lostHP / totalHP) * {1 + (0.30 - currentHP / totalHP) * 4} * dummylink

Parts = ROUNDUP( b * (lostHP / totalHP) * {1 + (0.30 - currentHP / totalHP) * 4} * dummylink

 

where

a= AR:40 / SMG:45 / RF:35 / SG:65 / MG:75 / HG:20

b= AR:14 / SMG:12 / RF:16 / SG:32 / MG:30 / HG:7

 

In short:

Class

Repair time

Minutes per dummy

Repair Cost

Manpower / dummy

Repair Cost

Tools / dummy

HG 8 12 5
AR 16 24 9
RF 16 21 10
SMG 16 27 8

MG

32 45 18
SG 32 39 20

Basically, every dummy link lost increases repairs significantly and repairs aren't linear. Which is why shot out SMGs can take hours upon hours to repair, while scratch damage is done in seconds. Basically repair when you can. Data taken from KR wiki. I dunno why I put this here but it may be useful to someone.


Author: Katyusha
Tags: Autism Game Mechanics Math Stats
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