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Anyone Test The Repair Skill Gains?


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TungstenHitman #1 Posted 12 June 2018 - 04:01 PM

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Hi

 

Does anyone know the percentage gains of the repair skill when all crew have it at 100%? Is there any comparison vids with the same tanks, 1 with 100% repairs and 1 without? What are gains are we talking here? Does it makes tracks and optics and engine etc repair twice as fast? more? less? and how much does it reduce other damaging factors, if any, such as stun duration, crew durability and module durability or is just exclusively about reducing the repair times of modules like tracks?

 

Also, a bonus question since we're on the repairs topic, does BIA, vents and food also reduce repair times?

 

Thanks.  



DarkPacifist #2 Posted 12 June 2018 - 04:08 PM

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I believe that BIA vents and food reduce repair time as they add to the level of your crew (but I may be mistaken).

I don't know whether a comparison exists but I am pretty sure that the gains are around 30% (I just base myself on my feelings when I am tracked with my scouts which don't have repair yet and when I am with my heavies where repair is one of the first perks I get).



_Sensation_ #3 Posted 12 June 2018 - 04:11 PM

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View PostDarkPacifist, on 12 June 2018 - 04:08 PM, said:

I believe that BIA vents and food reduce repair time as they add to the level of your crew (but I may be mistaken).

I don't know whether a comparison exists but I am pretty sure that the gains are around 30% (I just base myself on my feelings when I am tracked with my scouts which don't have repair yet and when I am with my heavies where repair is one of the first perks I get).

 

Dont think they do but can't be for sure. And yes I definitly still use the repair crew. On most heavy tanks and assault tanks like 268v4

Gremlin182 #4 Posted 12 June 2018 - 04:19 PM

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There are a couple of videos on youtube fairly old but they show the effect of repair skill with and without other enhancements such as large repair kit and Toolbox.

You can get it from a base time of around  10 seconds to 4.3 and most of that is the repair skilll

 

https://www.youtube....h?v=s_O5aPTSn44

 

https://www.youtube....h?v=JA0zhh7_cew

 

https://www.youtube....YqASwhB8&t=417s

 

Stun duration is reduced if you have a Large med kit and or a spal liner.

All the large kits have passive effects


Edited by Gremlin182, 12 June 2018 - 04:27 PM.


Rati_Festa #5 Posted 12 June 2018 - 04:43 PM

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On the large kits meds and repair when you have used them and they are in cooldown does the passive still work?

Balc0ra #6 Posted 12 June 2018 - 05:07 PM

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Take any premium into a training room and change to a crew without repair, and one with. As any of my HT crew that I've trained in my Lowe, you notice when they are 75%, or when they finally are 100% on the first skill with repair. Or even when you toss a toolbox in there. It's a few seconds in difference. It's basically down to if you want to be perma tracked by slow firing guns, or fast firing guns only. 

Bordhaw #7 Posted 12 June 2018 - 05:55 PM

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http://forum.worldoftanks.asia/index.php?/topic/12919-quantified-effect-of-repair-skill/

 

 



TungstenHitman #8 Posted 12 June 2018 - 06:17 PM

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Great vids especially this one 

 

 

Also learned that simply carrying a large repair kit repairs modules 10% faster. I never knew that and always thought it was just an option for heavies or other tanks that are really damage prone... which made me also look at the large med kit and it turns out simply carrying the large med kit reduces stun by 5% and adds 15% more protection to your crew from injuries... which made me look at the large fire extinguisher lol... and yup, simply carrying this also gives a bonus, 10% fire protection. Still a noob even now lol... o well, learning though.



Gremlin182 #9 Posted 12 June 2018 - 07:00 PM

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On some of my slow well armoured TDs like the British ones I carry a Toolbox and a large repair kit with full repair skill tracks repair in just over 4 seconds

I could probably drop the toolbox  it only adds a little.

Its funny when you catch someone out you detrack so fast they assume you used your repair.

 

If your vehicle doesn't catch fire a lot and you do not use premium consumables like chocolate you can carry 2 repair or med kits.

You can set the small repair kit to fix tracks and you still have the large kit for its passive effect or an emergency.

 

I am pretty sure passive effects do not work during cooldown but we should check.



TungstenHitman #10 Posted 13 June 2018 - 11:05 AM

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Interesting stuff. Is there differences in repair times between different types of tanks or do all tanks have a default track repair time of about 10 seconds before repair skills and kits?

Simeon85 #11 Posted 13 June 2018 - 11:32 AM

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Tanks have different repair speeds from what I can tell.

 

It's an area that really WG should actually show us, it should be a stat in the garage and then you'd be able to see the impact of skills and equipment on it. 

 

 






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