when-to-repair-vs-when-to-recycle
· goopgoopgoop · 14 min read
Arc Raiders: When to Repair, Recycle, or Recraft Your Gear
Recycling and recrafting beats repairing for most shields in Arc Raiders, augments should almost never be repaired at all, and weapons require case-by-case math based on upgrade level. The game's Early Access economy is widely regarded as imbalanced — for many items, repairing costs as much or more than building a brand-new replacement. The critical variable is that recycling always returns the rarest component of an item regardless of durability, so players can recover expensive materials and spend only cheap ones to recraft. Weapons complicate the picture because upgrade levels inflate repair costs, and recycling a fully upgraded gun means re-investing all upgrade materials. The community has converged on clear decision rules for each gear category, anchored around a 50% durability breakpoint for shields, a "just don't bother" stance on augments, and a resource-availability check for weapons.
How the Durability and Repair System Works
Every weapon, shield, and augment has a durability score from 0 to 100. Weapons lose durability from firing (each gun has a unique per-shot degradation rate) and from dying. Shields lose durability from absorbing damage and from death. Augments are unique — they only lose durability when you fully die (more on this below).
Low durability imposes real penalties on weapons and shields. Weapons suffer increased reload times as durability drops. Shields lose charge capacity, directly reducing the damage they can absorb. Sell value also scales non-linearly with durability — a Hullcracker at 100 durability sells for roughly 10,000 coins versus about 1,000 coins at zero.
Repairs are performed at the Workshop in Speranza by right-clicking an item. Each repair restores approximately 50 durability points, meaning a fully broken item requires two repairs to reach 100. This "two-repair" threshold is the linchpin of repair economics — any item below 50% durability doubles its total repair cost. Mid-raid repairs are not possible, though ARC Powercells can recharge a shield's active HP without restoring its long-term durability.
One crucial rule governs the entire system: recycling returns are completely unaffected by durability. A shield at 0% and one at 100% yield identical materials when broken down. This single fact underpins most of the community's strategic advice.
Augments: Almost Never Repair (The Easiest Call in the Game)
This deserves top billing because it's the most straightforward decision and the one most new players get wrong.
Why augments are fundamentally different from weapons and shields
Augments have a unique durability mechanic that sets them apart from every other gear type in the game. Augments do not lose durability from normal raid activity. They don't degrade when you extract, when you get downed and revived, or even when you exit a raid while downed. The only way an augment loses durability is when you fully die — at which point it takes a flat 30-durability hit.
This means a fresh augment at 100 durability can survive three full deaths before breaking (100 → 70 → 40 → 10 → broken on the 4th death). That's potentially dozens of successful raids between each durability loss event.
Why there's no performance penalty at low durability
Here's what makes the augment math truly decisive: unlike weapons and shields, augments suffer zero performance degradation at low durability. A weapon at 10 durability has noticeably slower reloads. A shield at 10 durability has severely reduced charge capacity. But an augment at 1 durability functions identically to one at 100 durability — same inventory slots, same weight capacity, same shield compatibility, same passive ability. It works perfectly right up until it hits zero and breaks.
This means there is literally no gameplay reason to repair an augment that still has any durability remaining. Even at 10 durability, it will serve you perfectly for every raid you survive. It will only lose another 30 points if you die — and if you die, you've lost the augment anyway (it drops on death like everything else in your loadout).
The repair math confirms it
Even if you did want to proactively repair, the numbers don't support it:
| Action | Cost / Return |
|---|---|
| Craft new augment | 2× Adv. Electrical Components + 3× Processors |
| Repair (per use, +50 durability) | 1× Adv. Electrical Component + 2× Processors |
| Recycle | 1× Adv. Electrical Component + 1× Processor |
After recycling and accounting for recovered materials, the net cost to recraft is identical to repairing — but recrafting gives you 100 durability instead of 50. Repairing is strictly worse even in the scenario where you do want to restore durability.
The community verdict
Every guide, every Reddit thread, and every Steam discussion agrees: never repair augments. Use them until they break, recycle if the durability is low enough that one more death would destroy it (and you're going on a risky run), or just ride it into the ground. The only person who benefits from repairing a low-durability augment is the enemy player who kills you and picks it up — you're literally spending resources to improve their loot.
Shields: Recycle and Recraft Almost Every Time
The shield economy is the next-clearest case for recycling over repairing. Arc Raiders has three shield tiers, and the math favors recrafting for two of them.
Light Shield (Common — Gear Bench 1)
| Action | Cost / Return |
|---|---|
| Craft new | 2× ARC Alloy + 4× Plastic Parts |
| Repair (per use, +50 durability) | 4× Plastic Parts |
| Recycle (at Speranza) | 4× Plastic Parts |
| Salvage (mid-raid) | 1× ARC Alloy |
The Light Shield repair is a textbook case of broken economics. Repairing from below 50% costs 8 Plastic Parts (two repairs), while crafting a brand-new shield costs just 4 Plastic Parts and 2 ARC Alloy. Since recycling the damaged shield returns 4 Plastic Parts — and Plastic Parts are abundant from Scrappies — the net cost of recrafting is just 2 ARC Alloy. Community members on Steam flagged this as a clear balance issue: repairing is never the better option. Even above 50% durability, one repair (4 Plastic Parts) matches the Plastic Parts cost of a new craft, with the only savings being 2 ARC Alloy.
Verdict: Always recycle and recraft Light Shields.
Medium Shield (Rare — Gear Bench 2)
| Action | Cost / Return |
|---|---|
| Craft new | 1× ARC Circuitry + 4× Batteries |
| Repair (per use, +50 durability) | 1× ARC Circuitry + 1× Battery |
| Recycle (at Speranza) | 1× ARC Circuitry |
This is where the 50% breakpoint matters most. A single repair costs 1 ARC Circuitry + 1 Battery. But if the shield is below 50%, you need two repairs: 2 ARC Circuitry + 2 Batteries. Recycling the damaged shield recovers 1 ARC Circuitry, so recrafting costs a net of just 4 Batteries — dramatically cheaper than double-repairing. Even a single repair above 50% costs 1 ARC Circuitry + 1 Battery versus recycling + recrafting at 0 ARC Circuitry + 4 Batteries (net). Since ARC Circuitry is the bottleneck resource and Batteries are common, recrafting wins in most scenarios.
Verdict: Recycle and recraft Medium Shields, especially below 50%. Above 50%, repair is acceptable only if Batteries are scarce.
Heavy Shield (Epic — Gear Bench 3)
| Action | Cost / Return |
|---|---|
| Craft new | 1× Power Rod + 2× Voltage Converters |
| Repair (per use, +50 durability) | 2× ARC Circuitry + 1× Voltage Converter |
| Recycle (at Speranza) | 2× ARC Circuitry + 1× Voltage Converter |
The Heavy Shield is the exception. Crafting requires a Power Rod, which is an Epic-rarity material crafted from 2 Advanced Electrical Components + 2 ARC Circuitry at Refiner Level 3. Critically, recycling a Heavy Shield does not return the Power Rod — you only get back ARC Circuitry and a Voltage Converter. This means every recycle-and-recraft cycle permanently destroys a Power Rod's worth of materials. The repair cost (2 ARC Circuitry + 1 Voltage Converter) is steep but avoids the devastating loss of the Power Rod.
Verdict: Repair Heavy Shields. Only recycle if the Power Rod cost is trivial to your stockpile.
Weapons: Upgrade Level Is the Hidden Cost Driver
Weapon economics are more nuanced than shields because of the upgrade system. Weapons can be leveled from I through IV at the Gunsmith, with each level improving stats and maximum durability while reducing per-shot durability loss. However, each upgrade level also increases repair costs, making high-level weapons progressively more expensive to maintain.
The golden rule: repair before you upgrade
This is the single most important weapon economy tip. If you plan to both repair and upgrade a weapon, always repair first at the lower level's cost, then upgrade. Upgrading first locks you into the higher tier's repair price. For a weapon like the Venator, this can mean the difference between spending common materials versus rare Advanced Mechanical Components.
Detailed example: Venator (Uncommon Pistol)
| Action | Materials |
|---|---|
| Craft Venator I | 2× Adv. Mechanical Components + 3× Medium Gun Parts + 5× Magnets |
| Upgrade I→II→III→IV | ~4× Adv. Mechanical Components + 6× Medium Gun Parts (cumulative) |
| Total for fresh Venator IV | ~6× Adv. Mech. Components + 9× Medium Gun Parts + 5× Magnets |
| Repair Venator IV (per use, +50 dur.) | 3× Adv. Mech. Components + 3× Medium Gun Parts |
| Full repair from 0 (two uses) | 6× Adv. Mech. Components + 6× Medium Gun Parts |
| Recycle Venator IV | 3× Medium Gun Parts |
The recycle-and-recraft path for a Venator IV: after recycling (recovering 3 Medium Gun Parts), building and fully upgrading a new one costs a net ~3 Advanced Mechanical Components + 6 Medium Gun Parts + 5 Magnets. Full repair from zero costs 6 Advanced Mechanical Components + 6 Medium Gun Parts. Recycling saves 3 Advanced Mechanical Components but costs 5 extra Magnets. Which strategy wins depends entirely on your stockpile — if Advanced Mechanical Components are your bottleneck, recycle; if Magnets are scarce, repair.
Weapon durability efficiency varies wildly by gun
Community testing by Min Max Lab measured damage output per full repair cycle at Level IV, revealing enormous differences:
| Weapon | Rarity | Damage per Full Repair | Efficiency Rating |
|---|---|---|---|
| Venator IV | Uncommon | ~16,400 damage | Best overall |
| Stitcher IV | Common | ~13,700 damage | Best common weapon |
| Rattler IV | Common | ~11,900 damage | Moderate |
| Osprey | Rare | Breaks after ~1.5 ammo stacks | Very poor |
The Venator is cheaper to repair on a per-damage basis than the lower-rarity Anvil, proving that rarity alone doesn't predict repair efficiency. The Osprey is notoriously expensive to operate — it degrades extremely fast relative to its output.
The 15-durability farming rule
Experienced players recommend not repairing weapons above 15 durability for routine farming raids. At Level 1, 15 durability provides roughly 35 shots — enough for most PvE encounters. The logic is risk management: fully repairing an expensive weapon before a dangerous raid just increases your material loss if you die. Keep weapons at minimum viable durability, and only fully repair for high-stakes runs.
Item Level and Rarity Compound the Repair Tax
Higher-tier items cost more across every dimension — crafting, upgrading, and repairing. The system creates three distinct cost escalation layers.
Rarity tier determines base material types. Common weapons (Stitcher, Burletta) use cheap Mechanical Components and Simple Gun Parts. Uncommon weapons (Venator, Il Toro) add Advanced Mechanical Components and refined gun parts. Epic weapons (Tempest, Bobcat) require Magnetic Accelerators and Exodus Modules. Legendary weapons (Aphelion, Jupiter, Equalizer) demand the rarest drops: Queen Reactors, Matriarch Reactors, and 3 Magnetic Accelerators each.
Upgrade level multiplies repair costs within a rarity. A Level I weapon requires basic materials to repair; the same weapon at Level IV demands significantly more and rarer components. This is the hidden tax that makes high-level weapons increasingly expensive to maintain and strengthens the case for recycling once the upgrade-cost math favors it.
Recycling returns are fixed per item and independent of both durability and upgrade level. You always get back the same subset of materials — typically the rarest crafting component — regardless of the item's condition. This flat return structure means recycling becomes proportionally more valuable as items get more damaged, since repair costs scale up (needing two repairs below 50%) while recycle returns stay constant.
Recycling Returns: The "Rarest Component First" Pattern
There is no flat percentage-based recycling system in Arc Raiders. Each item has hand-tuned recycling outputs that typically prioritize returning the most valuable ingredient while absorbing the common ones. The effective recovery rate varies by item but generally falls in the 30–60% range of total crafting material value.
Key recycling rules: recycling at Speranza gives full listed returns, while salvaging mid-raid returns approximately half — always bring items home if possible. Durability has zero effect on recycling output. Selling items for coins and recycling for materials are mutually exclusive — decide based on whether you need coins or components. Community tools like ArcKit.app and pRoDeeD's Recycling Cheat Sheet (now on Version 3) catalog every item's optimal disposition.
Notable recycling outputs include Exodus Modules breaking down into 1 Mechanical Component + 2 Magnets, Power Rods yielding 1 Advanced Electrical Component + 1 ARC Circuitry, and Queen/Matriarch Reactors each returning a Power Rod — making boss-drop recycling an important source of this critical material.
Quick Reference Decision Matrix
| Gear Type | Durability | Best Action | Why |
|---|---|---|---|
| Augments | Any | Don't repair. Use until broken. | No performance loss at low durability. Only degrades on death. Repair math is strictly worse than recrafting. |
| Light Shield | Any | Recycle + recraft | Repair costs equal or exceed crafting costs |
| Medium Shield | Below 50% | Recycle + recraft | Double-repair costs 2 ARC Circuitry; recycling recovers 1 |
| Medium Shield | Above 50% | Either (lean recraft) | Single repair saves Batteries but costs ARC Circuitry |
| Heavy Shield | Any | Repair | Power Rod is not recoverable through recycling |
| Common/Uncommon Weapons | Below 50% | Lean recycle + recraft | Accessible materials, double-repair is expensive |
| Common/Uncommon Weapons | Above 50% | Repair (at current level, then upgrade) | Single repair is cheaper than full rebuild |
| Epic/Legendary Weapons | Any | Repair | Blueprint-locked; rare materials too expensive to rebuild |
| Any weapon (farming run) | Above 15 | Don't repair | 15 durability gives ~35 shots at Lvl 1, enough for PvE |
Conclusion
Arc Raiders' repair economy rewards players who do the math rather than reflexively repairing. The system's core asymmetry — recycling returns are durability-independent while repair costs double below 50% — creates a strong structural bias toward recycling for any item where the rare component is recoverable. Augments stand out as the simplest call: their unique "death-only" durability loss combined with zero performance penalty at low durability means repairing them is almost universally a waste of resources. Heavy Shields and high-tier upgraded weapons are the main exceptions where repair clearly wins. For everything else, the community's advice is straightforward: break it down, recover what you can, and build fresh. Given the game's Early Access status and Embark's pattern of economic adjustments, these specific numbers will likely shift — but the analytical framework of comparing net recrafting cost against double-repair cost at the 50% breakpoint should remain the right way to evaluate any future changes.