Cool test results, shedding new light on the mystery...
I had previously made a repair item with the stats:
PAR0 20
PAR1 2
thinking it would repair a little slower than the hyperfoam injector (which has PAR0 50 PAR1 1), since 20 x 2 = 40.
I just did some tests with it. In combat, it seems to perform much slower than the injector. I'm not sure if that's 20% slower (40 rating) or 60% slower (20 rating), it would take more tests to establish that for certain, and it's all pretty anecdotal.
The interesting part is that out of combat, the ship info screen said it would take me 5 days to repair my hull. Instead of repairing, I removed the item and stuck it in my cargo bay. Suddenly the repair time jumped to 15 days. I swapped the item back in, but the repair time stayed at 15 days. At that point I repaired my hull.
At the next star, I met the klakar, and bought a hyperfoam injector. I plugged it in instead of the item I'd made, and went to pick a fight somewhere.
At the end of that fight, it said my hull repairs would take 3 days. I swapped out the injector for the item I'd made, and the repair time switched to 2 days. I pulled the new item out, and the repairs switched to 7 days. I put the injector back in, and nothing happened. I clicked / picked up my new item again, and before I could drop it into my ship, the repair time switched back to 3 days. I swapped them around some more to figure out what was happening.
So, here's the conclusions I'm drawing:
- PAR1 definitely affects repair time after combat. It appears that the new repair time is (Normal Repair Time)/1+(PAR1).
- When you swap around repair units, they impact your out-of-combat repair time, however the screen doesn't immediately refresh.
- If you downgrade your repair abilities, it usually refreshes immediately.
- If you upgrade your repair abilities, however, it seems to not refresh until you pick something else up.
- Not sure if that's a feature or a bug.