Repair (Fallout: New Vegas)

Repair is a skill $$

Initial level

 * $$\text{Initial level}=2+(2\times\text{Intelligence})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Intelligence of 5 and Luck of 5.
 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

Description
Items can now be repaired to 100% regardless of the player character's current skill. Repair still governs the effectiveness of repairing one item with another, using the same repair efficiency calculation as Fallout 3, but with a static 100% condition limit in place of the skill-based limit.

A higher Repair skill unlocks crafting recipes for different types of ammunition and other gear at reloading benches and workbenches, such as the Weapon repair kit with 50 skill. High Repair also allows one to repair mechanical or electronic world objects (elevators, doors, computers, etc.).

Ways to increase Repair

 * Permanent
 * Leveling up (up to +15 or +17 with Educated)
 * Dean's Electronics (+3 or +4 with Comprehension)
 * Logic Co-Processor implant (+2 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
 * Good Natured (+5)
 * Skilled (+5)
 * Temporary
 * Civilian Engineer Jumpsuit (+5)
 * Handyman jumpsuit (+5)
 * NCR Engineer Jumpsuit (+5)
 * Repconn jumpsuit (+5)
 * RobCo jumpsuit (+5)
 * Vault 3 utility jumpsuit (repair +5, lockpick +5)
 * Dead Money jumpsuit (+5)
 * Yangtze camp jumpsuit (+5)
 * Dr. Klein's glasses (+5)
 * Fixin' Things (+10 or +20 with Comprehension)
 * Mentats (+2 to +8 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
 * Party Time Mentats (+2 to +8 depending on Intelligence, an Intelligence of 10 will see no benefit.)
 * Black coffee (+2 to +4 depending on Intelligence; an Intelligence of 10 will see no benefit, Survival can increase the bonus by up to +12 at 100%)
 * Light Switch 01 Upgrade: "Smart Lights" (+5 to +9 (depending on current Intelligence) for 12 hours or until one uses the Light Switch 02 Upgrade: "Mood Lights")

Non-player characters who repair
The Repair skill of an NPC dictates the maximum condition they can repair to, based on the same maximum condition formula used in Fallout 3. The total cost to repair is independent of one's Barter and Repair skills and is calculated with this formula:
 * $$\text{Repair cost} = 2 \left( \text{Value at max capped repair condition} - \text{Value at current condition} \right)$$ If repairing an item were to increase its value by 1000 caps, the repair would cost 2000 caps, essentially a 100% overhead.