Discussion: Weapon Properties vs Pricing

Blaine the Gypsy

Grandmaster
To start out with pricing weapons has always been "iffy" with me. If we were to base everything off of the 1 mil hammer strike of a Val hammer you'd be paying 250k per property (1mil divide by 4 properties). I've never understood why other crafted items couldn't sell the same way or even found magic items be priced the same manner. It's a far cry to happen ever. What I want to discuss really is a new default price line for weapon properties. Let's get some of your thoughts here and your own ideas for pricing.

Damage

Exceptional +4 (can stack on top of below modifiers) =
Ruin +1=
Might +3 =
Force +5 =
Power +7 =
Vanquishing +9 =

Tactics / Archery
Accurate +5 =
Surpassingly Accurate +10 =
Eminently Accurately +15 =
Exceedingly Accurate +20 =
Supremely Accurate +25 =

Durability

Durable +5 =
Substantial +10 =
Massive +15 =
Fortified +20 =
Indestructible +25 =
 

AreYouKidden

Grandmaster
I don't think it's as straight forward assign a price to each property, and then come up with a base line.. A supremely accurate vanq - is worth a heck of a lot more than a supremely accurate power, and a supremely accurate Force item is really worth the npc vendor gold he'll give you.. it just doesn't sell..

To me an Acc, or Surp Acc Vanq is a quest vanq.. 8k.. so in essence, the vanq stat is worth 8k.. but a supremely accurate vanq is worth 25k? so Supremely Accurate is 17k? a Sup.Acc Indestructable Vanq is worth 150k? but the pitchfork isn't worth the same as a Hally... I'm sure you get what I'm saying.. so how do you put pieces together to establish a baseline, when there are different weapon types, and different needs for the items.. You really can't.

I price my vanqs 8k for quest vanqs, 12k for Eminently, 15k for exceedingly, and 25k for Supremely, but only if they are ones people use.. (ie. Katana/Kryss/War Mac etc..)
I price my power weapons at 1k, 2k for eminently, 3k for exceedingly, and 5k for supremely.. but they rarely sell.

Ruin/MIght/Force are all vendor trash to me, since I can hardly sell my power weapons.
 

Chediak

Adept
I see this comes from the wiki, but is the +4 for exceptional correct? It's not a 20% damage bonus (what I recall from OSI)? Also - how does tactics factor into weapon damage? Not asking for the server calculation unless it's public knowledge already, just an approximate idea.
 

Blaine the Gypsy

Grandmaster
Tactics is a skill used with Weapons skills to provide a boost of damage to your weapons. Some weapons will add to the tactics attribute giving between 5 and 25 extra points depending on the item properties. It is also coupled well with Anatomy for even more damage,

That's about all the info we get for that one.

The damage bonus from Anatomy is applied using this equation (Anatomy / 5) as a percentage (20% at 100 skill).
 

Chediak

Adept
What I remember from my old geezer OSI days about tactics was that if you have 0, you take a penalty to damage (50% what the weapon should do), up to base damage (100%) at 50 tactics, and 150% of base damage at GM. Not sure how to translate that into the 125 tactics you'd get with a supremely accurate weapon.
 

Chediak

Adept
It reflects what i said about tactics, although it appears to take the minimum between 100 and whatever your tactics is, which would imply that tactics modifiers don't help if you have GM tactics. I'd be interested to know if that's true.
 

AreYouKidden

Grandmaster
I don't know how to read that formula - but if what you are saying is true, that render all tactics bonuses absolutely useless, which wouldn't seem right..
 

Chediak

Adept
bonus += (Math.Min(tacticsValue, 100) - 50.0) / 100.0

They put it in semi-translated English like this:

Lowest of ((Your Tactics and 100) -50) / 100


I don't think it's true that +tactics modifiers are useless over GM tactics, but I'd be quite interested to know for sure.
 
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