DurakkenX
Nov 19, 2006, 04:45 PM
ok so i've been playing the NA game for about a week or so now and I've noticed that for some strange reason people think it's ok to place items in their shops at above NPC shop prices. I've also heard of people complaining about A-rank weapons and such which are of no use and also way over priced. Worse yet is that people are going from store to store to define a price without realizing what the value of this or that item really is. Sure you can say that it's relative to the buyer/seller but anytime you can construct and item in game and you have set in stone variables it's very easy to set a base line price on things.
The first arguement anyone will give to this forumla that i am about to present will be either one of 2 things.
#1 if i have lvled my PM my success rate is different
#2 some things are not in the store so it's impossable to figure out price.
#1 is easy to answer. The base line success rate is based off an unleveled PM (data that is mostly unknown because noone has done the math to figure it out on most things) and the fact that your PM is lvled means that any resulting successes allows you to have a higher profit margin or cut prices to be able to sell easier.
#2 is a bit harder to answer because it requires a bit of research on the part of the buyer/seller, but this is the asnwer. If you look at the items and their star lvls almost every item has a pattern of increasing value whether it be 2x or some off number there is a multiplier or added number. There is one or two that are not so simple but i would take it that you have a brain to figure out a decent price based on the pattern set before you and not some hideously outrageous number. Also if you get materials cheaper than in store that heightens your profit margin.
So what's the formula?
First thing to take into account is material cost. Take into acount all the NPC prices (or NPC paterned prices)of each item. Add them up and that is your first base price.
Next thing to consider is star lvl or rarity. Either way this should be calculated on a % of the material cost. for me i say stick with an easy number like 10% and add that to the material cost. So if my materials cost 100 and it's a 1 star item it becomes 110.
After that comes success rate and chances of having a positive outcome from a single board. So if you have a 50% success rate you have a a 50% lost rate which should be made up by the others that are succesful. since a 50% would be a bit confusing during explanation we'll say the board has a 60% sucess rate and is a 5/5 board. this means that if you had 2 boards out of the 10 tries you had you would be successful 6/10 times or if like in this example we have a 5/5 you have 3successful and 2 failures. Like before we consider material cost and success rate and divide the posable loses into the successes. which in this case is 200/3 = 66. We then add that onto our previous cost of 110 to make it 176...
After this if it is an item with elemental properties you then factor in the elemental %. Which i say should be 10% to every 5% of elemental property rounded to the nearest 5, 3+ round up, 2- round down. Using the previous number we have and lets say we have a 20% elemental property we would then have 264 as a baseline price for this item.
or if you wish to jusst input numbers into a formula
[(M + R) + (M*F/S)] * [(E*2)+1] = B
M = Materials
R = Rarity (star lvl)
F = Failure Rate (100 minus success rate)
S = Success Rate
E = Elemental Property (the +1 is because the number from the element is actually a decimal and it's just easier to write than another way...but harder to understand probably)
B = base price
if the elemental part messes you up... follow this
[(M + R) + (M*F/S)] = X
([X*(E*2)]/100)+X = B
Both of those are the same for the most part but the second takes into account that you prolly aren't converting the element into a decimal. if you get a high number it's prolly because of that.
Remember that these a based on the base values unaltered by luck or PM lvl. If either of those are higher 0 then and you do this forumla your base price will be less than someone's who has base lines. This being said as it was before this means you can sell for a better profit or a lower price and make the same profit. For buyers this means if you enter this formula and it's lower than the answer you got a great deal. If it's higher you may still have a great deal based on the worth you place on the item, but at least you know how much you are getting robbed ^.^
P.S. any add-end-ums or corrections to my mathematics please post as I am not real big on math, but i'm positive i got the equation right (or understandable to those who aren't good at math) I'll be checking back with this in a few days so if there are any corrections or such or if you can post examples of actual numbers to work from that would be great.
The first arguement anyone will give to this forumla that i am about to present will be either one of 2 things.
#1 if i have lvled my PM my success rate is different
#2 some things are not in the store so it's impossable to figure out price.
#1 is easy to answer. The base line success rate is based off an unleveled PM (data that is mostly unknown because noone has done the math to figure it out on most things) and the fact that your PM is lvled means that any resulting successes allows you to have a higher profit margin or cut prices to be able to sell easier.
#2 is a bit harder to answer because it requires a bit of research on the part of the buyer/seller, but this is the asnwer. If you look at the items and their star lvls almost every item has a pattern of increasing value whether it be 2x or some off number there is a multiplier or added number. There is one or two that are not so simple but i would take it that you have a brain to figure out a decent price based on the pattern set before you and not some hideously outrageous number. Also if you get materials cheaper than in store that heightens your profit margin.
So what's the formula?
First thing to take into account is material cost. Take into acount all the NPC prices (or NPC paterned prices)of each item. Add them up and that is your first base price.
Next thing to consider is star lvl or rarity. Either way this should be calculated on a % of the material cost. for me i say stick with an easy number like 10% and add that to the material cost. So if my materials cost 100 and it's a 1 star item it becomes 110.
After that comes success rate and chances of having a positive outcome from a single board. So if you have a 50% success rate you have a a 50% lost rate which should be made up by the others that are succesful. since a 50% would be a bit confusing during explanation we'll say the board has a 60% sucess rate and is a 5/5 board. this means that if you had 2 boards out of the 10 tries you had you would be successful 6/10 times or if like in this example we have a 5/5 you have 3successful and 2 failures. Like before we consider material cost and success rate and divide the posable loses into the successes. which in this case is 200/3 = 66. We then add that onto our previous cost of 110 to make it 176...
After this if it is an item with elemental properties you then factor in the elemental %. Which i say should be 10% to every 5% of elemental property rounded to the nearest 5, 3+ round up, 2- round down. Using the previous number we have and lets say we have a 20% elemental property we would then have 264 as a baseline price for this item.
or if you wish to jusst input numbers into a formula
[(M + R) + (M*F/S)] * [(E*2)+1] = B
M = Materials
R = Rarity (star lvl)
F = Failure Rate (100 minus success rate)
S = Success Rate
E = Elemental Property (the +1 is because the number from the element is actually a decimal and it's just easier to write than another way...but harder to understand probably)
B = base price
if the elemental part messes you up... follow this
[(M + R) + (M*F/S)] = X
([X*(E*2)]/100)+X = B
Both of those are the same for the most part but the second takes into account that you prolly aren't converting the element into a decimal. if you get a high number it's prolly because of that.
Remember that these a based on the base values unaltered by luck or PM lvl. If either of those are higher 0 then and you do this forumla your base price will be less than someone's who has base lines. This being said as it was before this means you can sell for a better profit or a lower price and make the same profit. For buyers this means if you enter this formula and it's lower than the answer you got a great deal. If it's higher you may still have a great deal based on the worth you place on the item, but at least you know how much you are getting robbed ^.^
P.S. any add-end-ums or corrections to my mathematics please post as I am not real big on math, but i'm positive i got the equation right (or understandable to those who aren't good at math) I'll be checking back with this in a few days so if there are any corrections or such or if you can post examples of actual numbers to work from that would be great.