Alright - this is gonna be a big one.
Here I had posted a thread similar to this one - limited to the part that matters for presearing. Iwant to extend it on here as to cover EVERYTHING considering ranges, rarities, values, odds and ends. We won´t discuss skins on here. Since it´s gonna be extensive I´ll try to keep it organized with spoiler, so you have all information if you want to, but can usually just check the relevant bits (for reference).
Compact knowledge for reference:
1. Identification
iv = (uv + rand) * rf
Where
uv = unidvalue
iv = ident value
rf = rarity factor (1 for blue+white, 2 for purples and 4 for gold items)
rand = random value in between 1g and uv averaging at ~30% of unid value
Improved sale value will add up to 75g to that value.
2. Unid values by level
lvl | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24+ |
min | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 8 | 8 | 10 | 12 | 13 | 15 | 17 | 20 | 22 | 25 | 28 | 32 | 36 | 40 | 45 | 50 |
max | 3 | 4 | 5 | 5 | 6 | 8 | 9 | 11 | 12 | 13 | 17 | 18 | 21 | 24 | 27 | 30 | 33 | 38 | 43 | 47 | 54 | 58 | 60 | 58 | 57 |
peak | 1 | 2 | 2 | 3 | 4 | 5 | 5 | 6 | 7 | 8 | 9 | 11 | 13 | 15 | 17 | 19 | 22 | 24 | 27 | 30 | 34 | 38 | 42 | 48 | 51 |
The distributions have a peak for highest chance of unid value slightly higher than the minimum and rapidly decreasing towards the top end.
3. DMG ranges by values
This is just so big - imagine a table for each weapon type covering all possible DMG-ranges with their respective range of unid values. Seperate for all 3 rarities. Seperate for all weapon types. I´ll add those at some point, since this is the base of my research - the closest I could get to the core so far - but don´t expect it to be fun! (Here you´ll have those stats listed, that don´t come in a range and have been proven to be independent from one another)
HSR Staff | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
blue/white | 1-4 | 4-8 | 8-12 | 12-17 | 17-24 | 24-33 | 33-43 | 44-57 | 58-60 | - | - |
purple | - | 5-8 | 5-12 | 6-16 | 9-24 | 12-33 | 16-43 | 24-56 | 32-56 | 38-57 | 49-56 |
gold | - | - | - | - | 12 | 13-16 | 17-20 | 22-29 | 29-37 | 38-48 | 49-57 |
Energy Staff | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
blue/white | 1-3 | 3-5 | 5-9 | 9-14 | 14-21 | 22-32 | 32-46 | 46-60 |
purple | - | - | 5-11 | 6-14 | 9-20 | 15-31 | 21-46 | 32-57 |
gold | - | - | - | - | 12-13 | 15-21 | 22-31 | 31-57 |
Energy Focus | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
blue/white | 1-2 | 2-4 | 4-7 | 7-11 | 10-16 | 14-22 | 20-29 | 27-35 | 36-53 | 48-58 |
purple/gold | 5-7 | 7-9 | 9-13 | 13-18 | 18-24 | 24-32 | 32-58 |
Armor Shield | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
blue/white | 1-2 | 2-3 | 4-5 | 5-7 | 7-10 | 9-14 | 12-19 | 16-25 | 21-28 | 26-35 | 32-44 | 40-55 | 50-58 |
purple/gold | - | - | - | - | 5-6 | 6-8 | 8-11 | 11-13 | 14-17 | 17-21 | 21-26 | 27-33 | 33-58 |
Side note: in the purple/gold ranges take into account that gold will just start dropping at 12g upwards, but since that is a constant and all other ranges agree between purple and gold I see no reason to seperate them.
4. requirements by unid value:
white/blue range and purple/gold range listed - purple staves are different (and I have too few data as to be able to post ranges, since I noticed their specialty later)
req | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
white/blue | 1-11 | 9-11 | 9-16 | 9-21 | 9-26 | 9-37 | 10-52 | 13-50 | 18-56 | 23-58 | 30-59 | 40-58 | 53-60 | - |
purple/gold | 5-9 | 6 | 6-9 | 6-12 | 6-16 | 6-20 | 7-24 | 9-28 | 12-35 | 15-59 | 21-57 | 27-58 | 35-59 | 46-58 |
purple staves | 5-9 | 6-10 | 6-13 | 6-16 | 6-22 | 6-30 | 7-37 | 9-43 | 13-50 | 17-57 | 23-57 | 28-57 | 35-57 | 47-57 |
The application to open questions:
1. Highest/lowest values in pre(post):
Gold items: -(52-480)g
Purple items: 12-64(12-240)g
Purple items with req: 14-64(14-240)g
Purple items without req: 12-36(12-36)g
Blue items: 2-32(2-120)g
Blue items with req: 10-32(10-120)g
Blue items without req: 2-22(2-22)g
Only taking into consideration regular drops from mobs, excluding treasure chest drops, no "improved sale value".
2. DMG ranges by req
This is huge data - practically proven results see here. Will add the theoretical results here (lacking much date esp on dagg/spear/scythe in the unid value table, since I usually only chestrun/farm Proph and rarely factions, barely ever nf or EotN.
3. Identification
Since the added value by identifying averages at 30% of unid value and an identification kit costs 4g/use any white item worth 14g+ unid can be id'ed for slight profit (but it's not really worth it in general, since you'd have to check all values first... however any drops from lvl 16+ should be id'ed esp profitable it gets on lvl 24+ averaging at an additional 11g per item - still 20% higher profit from white drops, but yeah... barely anyone care for 20g these days - just saying...) blue, purple and gold items should always be id'ed since it might get valueable mods and the rarity factor increases values much higher. - or you sell as unid ofc!
4. Farming advice (pre relevancy)
Do boss runs for max dmg items while killing all the charr on the way for the possible mods dropping there. At shrine kill everything as well as the two patrols right inrange and follow the path upto the patrol group of 3 at the river. Leave an alternate char in your party right at the gate and zone as soon as this is done. This should get best moneys over time.
5. Farming advice (post relevancy)
If you are just looking to get unids - do whatever you want in HM (increased rare item drop rate there). If you want to get q8 items try lvl19/20 mobs for highest chance - lvl20 if aiming at the q8 sword, level 19 if aiming for q8 foci. But generally - better be 1 level off and use a better farm spot than trying to get that one lvl19 mob killed in one minute just to rezone... Minotaur (lvl19) in Black Curtain can be effectively farmed however. If you want more specific things like 13/5 shields e.g.: check the value by req list, take it´s upper limit (in the 13/5 example 20g if you want a purple/gold or 37g if you want a blue one) take that value to the value by level list and check for the mob level that has it´s unid value peak closest to your selected value (in our example lvl 15 for purple/gold or lvl 21 for blue/white) and search for a proper farming spot to get highest chance for said item. (in the last step when checking the value by level list rather go for that level that has the peak slightly below your selected value than the one having it slightly higher - in case you are doomed to chose between two)