Posts by Red Fireball
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oh I had been called and still forgotten to answer... sry
the shield is nice (and happened to be in my inventory - or at least one with same stats). req and mod combo is tops, the 1 off kills a lot of value however. I´d agree with the given price ranges roughly - in the lower double digit arms section. only an auction can determine more - don´t rush to sell unless you get a real good offer (40a+)
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healing ankh 5e
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it does - but amongst all the matching dmg reduc/health combos hex is the least worthy... plus it's just a q10. I'd be surprised if it caught more than 40e and will likely not be the easiest sale.
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defender has high req, mismatching mods and 1off so it's a merch...
The sotw on the other hand will give good money - I'd bet some 5a+ - best you put it for auction!
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certainly not merch.
11+9 is as good as it gets for the main part (there is a slim chance for a 12+9, but it is almost unheard of). Ofc it sadly is singlemod, which kills value, but 2bd should be well possible.
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okay Isee some confusions...
Scenario 1: 1player 7 henchies
Scenario 2: 8players
Scenario 3: 1player no one else, no henchie, "solo"
Chance to get a green drop on the floor for the entireity of real players are equal in #2 and #3, whilst it is 1/8 of tht in #1. As a given player in those groups your chance of getting the greenie assigned to you are equal in #1 and #2, whilst the chance is 8times as high in #3.
So naturally you have the same profits if you run #1 or #2 - no matter if your party shares profits or not. In #3 the profit is 8* as high. Whereas we are talking profits per kills. Might be that a 8 player party kills faster than a single player *doh.
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I think (hope) what ostona means maybe is that when u farm a specific green item with 8 Players then the chance to drop one in generell is higher then when going Alone.
I read it the same way but exactly this statement is false. The chances are identical that the item drops for the party of 8 or the party of 1.
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And I loved your poetic last paragraph
very elaborate, profoundand cleverly argued!
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When you are fighting an enemy, the drop of the item is assigned randomly to the people fighting him. If there is only 1 person killing the foe, there's only 1 chance that the item is assigned to someone. If there are 8 people killing it, the item can be assigned to one person of the 8 of your group, so more chances/probability to obtain it from someone in your party, like the lottery in real life.
this is absolutely correct in means of how to read the above - whilst it is absolutely incorrect as to how the game works.
- People who were advanced solo farmers and who were earning vastly more money through solo farming than through playing the game normally will see the full effect of loot scaling. They will earn less gold and common loot from solo farming than they did in the past. The loot scaling for gold and common loot is not linear with the number of players in the party, and it includes an element of randomness, so while the difference is not easy to quantify, it is by no means a factor of eight. Advanced solo farmers may now earn about twice as much gold and common loot from farming solo as they would if they farmed in a party. While gold and common loot are thus reduced for these players by loot scaling, certain other types of loot are completely unaffected. For example, Skill Tomes are completely unaffected by loot scaling, so they still drop eight times as frequently for solo farmers than they do for people who play in parties. Thus, advanced solo farmers will find that certain types of farming are still extremely productive for them, but they may have to change what and where they farm if they want to earn as much money as they did before.
And this:
The following are exempt from loot scaling:
- Skill Tomes
- Scrolls
- Dye
- Rare materials, such as Ectoplasm
- Gemstones from the Domain of Anguish
- All other rare (gold) items
- All unique (green) items
- Special event items
so basically a player running in a party of 8 will recieve on average 1/8 of the number of gold items from a given number of foes, or 1/4 of the number of white items from a given number of foes. The question of drops over time is again something different as to the killrate.
Then the killrate and other effects reduce the number of drops for excessive farmers whereas the exact mechanics are not known for sure. Means the above given numbers only apply for same kill rates, map entry repetitions and so on.
On your original quote the effect of soloing or palying with henchmen is mixed: henchmen count like regular players concerning drops: they can receive the drop at a chance of 1/8 (given a party of eight) whilst the drop will then not be shown on floor since they couldn't pick it up. Also they recieve their share of gold coins picked up. That means the individual player has the same chance to recieve an item no matter if the other 7 characters in his group are players or henchmen, whilst overall the chance that a given item is assigne to a player will be lower whilst henchmen are present. For the example of a firebrand or a green mini - the chance that it is dropped and assigned to a player is identical weather you go alone in your party or you have a full party of players or you bring henchmen and flag them out of compass range.
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q8 demon and dualmod is nice, the skin as well ofc - but that's my personal view and it doesn't have high demand. The one off, the dmg reduc mod with chance and str are not that great - esp for usage, which drives prices for demons shields.
To be more specific - q8 or q13 doesn't matter on a usage perspective for demons shields since the req won't be met regardless, a -5/xxmod is almost as desired as no mod.
That being said it still is q8 dualmod and would likely fetch 40e to 3 arms. I fear any higher hopes would be unrealistic.
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Most notable about that thing is the clean value
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ene while hex, mixed, 1off on the hct, nonmax for q8, jade wand, curses, hct... I'd rather stop about listing its imperfections
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W1 worth money 10a+
W2 10e+
W3-W7 merch
W8 check tradechat - worth money
W9 merch
F1 5e - classic quest reward (req heal is prenerf and entirely different story Zes )
F2 10e
F3 20e+
F4 20e+ tough sale but its q8 dualmod after all
F5 2e
F4 (the second) merch
F5 (the second) merch
F6+7 check tradechat - worth couple ecto
ST1 merch-2e
ST2 q9 worth some ecto
ST3+5+6 15e
ST4 quite a lot - I'd expect 10a+
ST7+8+9+11 I'd merch but I might be wrong
ST10 sadly q10, still 2a+
ST12 merch
B1 merch
B2 15e+ but tough
B3 5a+
B4 merch
B5+6+7+8 5e/ea
B9 merch-2e
B10 merch
SH1 10-15e
SH2 5-10e
SH3 15e+ cute
SH4-7 check tradechat, usually only q9s worth selling 5-15e on these skins
A1+2 merch
A3 10e
A4 5e
A5-7 check tradechat 5-15e
SW1 a lot, good old HoD
SW2 shame on 1 off 50e+
SW3 15e
SW4 5e
SW5-9 check tradechat 5-15e
SW10 15-25e
H1-3 merch
D1+blaze it check tradechat
VS3+4+6+7+8+9 merch
All other VS are around 5-15e
All white trash is white trash
General advice:
Such long price check thread will yield little - barely anyone takes the time to really reply to everything. Reduce to at max 10items of suggested higher value.
insc items - check tradechat - if it is not present it is merch, if there are recent entries you have a hint.
Q10+ os martials merch unless prenerf.
Os q9 15^50 and one hand +5e martials always worth 10-15e, more on exotic skins. Dv+dz are rare - any other mods usually not worth selling.
Prenerf os items are worth money and mostly an auction will give you a fair price.
Oddball items like your ogre meme stuff or white trash - put for auction and hope for a collector to get them or directly contact them. A price check is not really applicable, it comes down to respecting rarity of skin and the loveability of the mods - just agree on a pice between 1337g and 15e that both sides are happy about.
Most notable are W1, ST4, ST10, SW1, SW2. You could just put everything up for auction without b/o. Supply and demand will regulate the price. After a week or so you will be able to think about adding b/o or merching things. Don't rush to sell to a supposedly good offer via pm. Usually you rip yourself off.
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if that is correct... we need the source :p
The research Thread - everything about drops Red Fireball Praise
s1 want to try to leveling this heket to lvl 12?
indeed lvl 5 could drop max q0 shields but only white/blue - since purple will only happen from lvl7 upwards. Leveling him might look like a fun idea however drops don't work that way- they are based on the level the mob is spawned with.
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Where? I got a white one the other day but those mobs were lvl 22 in NM
Look at them - there is a place they spawn in lvl 20 nm
(behemoth gravebane)
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nothing too special about the mod combination, the attri +1 div is relatively useless for the most part, 14 isn't max for q7. I'm sorry to say it - but I'd value it at 80g - 5-10e at max.
But there are collectors of odd things... so you can put it for auction and see where it goes.
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nop.
Non max for q8, both mods off max, hsr mod unmatching.
Straight merch on this.
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new4 5e
New 12 10e
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So this happened today. Funny as there was discussion recently of whether or not these still drop. This is the closest I've personally gotten to one. If there was any remaining doubt before, it can definitely still happen.
Haven't ID'd it yet.
...but where?
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14/2? Priceless!
Do you maybe mean a 10/2 a 12/4 or a 14/6?
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dualvamps often sell for quite some money. But as jack said - skin and req are far from top notch. I'd put it in the 15-40e range. Sometimes someone is looking for a dualvamp for practical purposes, which often results in higher price for you.
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I have four shields with that armor/Q and I bought them all for 10e ea from different people from Kamadan (not this skin though, mines are a x1 Tall Shield, x1 Wooden Buckler and x2 Ornate Bucklers in blue and purple), it's the only thing I can say. If the "Crude" skin and gold is rarer than those I said, it's beyond me, no idea.
It's mainly the gold rarity that makes this one way more valueable. Gold does only drop down to q3 and that is insanely rare - so rare that to this day I haven't seen a single gold insc q3 shield.
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very rare, nice skin, tac, not too many to compare to. I'd guess the one digit arm range as well - but you never know...
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insc low req str shields aren't big sellers... still a 15/7 can get you 10-15e, kournan defender not being an exception.
The tower is off in so many points and by so much, that you can easily merch it
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tough to say on niche items. It has all max, low req and max ar for req so it is promising. The mod combination however isn't too desireable - hence I'd not put it in the multiple arms range - rather a 50-100e seem appropriate. But put it for sale and see who might go nuts for it
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Oh boi - you should have left it non working - it'd have saved a lot of pain!
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i'd assume the dv rams is collectible and rare mod and can fetch 50e, but I might overestimate.
The war hammer I'd also put on sale and see where it goes - there's some numbers maniacs around who will certainly appreciate the 5-15-25-15-5 pattern - a clean 100g value would certainly have been an increase of value due to some Mr. Clean(-Value)
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both aren't too bad.
The sword has the rare mod - sadly dz and not dv - and sadly not q9. But still you should get 20-40e.
The shield can be useful since a lot of water ele skills are hexes and hence cold and hex often coincide - yet anyone farming there usually uses shadowform hence no hexes and those who fight in the areas won't buy a shield just for that. The other section of why someone buys stuff is collecting - but hex mods just aren't that popular nor are wooden bucklers - or any core skin items. I'd but it in the 10e range.
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If i remember right it stacked like the following with made up numbers for simple math.
Spell breaker base duration 10 seconds. Then blessed aura at 30% extension gives .3 * 10 = 3.
13 seconds total spell breaker now. Then first enchant mod .2 * 13 = 2.6 so we now have 15.6 total. Then finally second 20% enchant mod .2 * 15.6 = 3.12. So final duration would be 18.72 seconds before gw rounding up or down.
Indeed that is how those stack. Also the order of application is irrelevant (which is called the commutation law of multiplication). Basically an "increase by n%" is a factor 100%+n% applied to the relevant value. For example 20% longer ench is factor 1.2 on ench duration. Same applies to reduction: "decrease of n%" means a factor of 100%-n%. For example if you have "I can see clearly now" and "rune of clarity" blind duration will be multiplied by 0.8*0.8=0.64 - which means a reduction of just 36%.
Then on those by chance mods the same applies. The so called 40/40 set is actually only a 32% chance to half casting and recharge times but there is also a 4% chance to have 1/4 casting and or recharge - which in summary makes it a bit worse than an actual 40/40 (such doesn't exist in gw) would be. Effectively an actual 38/38 would get you to the same average casting and recharge times.
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Fenrir el Gris indeed the only ones that appeared as "dual" are reduction mods and as Jonast correctly stated one of them was always the stance one. Apart from this flaw you can trust Mr. Clean(-Value) s statement
Also happened on purples, so there is a wide range of all numerical combinations. But for categories there is just 3:
wS/wE
wS/wH
wS/chance