Possible Sticky? If the mods are nice
Im bored, so to all newbs of trading out there (newbs not noobs there is a difference, newbs = new people, noobs = stubborn ignorant smartasses)
Weapon Prices are determined by desirability: For example a 15%>50% weapon is very diserable because it can be used with any build. A 15% Vs Hexed isnt popular because only mesmers and necros use hexes, and they are easily removed. Looks are a major factor, and the rarity of a weapon, as well as requirement. The lower the requirement the more expensive. Also the added mods add price to them.
As some people have said, items are only worth what people will pay for them. And also, great upgrades on weapons with bad dmg mods will lower the prices, as the first and most important thing is the Damage mod, and all weapons MUST be amx dmg to be worth anything. IE: a 14-27 dmg bow, with 13% in stance, but it has a +30 hp grip on it. the bow isnt worth NEARLY as much as the grip, so salvage it.
this is a work in progress
These are in Descending Order, and apply to most weapons:
Popularit Rating at Right
Most desireds Dmg Mods:
15% Always, Unconditional (10,000,000)
15% While Health is Above 50% (20000)
15% (-5 Energy) (19000)
15% (-10 Armor while attacking) (19000)
15% While Enchanted (15000)
15% (-1 Health/Energy Regeneration) (13500)
15% While in a Stance (10000)
20% While Health is below 50% (7500)
15% Vs Hexed (3000)
20% While Hexed (1000)
(-30% for each % off of the max)
Best Requirement On Max dmg Weapons:
7 (4.5)
8 (2)
9 (1.75)
10 (1.5)
11 (1.25)
12 (1.15)
13 (1)
Weapon Upgrades: Upgrade Score: X = Upgrade Value (X(Calculated Value/50,000):
+30 health (5000)
10/10 Sundering (5000)
10/10 Furious (5000)
Perfect Vampiric (3/1 Sword and Axe, 5/1 Hammer and Bow) (4500)
Enchantment Length 20% Longer (4500)
Armor +5 (1000)
Elemental Hilts (0)
Utility Upgrades (Lengthens bleeding, poison, weakness etc.) (0)
Weapon Mastery +1 (20% Chance) (1000)
Armor +7 Vs Elemental (0)
Armor +7 Vs Physical (0)
Now for axes prices, (since i know bunches about axes)
This goes from best at top to worst at bottom
Most Desired Axes:
Sickles (1000)
Chaos Axes (80)
Sephis Axes (60)
Dwarven Axes (60)
Tribal Axes (60)
Serpent Axes (30)
Summit Axes (15)
Hand Axe
Spiked Axe
Cleavers
War Axe
Great axe (Collectors)
Battlepicks
Most Desired Swords:
Crystalline Sword (500)
Fellblade (25)
Longsword (12)
Wingblade/Butterfly Sword (10)
Fiery Dragon Sword (9)
Flamberge (8)
Forked Sword/Spatha (7)
Brute Sword (7)
Scimitar (5)
Gladius (4)
Most Desired Bows:
Storm Bow (20)
Eternal bow (15)
Half Moon (10)
Short Bow (8)
Mursaat Horn Bow (7)
Ivory Bow (7)
Shadow Bow (7)
Feathered Longbow (6)
Flatbow (5)
Composite (4)
Horn Bow (3)
Recurve Bow (3)
Long Bow (3)
Hammers:
Mursaat Hammer (15)
Twin Hammer (9)
Spikey War Hammer (8)
Righteous Maul (6)
Summit Hammer (6)
Runic Hammer (5)
Break Hammer (5)
Foe Hammer (3)
Rams Hammer (1)
Shields: Supply and demand. In general, + Health and - Damage while enchanted will get you the most money. The most desired shield are Eternal Shields, Magma Shields, Shadow Shields, Tall
Selling Basically goes like this in importance:
1. It almost has to be max dmg, unless its close to and is a crystalline sword.
2. Damage mod. The better the damage mod the more money.
3. Demand for the type of weapon. Demand pretty much goes in order that ive listed them. Example: Perfect Fellblade: 1000k, perfect Scimitar: 300k
4. Requirement: the lower the better (Much more important on bows, as many ranger have to spread their attribute points out to 4, sometimes 5 different attributes)
5. Upgradeable mods: These are least important because the buyer can change them themselves. This is complicated though, as a perfect upgrade can be worth alot of money on a great item that is in demand, but if the weapon isnt perfect in the first and second aspect, the upgrade isnt worth much on that weapon, and you should attempt to get that upgrade off of the weapon. Also, in many cases perfect upgrades are worth more alone than on an item. IMO, perfect fortitude and sundering should only be put on perfect rare weapons such as fellblades, crystalines etc.
Formula for Price: Damage + Damage Mod X Req X Popularity Rating + Upgrade Score (and i thought i would never use algebra)
Example: Max 100 + Damage Mod 20000 + Req 8 2.0 X Popularity Rating (FellBlade = 25) + Upgrade Score (200,000) = 1,260,000 (a good estimate for a perfect Fellblade)
If NOT-Max Dont multiply by the req or popularity, and your price is there, also for max dmg weapons without a damage mod, add any upgrade values on AFTER requirement and popularity calculation (unless as rare as crystalline or sickle, then those mods retain value found in the mod price guidline)
HAHA most expensive weapon:
Sickle 6-28 (req 8)
Dmg +15%
Health +30
Sundering 10/10
Price: 20 billion LOL, no one has that much but that doesnt exist o well
And if you want to post this on another website could ya ask first?
Weapon Price Guidlines
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Originally Posted by Celeborn
Good start on the guide.
One thing that I'm not sure how to value is things like 'Lengthens Bleeding Duration on Foe', would it be possible to include a section on this? Thanks. |
T
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Originally Posted by coolyguy
also Tribal and cleaver. and Battlepicks and Waraxes aren't most desirable. They are least desirable.
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I'm pretty sure he was putting them in a heirarchy from most desirable to least desirable. I dont think he was saying these are the most desirable weapons in GW.
Good work on the list tho, hard part with weapons is the prices fluxuate so much with supply and demand it's no where near as easy to prcie catagorize as mods.
r
w
Not a price check, but according to the formula my
Sundering Giant Slayers Hammer of Enchanting
19-35 dam (10 req)
Dmg +12% >50%
10/10 sundering (perfect)
20% longer enchanting (perfect)
is worth 32250? (no multiplyer for hammers, so called it X1, and I called +12% 12K, simple division, but probably not a true value)
The mods alone are worth 50K+ each, granted not a desireable hammer, but a decent 12 >50%, and only a 10 req. With those two very desireable perfect mods on it.
Not that I would try to get 100K for it, but I am sure someone that doesn't care about a look, that wanted the enchant and sundering both would pay more than that for it. Neither of those types of customers is difficult to find BTW. And I certainly wouldn't sell it for 32K.
Overall a good guide, but when you have a couple perfect mods on a so-so base weapon, I think it short changes the value quite a bit, and maybe overvalues some weapons with lower req and not perfect mods..
Sundering Giant Slayers Hammer of Enchanting
19-35 dam (10 req)
Dmg +12% >50%
10/10 sundering (perfect)
20% longer enchanting (perfect)
is worth 32250? (no multiplyer for hammers, so called it X1, and I called +12% 12K, simple division, but probably not a true value)
The mods alone are worth 50K+ each, granted not a desireable hammer, but a decent 12 >50%, and only a 10 req. With those two very desireable perfect mods on it.
Not that I would try to get 100K for it, but I am sure someone that doesn't care about a look, that wanted the enchant and sundering both would pay more than that for it. Neither of those types of customers is difficult to find BTW. And I certainly wouldn't sell it for 32K.
Overall a good guide, but when you have a couple perfect mods on a so-so base weapon, I think it short changes the value quite a bit, and maybe overvalues some weapons with lower req and not perfect mods..
Actually, I disagree wiz - those mods ARE worth a good amount of money, but only when they are detached from the original hammer.
If you are considering buying that hammer, you have to ask yourself "Is the 3% reduction from max 15>50 worth the 10% chance of 10% armor penetration?"
The answer in most cases is NO - you'd rather have a 15>50 hammer that you can customize yourself (which you can normally get for less than 30K, especially with a 10 req) than spend the money on that mod. And a 20% enchanting mod on a HAMMER doesn't do hardly anything for me - I would much rather have the +5 armor mod or a fortitude mod to help compensate for the fact that you don't have a shield.
If you are considering buying that hammer, you have to ask yourself "Is the 3% reduction from max 15>50 worth the 10% chance of 10% armor penetration?"
The answer in most cases is NO - you'd rather have a 15>50 hammer that you can customize yourself (which you can normally get for less than 30K, especially with a 10 req) than spend the money on that mod. And a 20% enchanting mod on a HAMMER doesn't do hardly anything for me - I would much rather have the +5 armor mod or a fortitude mod to help compensate for the fact that you don't have a shield.
w
That is why I said, "for the RIGHT build".
I just know that once you buy the base hammer, then BOTH those upgardes you will have spent well over 100K, to basically get that 3% mod, and maybe an 8 or 9 req. Most builds can tweak to 10 with out losing anything by subtracting from another, and definately gain by having a longer enchant or more sunder, especially with a higher number in the weapon skill.
That is the diffence with warriors, they want the higher weapons skill, to do more damage with the weapon they are weilding. So their skill req value is one that has to be adjusted.
Big difference between a sword that req 12 than a staff that requires 12. Sword dam is relevant and goes up, while staff dam is secondary and caster rarely use staff fire to deal damage. So points are "wasted" while points used for warriors cause more damage.
I just know that once you buy the base hammer, then BOTH those upgardes you will have spent well over 100K, to basically get that 3% mod, and maybe an 8 or 9 req. Most builds can tweak to 10 with out losing anything by subtracting from another, and definately gain by having a longer enchant or more sunder, especially with a higher number in the weapon skill.
That is the diffence with warriors, they want the higher weapons skill, to do more damage with the weapon they are weilding. So their skill req value is one that has to be adjusted.
Big difference between a sword that req 12 than a staff that requires 12. Sword dam is relevant and goes up, while staff dam is secondary and caster rarely use staff fire to deal damage. So points are "wasted" while points used for warriors cause more damage.
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Originally Posted by wiz12268
Sundering Giant Slayers Hammer of Enchanting
19-35 dam (10 req) Dmg +12% >50% 10/10 sundering (perfect) 20% longer enchanting (perfect) is worth 32250? (no multiplyer for hammers, so called it X1, and I called +12% 12K, simple division, but probably not a true value) The mods alone are worth 50K+ each, granted not a desireable hammer, but a decent 12 >50%, and only a 10 req. With those two very desireable perfect mods on it. |
w
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Originally Posted by derrtyboy69
i think thats a good price for it personally. those mods are worth more alone than the hammer is together. its not a great hammer, and its ugly. i would rather have clean 15% than with those mods
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I also have a Sundering Giant Slayer Hammer of Enchanting
Max dam (8 req)
+12% whie enchanted
10/10 sundering
16% enchanting
Basically the same hammer, worse enchant, but better req.,that hammer is actually worth more with a less desireable dam enhancement (enchanted versus >50%) and a far less valuable enchant mod amount, but it is worth 33200. Or 1000 more than a hammer with 2 perfect upgrades and a "better" enhanced damage mod.
I just think the requirements values need to be adjusted more when it comes to weapons. Because no way is that second hammer worth what the first one is. Yet because it has an 8 req rather than a 10 it somehow grades out to more.
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Originally Posted by wiz12268
OK same guide, different hammer same mods.
I also have a Sundering Giant Slayer Hammer of Enchanting Max dam (8 req) +12% whie enchanted 10/10 sundering 16% enchanting Basically the same hammer, worse enchant, but better req.,that hammer is actually worth more with a less desireable dam enhancement (enchanted versus >50%) and a far less valuable enchant mod amount, but it is worth 33200. Or 1000 more than a hammer with 2 perfect upgrades and a "better" enhanced damage mod. I just think the requirements values need to be adjusted more when it comes to weapons. Because no way is that second hammer worth what the first one is. Yet because it has an 8 req rather than a 10 it somehow grades out to more. |
