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Putting a price on magic items - guideline?

Discussion in 'UHall' started by Zayin666, Sep 18, 2009.

  1. Zayin666

    Zayin666 Lore Keeper
    Stratics Veteran

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    Heya...

    Maybe this was already discussed or posted somewhere else. If so sorry!

    I recently returned to UO and found I had lots of rings and bracelets (amongst many other things) stashed away.

    I would like to try and sell some of these, but it is really har to put a price on them. I know that it is easier to sell to someone who is needing that particulat mod your ring has, but I would be nice to be able to put them on a vendor at a fair price.

    Is it possible to make some sort of rule for what the different properties would be worth?

    Maybe something like
    DCI 5-10 = 10k pr point 10-14 =20k/point 15=50k?
    HCI 5-10 = 10k pr point

    Etc etc...

    What properties are the most sought after? for say:

    A caster ring:

    Dexer ring:

    Archer ring:

    Tamer ring:

    PvP ring:

    ?

    Can yo guys help me/us set up some guidelines for pricing rings and braces? Then maybe later all weapons/armor?

    Or if this was already made please point me in the direction :)

    Thanks
     

  2. Hello,
    Wont work that way. Its quite complicated and best if you actually go and ask what people want and find out what sells...

    The problem is 8% HCI isnt work 70k less then 15% HCI if you do 10k per 1%.

    And 15% HCI on any ring isnt the same value.

    The cost or value of Jewelry comes with max mods but mostly comes from the right combination of mods.

    15% HCI
    15% DCI
    20% LRC
    3 faster recovery
    50% Enhance Potion

    So if you want to try and do what you are saying you have to do it on understanding the combo value

    OH AND NOW WITH IMBUING

    A plan 50% ENHANCE POTION RING is probably worth 1 million.

    A ring with 8 INT and no other mods might bring 500k

    Think about it.
     
  3. Zayin666

    Zayin666 Lore Keeper
    Stratics Veteran

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    I understand that some combos are more usefull than others.
    Some skill mods dont really fit together and thus a 15HCI ring can be crap because of other stats.

    Maybe I could better price a ring if I understood the different usefull combos better.... I play a mage as my main and understand that FCR and FC amongst other mods are usefull.

    For instance I just got this ring:

    Luck 63
    DCI 12%
    FCR 3
    FC 1
    Fire resist 8%

    How on earth would I value that? Is it worth 100k or 1million?
    Sure I can auction it on a tradeforum, but If I put on a vendor I might end up having the item for sale for ages or sell it at such a low price that its gone in a sec....

    What do you guys do? Surely some of you merchants must have some sort of thumb rule for these magic items. :)

    Thanks
     
  4. I walk luna and make notes on jewelry. Especially the PvP vendors.

    When in doubt sell at bank. If its valuable youll get responses.

    That ring to me is worth 50k. Why? Not much value but 3-1.

    The best thing to do is put the rings on a vendor at a high price. If they dont sell cut the price in half. etc.

    I know this doesnt really help buts its the only way. Now that things can be imbued, lots of high end rings that were once worth 10 million will be worth 1 million over the next 30 days.
     
  5. guum

    guum Guest

    Actually, pre-imbuing, that ring would have been decent -- half a mil at least, since it's 3/1 and has a decent quantity of DCI. Problem is, right now it's practically impossible to price old-school found loot. An imbuer can make a much better ring than that...the questions are a) whether the cost of ingredients will be so high as to make such a ring prohibitively expensive (remember that FCR 3 & FC 1 will both take high-end ingredients) and b) how much people will care about durability being a factor on their jewelry.

    As far as how items *used* to be priced...the fact of the matter is that nothing was worth much unless it either had a combination that was highly desirable (in this case FC/FCR/DCI), or had multiple mods at very close to 100% of their maximum values. You can't assign linear values to each point of a mod as (I think) you are suggesting...it's probably more like 0-9 DCI = worthless, 10-11 DCI = 1k, 12-13 DCI=5k, 14 DCI=10k, 15 DCI=50k. But it doesn't work exactly like that either...item pricing is a really, really complex art that took me a good 6 months upon returning to feel like I had any real grasp on. And now the rules for what things are worth have changed again.

    My suggestion is to hold onto whatever you've got for now, since no one knows what anything is worth anyway. If you need money, go do the puzzle box in the Abyss, or go to the Cavern of the discarded and farm mobs there for abyssal cloth, seeds of renewal, and crystalline blackrock, all of which will sell for a small fortune for the next few weeks. Or, make an imbuer and farm junk items off of easy mobs (I'd suggest Daemons if you can handle them, cause they die fast and give a lot of items) to turn into Magic Residue. With jingasas nerfed and residue returns toned down, you can probably get around 300 gold easy per residue, and on daemons, I bet you can farm 500 residue an hour without breaking a sweat.
     
  6. Fink

    Fink Guest

    1-13 HCI or DCI would be an almost linear progression (well not always, but for the sake of convenience). 14-15 uses the special ingredients, so it would be a different price bracket. Same goes for just about any mod; the upper values are far more expensive than near-best.

    Also, if you're quoting, work out how much you "might" use rather than the minimum. 100% chance to imbue = 1x cost, 50% = 2x cost, etc. If you have a bad run of luck, just wear it & stick by your quote. Sometimes you will get lucky and come in way under expected cost, so it balances out.

    If you're making stuff to put on a vendor, you might work it out based on the consumption for the particular piece.. or again take an average cost and go from there.

    Then again you could simply place an arbitrary price on items based on what you think people might pay, or are paying for similar items.