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I was mulling around an idea for a guide that looks at the minimum cost
picture for equipping a toon with a low-end SO build.
Since the devs maintain the game is balanced around SO's, I figured that
would be a good place to start trying to get a handle on minimum costs.
The guide idea is to conservatively quantify those costs, and discuss
some low-end strategies for earning that amount of inf.
In the meantime, I thought I'd share the current charts as a general info
source (particularly in light of the threads whining about Billions in cost for shinies)
The basic methodology is to slot TOs/DOs/SOs every 5 levels according to
the "old school" approach to enhancing toons. Full replacement costs are
calculated for those levels by taking (the most expensive) damage enh
price and multiplying that by the total number of slots needed.
That should give an approximate worst case cost.
So, Here ya go.
Simple SO Build
=============
Code:There you have it - a typical toon needs roughly 18M over the course ofTotal Slot Total Level Enh Type Slots Cost Level Cost -------------------------------------------- 2 TO (L5) 6 500 3,000 7 " (L10) 14 1,000 14,000 12 DO (L15) 21 5,985 125,685 17 " (L20) 29 7,980 231,420 22 SO (L25) 36 30,000 1,080,000 27 " (L30) 44 36,000 1,584,000 32 " (L35) 52 42,000 2,184,000 37 " (L40) 65 48,000 3,120,000 42 " (L45) 76 54,000 4,104,000 47 " (L50) 87 60,000 5,220,000 50 " (L50) 94(+7) 60,000 420,000 ============================================ Total Character Cost: 18,086,105
its entire career to fully slot up with standard TO/DO/SO enhancements.
I also looked at the similar case for common IOs with some simple assumptions...
L10 IO > All TOs
L15 IO > All DO's
L25, L30, L35, L40 IOs correspond to SOs (within 1.5% or less), at even,
+1, +2, +3 strength respectively (so we don't need to slot higher than L40
IOs in anything)
Salvage is all common, and primary IOs use 2 pieces. Of course, prices for
it can be all over the place, but with simple planning and patience you can
get them for under 15K a piece (and in my experience, for much less than
that, but again, I'm being conservative here). So, for each IO, I counted
30K in salvage costs, along with the table price for recipe and crafting.
Here's the resulting chart...
Simple IO Build
=============
Code:Total Slot Cost Total Level Enh Type Slots Recipe Svg Craft Level Cost ------------------------------------------------------------ 2 TO (L5) 6 -- -- 500 3,000 7 IO (L10) 14 1,700 30K 3,400 491,400 12 " (L15) 21 3,550 " 7,100 853,650 22 " (L25) 36 17,750 " 35,550 2,997,000 27 " (L30) 44 30,975 " 41,300 4,500,100 32 " (L35) 52 47,025 " 62,700 7,265,700 37 " (L40) 65 74,475 " 99,300 13,245,375 38-50 " (L40) 94(+29) 74,475 " 99,300 5,909,475 ============================================================= Total Character Cost: 35,265,700
Isn't the conventional wisdom that IO's are cheaper in the long run over SOs?
Confession Time...
It is... I've misled you a bit with that 2nd chart... My Bad
The key part I neglected (intentionally) is the simple fact that IOs never
expire. So, we don't actually need to replace them like we do with SOs.
Since L25 IOs are roughly equal to even level SOs, let's simply upgrade
slots that we add past that level rather than replace everything each time.
To be sure, the performance won't ramp up as quickly that way, but it will
still be on par with SOs, and since we're looking at "minimum cost" here,
that's good enough for what I'm trying to show.
Unsurprisingly, that approach has a huge effect on price.
Here's that chart.
Frugal IO Build
=============
Code:Total Slot Cost Total Level Enh Type Slots Recipe Svg Craft Level Cost ------------------------------------------------------------ 2 TO (L5) 6 -- -- 500 3,000 7 IO (L10) 14 1,700 30K 3,400 491,400 12 " (L15) 21 3,550 " 7,100 853,650 22 " (L25) 36 17,750 " 35,550 2,997,000 27 " (L30) 44(+8) 30,975 " 41,300 818,200 32 " (L35) 52(+8) 47,025 " 62,700 1,117,800 37 " (L40) 65(+13) 74,475 " 99,300 2,649,075 38-50 " (L40) 94(+29) 74,475 " 99,300 5,909,475 ============================================================= 4.49M 3.87M 6.48M Total Character Cost: 14,839,600
relative performance.
I also included a breakdown of recipe, salvage and crafting costs - I find it
somewhat amusing that salvage is actually the smallest number of the 3,
given all the kvetching we hear about it.
Finally, since you can get both the recipes and salvage on the market, I'd
wager that a savvy shopper could get the cost down to 10-12M or less
with some planning and patient bidding.
Anyway, I thought the numbers were interesting, so I decided to share
them here first before incorporating them into a guide (assuming I do).
Regards,
4 -
What? No monocle, or tea???
Youngin's these days - sheesh...
Gratz - the 1.9 B cash is still good...
Cheers,
4 -
To briefly summarize Frogfather's point:
1> Player activity has changed recently, away from normal content
towards a couple AE exploits (one of which, at least, has since been
fixed), so fewer common salvage drops are getting to market as that
content doesn't produce them.
2> Supply has dropped on commons leading to higher prices there, and
increased on rares reducing prices somewhat.
So, Standard Economics applies.
One other wrinkle I'm aware of - some folks have been actively buying up
and deleting common salvage for lulz. They're not making inf by doing this
(it's a pure loss scenario for them), but simply amusing themselves.
That activity, while limited, does tend to exacerbate point #1 while it is occuring.
Regards,
4 -
To @OP:
Quote:This.So is my market habits a bad thing to the greater good of the Market or does it not matter in the least?
By and large, a few transactions here or there, make virtually zero detectable
difference in our market.
Even in the case where concerted efforts to manipulate a niche occur
(most recently, by buying out everything in it, and deleting it - causing an
arbitrary shortage), the effect to the market as a whole is negligible and
the effect in the specific niche typically only lasts minutes.
In the 88'rs, we're dealing with Billions of Inf, and even that has no appreciable
effect on the market (that we can definitively attribute to our transactions).
Your transactions for a few hundred K aren't even a ripple in the pond.
I also disagree with Lohenien that this is a "negative" transaction.
Basically all that has happened is that you've created a bargain for the
next buyer.
Maybe it's a flipper, maybe it's an end-user... Who Cares?
If it's a flipper, the item will be repriced back to "normal" price and be
placed back on the market.
If it's an end-user, he got a bargain if he bid low, and is now pleasantly
surprised and happy, or more likely, he paid normal price anyway, and is
happy he got his item at the price he expected, even if he's blissfully
unaware that there was a bargain in the first place.
Where's the negative?
If there is a negative, it is to YOU. You run the risk of selling your item for
a loss (if you list for 1, and I bid for 1, you lose inf on the fee).
For low-value stuff, it's probably nbd, but for high value, that could sting a bit.
So, my advice would be: list at the least amount you'd be satisfied with...
For low value items, 1 is fine - on average you'll still make inf.
For high value items, you'll at least get a decent price that way.
That said, if you're happy with the prices you received for those items, it's
all good. Rest assured it didn't impact the market at all...
Regards,
4 -
In my case, I Frankenslot starting with L25-L28 IO set pieces as soon as I
can get them for a few reasons.
1> It beats +3 SOs performance-wise. Two dual aspect L25's (ie. Acc/Dmg)
outperform a +3 Acc SO and a +3 Dmg SO (40% > 38.3%)
2> You can get several helpful bonuses in addition to better performance
(for instance, 2 Bruising Blow IO's gives you a small End Recovery Bonus
for free)
3> You can effectively maximize core attributes of a power in only 5 slots.
In an attack, I can get 60% Acc, 95% Dmg *and* an SO or more worth of
Erdx and Rch in just 5 slots (not even counting the set bonus perks).
4> As others mentioned, the bonuses exemplar well - for me, I like to have
bonuses for Bloody Bay and Ouroboros. Others want them for TF's as well
5> Once I complete a power, I don't *ever* have to look at it again. I get
20-25 levels of consistent, reliable performance (unlike SO's which have
a choppy, sawtooth performance pattern as you level).
6> It's cheaper... WAY cheaper than putting in L50 Sets.
My Conclusion:
The basic premise is that I get far better performance, far sooner, for a
far better price, for the longest part of the toon's playing career, than I
could by waiting till higher level.
As a predominantly solo player, that is a hands down, no-brainer win in my book...
Regards,
4 -
I have two marketeers that are pretty much twiddling their thumbs currently.
One of them is heavily invested in a little I-19 speculation. I'm expecting
his shinies to give a glorious return Real Soon Now,but they're in pure
idle mode at the moment, so he's full up on shinies, recipes, slots, and
salvage (ie, a fully stalled production line).
The other has several purples listed and is currently a prisoner to the
volatility of those. Given the amount of fees involved, he's simply going to
wait it out until pricing swings back up where they were... <shrug>
The others are playing much more reliable and consistent niches and are
doing fine.
Cheers,
4 -
Quote:While the preceding discussion on brain function is (honestly) fascinating,Originally Posted by ObitusFor every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed.
the above quote is sig-worthy
Cheers,
4 -
Quote:Need some evidence to show the high-end comes down.
Can you explain in there really briefly how a flipper taking the low price and making that same item sell a second time for more means the end user gets it for a lower price? I think that bit is needed.
just saying the high-price comes down, seems like a load of BS by itself.
Otherwise, good luck with this project.
In addition to the bit Goat just posted, I'll add this. Hopefully it shows the
cycle well enough to see how the top price can get lowered through flipping.
The goal of the flipper is Quick Profit. It has two key ingredients, volatility
and turnaround.
Wide price swings (volatility) means he can get a low price with patient bids.
Competitive listing means faster sales, freeing up slots (quick turnaround).
I think it's pretty typical for most casual folks to look at the last 5 and
loosely figure at least, that's the going price (unless they study or
frequent that particular niche enough to know what it "usually" goes for)
So, the flipper buys low, which raises the floor price (since the baragins
are gone) - that seems pretty clear.
But, in order to get quick turnaround, he has to list below the last 5
(usually 1/2 to 3/4 of that price typically) to get the quicker sale (recall
High Bid buys Low List when Bid > List).
In many cases, casual folks still bid at the last 5 (buying the flips), so high
end doesn't change initially, it stays consistent. But, we can clearly see
the flipper hasn't raised the ceiling at all in that case...
However, when a few patient, careful buyers bid, they'll creep bid at lower
than last 5, and thus get a better deal than shown in last 5, since they're
closer in price to where the flipper listed at...
When those sales occur, they now end up showing in the last 5, and a
few sales at that price will lower the entire last 5 view, thus setting value
expectation for future bidders.
You need to follow that around for a few cycles to see the effect, but it's
there.
Keep in mind the "benefit" the flipper is providing with his actions. He is
preserving the supply (he didn't keep the ones he bought), and he is
reducing price volatility by squeezing the floor and ceiling prices closer
together.
Hope that clarifies.
Regards,
4 -
I'm against the idea for a few reasons.
1> Many folks are already unhappy with the "blind" part of our system (not
seeing bids or lists). With this idea, not only bids/lists are blind, but so too
are actual prices.
To clarify a bit: if the Last 5 prices are 10M, what does that tell you
about the bids - were they 20M (because the lists were at 1), or were
they 10M, or some entirely different number?
As a seller, what this would mean to me is that I'd always list HIGH so that
I get expected value for the IO rather than a chopped price due to
averaging.
2> I'd imagine this system would be much more prone to "gaming"
With the current system, all you can really do is paint the tape, but I would
speculate that you could additionally manipulate the averages with the
right mix of bids and lists - particularly in a slow market with few players.
3> As others have said, this hurts sellers (and therefore the mythical
casual gamer). By that, I mean this: What do we always tell the beginners?
"Play normally, and instead of vendoring your drops, sell them for 11 at the
market" -- Bingo - they're now in an averaged crapshoot. It could work out
well for them, but making sense of the pricing would be even harder than it
is today, and overall, I predict it would be less effective than today.
4> For premier items... Why risk it if you're a seller? If there's a chance I'd
get 1/2 of what I expect for a premium recipe, I'm not selling at market -
I'm selling in forum for the true value.
Color me /unsigned on this one.
Regards,
4 -
Quote:"for silly amounts" -- were this statement actually true, then nobody wouldWhere that is correct in some sense, when people post these recipes for silly amounts the Market and Invention forum is not the only place they appear, a quick click on New Posts or Todays post's can also reveal these people selling these recipe's clearly in the title and also it dosen't help that sellers are bumping there thread to keep it at the top of those lists.
BUY those items if they believed that statement.
Since they clearly do buy (I just sold one last week), the amounts must be acceptable.
In other words, a person can only sell if another person is willing to buy.
Try selling a piece of pocket lint...
Try selling a L1 training enhancement to another player...
The reason people will pay those "silly amounts" is because they feel the
value of that item justifies its price. At that point, the amount is clearly
no longer silly.
Regards,
4 -
Quote:Nobody started by "hurling insults"Originally Posted by Blue CenturionYou can hurl insults, tell me I am whining...
What we started trying to tell you is:
You simply don't get it -- ANY of it. You are as mistaken in ALL of
your statements as I've ever seen anybody ever be with regards to the
market.
With ever greater degrees of exasperation countless people have cited
examples both in-game and in RL that refute ALL of your ideas.
You ignore them. You don't read them, you don't think about them, and
you certainly do not understand them.
That is NOT an insult - that is an OBSERVATION.
There are actual words in the dictionary that describe the complete
inability to learn - those are factual words with distinct meaning tied to
distinctly exhibited behaviour.
WE are not allowed to say them, in spite of the clear fact that you
repeatedly demonstrate their definition with every one of your posts.
Spouting mindless drivel appears perfectly acceptable, but a truthful reply
categorizing that content is frowned upon if the connotation is negative
(even when accurately categorized).
SO, Instead, I'm going to ask a favor of you.
PLEASE go away - write whatever letter you want to the devs. After this
many pages (and more than a couple other threads) I'm sure your highly
enlightened marketing mind has fully formulated its brilliant solution, and
I'm equally certain the devs can't wait, and would love to hear it.
Go. Write Devs. Do it now....
My second request is that this thread be LOCKED (like it should have been
way back on page ONE).
Thanks in Advance
4 -
Quote:If what we had was that scenario, then I'd agree with your statement.That if you have inflation of purples and PVP IOs and deflation of everything else
a person who enters the market will increasingly have to sell more normal IOs.
Imagine if you got an a-merit for every tip quest and you couldn't buy
purples or PVP IOs with them, and that would be a fast way to it.
However, currently at least, the bolded part is not occurring.
Prices for salvage are up (rares are pretty stable still), crafted commons are
up (500K or more for L25's - that used to be the going price for L50's), and
all desirable sets are up, as are purples and PvPios.
So, we don't have split inflation. We have All or None.
For "Staple Commodities" it is None - those prices are fixed and flat.
For "Desired Commodities", All of it is inflating although the rates are not
uniform between subsets within that category.
Given those conditions, your scenario won't happen, but I now understand
where you were headed with your point - thanks.
Quote:Originally Posted by UberGuyBut to my thinking, interacting with the market at all is playing the minigame, even if you just come and sell
stuff you got playing the main game. And I think that reading of the response remains logically valid - you don't
have to become a flipper (for example) to afford stuff on the market, but you probably do have to at least be a
seller.
"Desirable Commodities" category, then you really do have get involved (to
some degree) with the market.
I don't find that problematic, and in fact, I'd speculate that it's WAI and
exactly what the devs wanted to occur (ie. Get the basics from Vendors
and the Good Stuff from the Market).
Now whether you think that approach on their part is right or not is an
entirely different kettle of fish (I happen to think it is, personally).
Regards,
4 -
Quote:I'm not seeing how you reach these conclusions:However that does mean that you are less able to raise inf by selling normal IOs. If the trend were to continue as an extreme (ignoring various reasons it would not, primarily a-merits), you'd have to get an increasingly huge number of recipes to buy any of the pure luck items.
First: In addition to buying, all "staple commodities" I mentioned have Flat
Vendor prices, so no inflationary effect exists there...
2nd:Quote:that does mean that you are less able to raise inf by selling normal IOs.
those things - the wrinkle -- for those items you have to sell on market.
3rd: Your statement about luck items is as equally flawed (as far as I can
tell) for the same reasons as point #2. Drops are free. If inflation
continues to increase, drops will continue to sell for more.
Taking just points 2 and 3 alone, with increasing sales values (a direct
consequence of inflation), and flat prices for "staple commodities", buying
power increases and "raising inf" is even easier.
So, I'm not sure what you mean by your statement - perhaps you could
clarify the point you're trying to make?
Regards,
4 -
On another note, I'll talk about about "inflation".
At this point even I'm convinced there is significant inflation due to a number
of fairly well known and understood factors.
Previously, say 6 months or so back, it really only existed in the premier market
niches (purples, pvp, and premium sets).
Since then, it has extended throughout the market to encompass most sets, and
a fair amount of salvage (most of which can still be bought pretty cheap with
low bids and some patience, or failing that - AE tickets).
Here's the key point though:
Inflation is ONLY hitting things you don't actually NEED.
TO/DO/SO's: Flat Price. Still, today.
Common IO's: Flat Price for recipes.
Inspirations: Flat price for tier 1's
In short, for those staples, pricing hasn't changed a whit. On the other
hand, income has raised substantially, so, I'll make the point that for
characters sticking to the simple, basic necessities, it's easier today to
obtain them than ever before, without even setting foot in the market.
Regards,
4 -
Quote:Congratulations Genius,
Originally Posted by Blue_Centurion
1) 7 years is a reasonable figure using A merits and casual drops only. 40 days (with no breaks) per Purp. 25-30 purps, depending on whether you 5 or 6 set them. that is 1,200 days for the 5 sets of purps alone. Then a couple PvP sets? Yeah.
The game has only *existed* for 6 years.
The market, for considerably less.
Using your brilliant mathematical prowess and flawless calculating skill,
nobody could possibly have a purpled out toon of any sort until next year
at least, according to your math.
You just keep racking up the credibility there, champ...
4 -
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I'll also echo the flashdrive approach.
BillZBubba has a guide on the topic - I've referred to it several times for a
number of PC's over the years, and it's definitely the fastest way to get a
new client installed on another PC.
His guide is here.
Regards,
4 -
Excuse me while I shove my way past this massive pile of broken train parts.
As for "mob", it's any and/or all of these: abbreviation, acronym, and word,
as follows:
If you believe:
A> mob = derivative of "mobile", then mob = abbreviation
B> mob = derivative of "Mobile OBject", then mob = acronym
C> mob = group of (often angry) people, then mob = The Queen's English
So, count yourself RIGHT! (or at least close enough for government work)
As others have mentioned, "mob" is associated with MUDs, but until we
can get the actual guy who coined the term to say which (of A or B)
he was thinking, I'd have to say that both of those are singular and
synonymous, while the English word clearly describes a group.
Of course, given that we can't get folks to realistically and consistently
distinguish between "to" and "too", "they're" and "their", "its" and "it's"
(among others), arguing over "mob", while highly entertaining, seems a bit
of a silly nit to me.
My vote? English - the word was first, so it wins...
(although I often use the other two interchangeably and let context
clarify whether I mean the word or one of the gaming terms).
That said, if real clarity is required, I'd say "critter" for one foe, and
"spawn" for a group as those terms clearly have no ambiguity. YMMV.
Cheers,
4
PS> Can't we all get along??? -
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Quote:Who is this reply to?So, if we step on each other's niches... what you're saying is, we might lower prices?
If it was me (since I specifically mentioned your name), then I wasn't
clear enough in my post..
The point I was trying to make was that people are already in the niches I'm in
(including you, judging by the 908's I've seen)... and we're still making inf
(at least, I am - can't speak for you of course, but I'd assume you are too).
So, I don't see any reason to adopt Enyalios' idea of sharing niche
information or co-operating which niches we're in... it's a non issue to me.
Regards,
4
PS> "Fire away, Gridley" meant -- feel free to jump into any niche
of mine you want... -
I have several toons working their own particular niches (sometimes for
months to years).
On the other hand, I only have ~10-50% market share in any of those niches,
so, there are other people in them already...
How do I know you're not one of them???
Or, put another way, Fire away Gridley!
Regards,
4
PS> Actually, I'd speculate that Fulmen's and I are competing in one of
them (unless someone else has borrowed his trademarked '908' bid endings")
That said, I bet we're both making inf there. -
Quote:Granny will cheer you all on from her rocking chair ... and possibly start knitting a quiltQuote:
Originally Posted by Nethergoat
oh yah, I forgot about that...where's mine1!1!1
if you're around tonight I'll try and remember to give you a shout...
...also, I think we should run some (short) low level TF as a family to get levels for folk who want levels...
showing all the brave, heroic faces of those taking part...
4 -
My take on it (the off topic issue), is that it really is a Marketing topic
insofar as:
1> The primary premise is market/inf based - an experiment, if you will, to
see if a group of marketeers can indeed purchase their way to the top and
to guage whether that effort produces any detectable market effects.
2> The vast bulk of the membership of the group is comprised of regulars
in this forum and the bulk of the threads are "financial" in nature (even if
it's just to list project contributions)
3> A secondary purpose for a number of the members is to try to provide,
and encourage a fun, inf sink for players, geared towards mitigating (to
whatever degree possible) perceptions of inflationary market effects.
That said, if somebody (ie. a Mod) felt strongly enough that it should be
moved to the Virtue Forum, I doubt it would cause much angst or uproar.
Still, it seems to me that a bunch of Marketeers are amusing themselves
(and quite a few others, judging by the commentary) with a financial
marketing experiment encased in the form of a SG.
<shrug> works for me
Cheers,
4
PS> @Fulmens: I'd probably put in a plug for a promotion for Granny too
(she's the lowest rank of any contributors over 5M prestige currently)