Quote:
Originally Posted by Gift3d
I believe the merchant value for identified items has to do with the attribute requirement, and the level of the monster who dropped it.
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This is incorrect. The merchant value
V of an item is determined through the equation
V =
C * (
V_base +
P *
V_range) where
C is between 0 and 1 depending on how close to max the stats (not requirement!) of the item are
V_base is the minimal value which depends on rarity (50 for white and blue, 100 for purple and 200 for gold)
V_range gives the range of variation and depends on rarity as well (much harder to give exact values, probably 100 for white and blue, 200 for purple and 400 for gold)
P is a random number between 0 and 1 drawn from a distribution which heavily favors the low end (most likely
P_uni^
N where
P_uni is the uniform [ 0, 1 ] distribution and
N some reasonably large integer)