K - before you start flaming me saying "Refer to the Sticky at the top of the page", I'd like to point out that this is NOT about weapon mods, but about the weapons themselves.
Just flipping through these pages, and googling about, I've not found any sort of guide for the actual weapons (White, purple or gold), or for the inherent damage mods that these weapons have (eg, 15>50 etc.). I mean, the mod guide refers only to the upgrades (pommels, strings etc.), as standalone. I'm pretty sure that a player would be hard-pressed to sell a +30 fortitude upgrade for 100k if it's already on a low-mid damage sword without any special features.
I'm also pretty sure that having even a rough guide to the difference in the baseline price of a gold max Crystalline sword, a gold max fellblade or a gold max falchion would be a useful and interesting addition, and would probably reduce the amount of PCs that appear here.
Anybody know if one exists, and if so, where to find it?
NOT a PC - Pricing question on weapons
trelloskilos
derrtyboy69
http://www.guildwarsguru.com/forum/s...ad.php?t=53747
just made this, it could help you out
just made this, it could help you out
Interregnum
Because there is no set in-game auction house, weapon prices are based on what a person is willing to pay for an item then and there.
They are highly volatile and will fluctuate dramatically even during the trading events of a single day. That makes the price very unstable and hard to document.
You should also note that unlike the upgrades, weapons differ in more than one dimension. That would be the damage mod, and requirements. In a much smaller degree, different upgrades are worth a different amount depending on what calibur of weapon it is found on. For example, a perfect 30 hp upgrade will increase the value of a perfectly modded weapon if found on it (even beyond the price of the upgrade itself), whereas a perfect 30 hp upgrade would be worth lower than its value if found attached to a badly modded weapon.
Therefore, a baseline guide for weapons would take up pages and pages as every weapon with every aspect such as requirement and damage mod (also added upgrades perhaps) netting a different price or - in most cases - a highly varied price range. And having a price range that varies greatly is in itself against the initial reason for there to be a guideline in the first place.
They are highly volatile and will fluctuate dramatically even during the trading events of a single day. That makes the price very unstable and hard to document.
You should also note that unlike the upgrades, weapons differ in more than one dimension. That would be the damage mod, and requirements. In a much smaller degree, different upgrades are worth a different amount depending on what calibur of weapon it is found on. For example, a perfect 30 hp upgrade will increase the value of a perfectly modded weapon if found on it (even beyond the price of the upgrade itself), whereas a perfect 30 hp upgrade would be worth lower than its value if found attached to a badly modded weapon.
Therefore, a baseline guide for weapons would take up pages and pages as every weapon with every aspect such as requirement and damage mod (also added upgrades perhaps) netting a different price or - in most cases - a highly varied price range. And having a price range that varies greatly is in itself against the initial reason for there to be a guideline in the first place.
trelloskilos
Derrtyboy
That looks interesting. If it's still under development, I'll be keeping a lookout
Even as it is, it's still useful.
Interregnum: I'm fully aware of that. However, a certain number of gold max dmg weapons keep appearing on these pages. Crystallines and Fellblades and such. Now while the actual weapon may influence the price greatly, (eg, a Crystalline sword is bound to cost more than a tribal blade with exactly the same stats),
Here's a little system I thought up based on Max Dmg items. It's a bit rough, but maybe with some tweaking, and someone to fill in the price range, a good and .practical weapon guide can be worked out that doesn't take pages.
it should still be possible to condense a list to just the type of weapon (Sword, bow, staff etc.), the inherent damage (clean, 15>50 etc.), and the attribute req.
As for the weapon itself, a multiplier could be added to indicate popularity. When the multiplier is added to the benchline figure, a rough but workable PC is achieved.
Example, say, for instance a Max sword is 1k, +15>50 Damage mod is 15k, Gold item is 10k, req. of 11. is 500g, then for a sword fitting its description, you get a ballpark figure of 26.5k (BTW, just plucking these figures out of my head)
If the weapon has a popularity rating of 2, (say an eternal bow or fellblade), the baseline price is multiplied by 2. So let's say our weapon is a Gold Max Fellblade with 15>50, we now should have a figure of roughly 53k
then finally add the mods found on the sticky, to get an idea of your baseline price.
I'm not good with prices at all, but I'm pretty sure that a rough pricing system does not need to take pages and pages, and let's face it, a good baseline price guide is needed considering a lack of auction house at the moment...
That looks interesting. If it's still under development, I'll be keeping a lookout

Interregnum: I'm fully aware of that. However, a certain number of gold max dmg weapons keep appearing on these pages. Crystallines and Fellblades and such. Now while the actual weapon may influence the price greatly, (eg, a Crystalline sword is bound to cost more than a tribal blade with exactly the same stats),
Here's a little system I thought up based on Max Dmg items. It's a bit rough, but maybe with some tweaking, and someone to fill in the price range, a good and .practical weapon guide can be worked out that doesn't take pages.
it should still be possible to condense a list to just the type of weapon (Sword, bow, staff etc.), the inherent damage (clean, 15>50 etc.), and the attribute req.
As for the weapon itself, a multiplier could be added to indicate popularity. When the multiplier is added to the benchline figure, a rough but workable PC is achieved.
Example, say, for instance a Max sword is 1k, +15>50 Damage mod is 15k, Gold item is 10k, req. of 11. is 500g, then for a sword fitting its description, you get a ballpark figure of 26.5k (BTW, just plucking these figures out of my head)
If the weapon has a popularity rating of 2, (say an eternal bow or fellblade), the baseline price is multiplied by 2. So let's say our weapon is a Gold Max Fellblade with 15>50, we now should have a figure of roughly 53k
then finally add the mods found on the sticky, to get an idea of your baseline price.
I'm not good with prices at all, but I'm pretty sure that a rough pricing system does not need to take pages and pages, and let's face it, a good baseline price guide is needed considering a lack of auction house at the moment...