Weapon Price Guidlines
derrtyboy69
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?
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?
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.
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.
coolyguy
you forgot to add Serpent axe.........
coolyguy
also Tribal and cleaver. and Battlepicks and Waraxes aren't most desirable. They are least desirable.
derrtyboy69
mad some changes, thx for tips
derrtyboy69
Quote:
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. |
derrtyboy69
added bows and sword, but im sure im missin some
The Khan
shadow bows
flamberge?
flamberge?
Nisha
You're missing the Recurve Bow. I'm not sure how desirable that is, doesn't seem very desirable...
tomb_stone
Quote:
Originally Posted by coolyguy
also Tribal and cleaver. and Battlepicks and Waraxes aren't most desirable. They are least desirable.
|
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.
derrtyboy69
added a formula, although now it look sloppy
relaxed
This is very helpful
Thanks for the hard work and great job!

Thanks for the hard work and great job!
derrtyboy69
added bow values
wiz12268
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..
Jetdoc
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.
Jetdoc
Quote:
Originally Posted by =HT=Ingram
10,000,000? you freak.... Whatever
Scam time... |
wiz12268
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.
derrtyboy69
Quote:
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. |
wiz12268
Quote:
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
|
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.
derrtyboy69
Quote:
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. |
VA Blitz
Quote:
HAHA most expensive weapon: Sickle 6-28 Dmg +15% Health +30 Sundering 10/10 Price: 20 billion LOL, no one has that much but that doesnt exist o well |
wiz12268
No grudge, but with all the cookie cutter farmers out there trying to get hundreds of plats for sh itty weapons, this might make it worse. They might do some math and figure that what they thought they had worth 25K is maybe worth 60 or more, when it really wasn't worth 10. Especially if it is an 8 or 9 req.
I have some perfect weapons of all types, I just cited the hammer because I had two that were almost the same, and niether is perfect. It WILL work with some, but for many it is either pricing them too hi or too low.
The flaw is most weapons do not come with 2 perfect upgrades, so they have to be added. So if you add to a weapon that isn't an 8 or a 9 you have roughly "halved" the "value" of the weapon. So those two 50K upgrades you added to your 10 req Mursaat hammer with 14%>50 is not worth what it would be on a PLAIN (no enhanced dam) 8 req Mursaat hammer.
That is why I say the requirement modifiers have to be tweaked somewhat to make them more realistic.
Basically I find that whatever you think the weapon is worth (with some experience) that is basically what people will pay for it. The only thing that is hard to determine is what TYPE of weapon is ho thtis month and adjust accordingly.
NP man, just trying to add some thoughts. You asked for them. I gave mine and a couple of examples to show where the flaw was.
I have some perfect weapons of all types, I just cited the hammer because I had two that were almost the same, and niether is perfect. It WILL work with some, but for many it is either pricing them too hi or too low.
The flaw is most weapons do not come with 2 perfect upgrades, so they have to be added. So if you add to a weapon that isn't an 8 or a 9 you have roughly "halved" the "value" of the weapon. So those two 50K upgrades you added to your 10 req Mursaat hammer with 14%>50 is not worth what it would be on a PLAIN (no enhanced dam) 8 req Mursaat hammer.
That is why I say the requirement modifiers have to be tweaked somewhat to make them more realistic.
Basically I find that whatever you think the weapon is worth (with some experience) that is basically what people will pay for it. The only thing that is hard to determine is what TYPE of weapon is ho thtis month and adjust accordingly.
NP man, just trying to add some thoughts. You asked for them. I gave mine and a couple of examples to show where the flaw was.
derrtyboy69
bump it up
derrtyboy69
Quote:
Originally Posted by wiz12268
No grudge, but with all the cookie cutter farmers out there trying to get hundreds of plats for sh itty weapons, this might make it worse. They might do some math and figure that what they thought they had worth 25K is maybe worth 60 or more, when it really wasn't worth 10. Especially if it is an 8 or 9 req.
I have some perfect weapons of all types, I just cited the hammer because I had two that were almost the same, and niether is perfect. It WILL work with some, but for many it is either pricing them too hi or too low. The flaw is most weapons do not come with 2 perfect upgrades, so they have to be added. So if you add to a weapon that isn't an 8 or a 9 you have roughly "halved" the "value" of the weapon. So those two 50K upgrades you added to your 10 req Mursaat hammer with 14%>50 is not worth what it would be on a PLAIN (no enhanced dam) 8 req Mursaat hammer. That is why I say the requirement modifiers have to be tweaked somewhat to make them more realistic. Basically I find that whatever you think the weapon is worth (with some experience) that is basically what people will pay for it. The only thing that is hard to determine is what TYPE of weapon is ho thtis month and adjust accordingly. NP man, just trying to add some thoughts. You asked for them. I gave mine and a couple of examples to show where the flaw was. |
Kuvera
Ingram, to say that is to deny that the game has a living economy that Anet has tried to create. The fact that they misjudged values and amounts of money required for certain items, doesnt mean that the items aren't worth that.
The fact that there are many people that will pay more than 100k for an item they want makes the items worth that. And where in the world do you get the over 200k transfer gets flagged thing? I've transfered that a couple of times to guildies to get gold onto my other account.
The fact that there are many people that will pay more than 100k for an item they want makes the items worth that. And where in the world do you get the over 200k transfer gets flagged thing? I've transfered that a couple of times to guildies to get gold onto my other account.
derrtyboy69
lets get it up there, ill be changing weapon values soon
AThimND
this is a fantastic idea, and it works much better than I would have expected. as long as people know that its not foolproof, i think its great!
Mark of Rodgort
I agree, nice one!
Yeh, this wont work for ALL ITEMS because as I see it, prices are not linear. for example, say a +30hp staff upgrade is worth 80k, a +29 is 35k, +28 is 20k... its exponential..or something like that.
another example: staff heads. +5 energy is45k, +4 is 10k, +3 is 2k...etc.
(now...someone compile one for casters =P)
Yeh, this wont work for ALL ITEMS because as I see it, prices are not linear. for example, say a +30hp staff upgrade is worth 80k, a +29 is 35k, +28 is 20k... its exponential..or something like that.
another example: staff heads. +5 energy is45k, +4 is 10k, +3 is 2k...etc.
(now...someone compile one for casters =P)
Knight of Eternal Darknes
you forgot ball hammer( one of rarest items in the game next to sickle axe)
derrtyboy69
Quote:
Originally Posted by Knight of Eternal Darknes
you forgot ball hammer( one of rarest items in the game next to sickle axe)
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Hell Marauder
Quote:
Originally Posted by derrtyboy69
o yeah, put above twin hammer cause of rareness?
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derrtyboy69
Quote:
Originally Posted by Hell Marauder
Although regular ball hammer is quite common, max gold/purple ball hammer is so rare that no one has seen one. It should really go above mursaat hammer.
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Nyax Soulreaper
Quote:
Originally Posted by derrtyboy69
its really rare, but would people pay that much for it?
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lord_shar
So, when will this thread be stickied?
derrtyboy69
well now ball hammer is bought at droknars craft, 15>50 so i dont thnik its worth a ton anymore
Knight of Eternal Darknes
hehe not anymore i'm gonna buy that hammer it looks cool with fissure armor =D
Charcoal Ann
is this still working after the SF update?
according to this my Gladius is worth 145,300g?
i can't believe that.
i want to, but i can't.
according to this my Gladius is worth 145,300g?
i can't believe that.
i want to, but i can't.
derrtyboy69
im not sure about anything after the update, in a couple weeks once the greens flood the market i will update this. only the rare axes on this would be accurate BEFORE the update, because i changed the formula but not the weapon values. im goin back to school
and ill be updating this in a few weeks
chuyangele
update it please
caldebog
forgot dead bow.
