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The '''Trading''' [[skill]] factors into many [[merchant]] systems, adjusting resulting prices of goods.
The '''Trading''' [[skill]] factors into many [[merchant]] systems, adjusting the resulting prices of goods.

To deter silver farming, there is a cap on the trading bonus (including racial bonus) to the first 1 million silvers of non-self-looted treasure. Any loot personally received from hunting doesn't count towards this cap. It is extremely difficult to reach this cap and thus applies to very few players.

{{skill|
{{skill|
| Bardranks = 2 || Bardcost = 0/2
| Bardranks = 2 || Bardcost = 0/2
Line 8: Line 11:
| Rogueranks = 2 || Roguecost = 0/3
| Rogueranks = 2 || Roguecost = 0/3
| Sorcererranks = 2 || Sorcerercost = 0/3
| Sorcererranks = 2 || Sorcerercost = 0/3
| Warriorranks = 2 || Warriorcost = 0/4
| Warriorranks = 2 || Warriorcost = 0/3
| Paladinranks = 2 || Paladincost = 0/3
| Paladinranks = 2 || Paladincost = 0/3
| Wizardranks = 2 || Wizardcost = 0/3
| Wizardranks = 2 || Wizardcost = 0/3
|}}
|}}
== Trading Chart ==
==Trading chart==
The following matrix shows the bias merchants in a given town area have towards a given race. Each entry in the matrix represents a percentage from baseline modifier.
The following matrix shows the bias merchants in a given [[town]] area have towards a given [[race]]. Each entry in the matrix represents a percentage from baseline modifier.

{| {{prettytable}}
|- align="center" bgcolor=grey |
! ''Race''
! Human
! Elf
! Dwarf
! Giantman
! Halfling
! Half-elf
! Dark Elf
! Sylvankind
! Burghal Gnome
! Forest Gnome
! Half-krolvin
! Erithian
! Aelotoi
|- align="center"
! Four Wind's Isle
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
|- align="center"
! Wehnimer's Landing
| 0
| 0
| 0
| 0
| 0
| 0
| ''-5''
| 0
| 0
| ''-5''
| ''-25''
| 0
| 0
|- align="center"
! Icemule Trace
| 0
| 0
| 0
| 0
! 5
| 0
| ''-5''
| 0
| ''-5''
| 0
| 0
| 0
| 0
|- align="center"
! Pinefar
| 0
|
| 0
| 0
! 5
|
| ''-5''
| 0
| 0
|
|
|
|
|- align="center"
! Solhaven
! 5
| 0
| 0
| 0
| 0
| ''-5''
| ''-25''
| ''-15''
| ''-5''
| 0
| 0
| 0
| 0
|- align="center"
! River's Rest
! 5
| ''-10''
| 0
| 0
| 0
| ''-5''
| ''-15''
| ''-5''
| 0
| 0
| ''-15''
| ''-5''
| ''-5''
|- align="center"
! Kharam-Dzu
| 0
| ''-15''
! 5
| 0
| 0
| ''-5''
| ''-25''
| ''-15''
| ''-5''
|
| ''-5''
|
| ''-5''
|- align="center"
! Ta'Vaalor
| ''-10''
! 5
| ''-15''
| ''-5''
| ''-5''
| ''-15''
| ''-25''
| 0
| ''-5''
| ''-5''
| ''-15''
| ''-5''
| ''-5''
|- align="center"
! Ta'Illistim
| ''-10''
! 5
| ''-15''
| ''-5''
| ''-5''
| ''-15''
| ''-25''
| 0
| ''-5''
| ''-5''
| ''-15''
| ''-5''
| ''-5''
|- align="center"
! Sylvaraend
| ''-10''
|
| ''-15''
| ''-5''
|
| ''-15''
| ''-25''
| 0
| ''-15''
|
| ''-15''
| ''-5''
|
|- align="center"
! Zul Logoth
| 0
| ''-15''
! 5
| 0
| 0
| ''-5''
| ''-15''
| ''-15''
| ''-5''
| 0
| ''-5''
| 0
| ''-5''
|- align="center"
! Cysaegir
| ''-5''
| 0
| ''-5''
| ''-5''
| ''-5''
| ''-5''
| 0
| 0
| ''-5''
| ''-5''
| ''-15''
| ''-5''
! 5
|- align="center"
! Khazar's Hold
|
|
| 0
|
|
|
| ''-25''
| 0
| 0
|
|
|
|
|- align="center"
! Zhindel's Post
|
|
! 5
|
|
|
| ''-15''
| ''-15''
| 0
|
| 0
|
|
|- align="center"
! Northern Caravansary
| 0
|
|
|
|
| 0
| ''-5''
| 0
| ''-5''
|
|
|
|
|}


-----

'''(The chart that Drumpy posted immediately after his research did not contain the listings for Cysaegir, Khazar's Hold, or Zhindel's Post; those were opened later. Refer to the chart above for the most current information.)'''

-----

RASCHEVAR
Trading - cracked.
on 12/25/2004 8:03:59 PM
#1718

==Trading Formula:==
I split the formula up into a few factors for easy reading.

===1. 'Skill Boost'.===
Defined as: [TradingSkill + InfBonus]/12

''NB1'': Truncate. -0.9 is 0. 0.9 is also 0. -1.1 is -1, and 1.1 is 1. This means that the effective range of '0' is far larger (from -11 to +11, so that's 23 possibles, instead of the usual 12).

''NB2'': You MUST have 1+X ranks of trading, where X is your skill boost, to make it count. So if you have, say, 35 INF (maxxed INF erithi/elf), you would have 35/12 = 2.91 = 2 SkillBoost, but in order to enjoy a skillboost of 2 you need 3 (2+1) ranks of trading to make it count, or you get nothing. So, you train up to 3 ranks, which igves you a total SkillBoost of (35+15)/12 = 4.166... and yet you still get just 2% SkillBoost, because 3 ranks won't ever grant more than 2%. In practice, this whole 'minimum requirement' stuff is only important for the first 5 or 6 ranks, after that you will always meet this requirement.

So, in short, forget about big NB2 if you have about 6 or more trading ranks, and definitely forget about it if you have 0 or less INF.

SkillBoost is 1 plus or minus (the number derived above divided by 100), depending on if you're buying or selling.

Example: Barachado:
100 ranks of trading and 32 INF bonus: (200 [TradeSkill] + 32 [InfBonus])/12 = 232/12 = 19.33333, truncate it: 19.

So, barachado's skill boost is 1.19 / 0.81, depending on if he's selling (1.19) or buying (0.81). you can also read this as: He has a 19% advantage in whatever sales he makes.


===2. Selling gems at a gemshop:===
RawGemValue * [SkillBoost + RaceBiasFactor]

''RaceBiasFactor'' reflects the opinion about your race by the shop owner. For example, a dwarf in the elven nations has a RaceBiasFactor of -0.15 (read: 15% penalty). Elves have a RaceBiasFactor of +0.05 (read: 5% bonus).


{{Race trade bias}}
If barachado the elf sells a gem in the elven nations with a base value of 5000 silvers, he gets: 5000 * [1.19 + 0.05] = 5000 * 1.24 = 6200 silvers.


==Trading formula==
===3. Buying things off the pawnshop table:===
The trading formula contains a few input variables.
[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor].


===Skill boost===
''RawItemValue'' depends on the item and can't always be known (well, now you can back it out!). However, for some items it's easy: The raw item value of a gem is simply that which you can easily calculate from block #2 (selling to the gemshop).
Defined as: {{math|SkillBoost {{=}} Trunc[(TradingSkill + INFBonus)/12]}} where ''INFBonus'' is the bonus to [[influence]].
:''NB1'': Truncate. -0.9 is 0. 0.9 is also 0. -1.1 is -1, and 1.1 is 1. This means that the effective range of '0' is far larger (from -11 to +11, so that's 23 possibles, instead of the usual 12).


:''NB2'': You MUST have 1+''SkillBoost'' ranks of trading to make it count. For example, a player with 35 INF but no trading would have 35/12 = 2.91 = 2 ''SkillBoost'', but in order to enjoy a ''SkillBoost'' of 2 you would need 3 (2+1) ranks of trading to make it count, or you get nothing. So, you train up to 3 ranks, which gives you a total ''SkillBoost'' of (35+15)/12 = 4.166... and yet you still get just 2% ''SkillBoost'', because 3 ranks will not ever grant more than 2%. In practice, this minimum requirement is only important for the first 5 or 6 ranks, after that you will always meet this requirement.
''PawnItemClassFactor'' refers to how much the pawnshop you're at 'likes' the class of item you're trying to buy. I'm still looking into classes, but, for example, gems are different from weapons which are different from 'gem-like imbeds', the stuff you can also sell at the gemshop. Each pawnshop has it's own unique set of PawnItemClassFactors, and each item class has it's own unique PawnItemClassFactor at each pawnshop.


''SkillBoost'' is applied as a percentage increase or decrease, depending on if you are buying or selling. For example, a player with 100 ranks of trading and 32 INF bonus has {{math|SkillBoost {{=}} Trunc[(200 + 32)/12] {{=}} 232/12 {{=}} 19.33333 {{=}} 19}}. The final skill boost is 1.19 / 0.81, depending on if one is selling (1.19) or buying (0.81).


Spells that increase INF (such as [[Assume Aspect (650)]]) will thus also increase your ''SkillBoost''.
===4. Selling things to the pawnshop.===
Exactly the same as #3, but remove the 2: [RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor].


Max Trading Bonus Chart based on Influence bonuses ranging from -2 to 45.
===5. Buying things at landing style shops:===
Click on [<font color=blue>Expand</font>] just below and to the right for the '''Max Trading Chart'''. Alternatively, you can also download and run <code>;tradingranks</code> from the Lich repository to show you the various Trading rank training thresholds for your character's current INF bonus.
As this involves haggling, it's a whole new set of research which I'm really not going to bother with.
<div class="mw-collapsible mw-collapsed" style="border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;">
{|| class="mw-collapsible-content wikitable text-center" style="table-layout:fixed; font-size:smaller;"
! INF Bonus for 25 Skill Boost || INF Bonus for 26 Skill Boost || INF Bonus for 27 Skill Boost || INF Bonus for 28 Skill Boost || INF Bonus for 29 Skill Bonus || Trading Bonus || Trading Ranks
|-
| -2 || 10 || 22 || 34 || 46 || 302 || 202
|-
| -1 || 11 || 23 || 35 || 47 || 301 || 201
|-
| 0 || 12 || 24 || 36 || 48 || 300 || 200
|-
| 1 || 13 || 25 || 37 || 49 || 299 || 199
|-
| 2 || 14 || 26 || 38 || 50 || 298 || 198
|-
| 3 || 15 || 27 || 39 || 51 || 297 || 197
|-
| 4 || 16 || 28 || 40 || 52 || 296 || 196
|-
| 5 || 17 || 29 || 41 || 53 || 295 || 195
|-
| 6 || 18 || 30 || 42 || 54 || 294 || 194
|-
| 7 || 19 || 31 || 43 || 55 || 293 || 193
|-
| 8 || 20 || 32 || 44 || || 292 || 192
|-
| 9 || 21 || 33 || 45 || || 291 || 191
|}</div>


===Selling gems===
special note: I found the formula.
{{math|RawGemValue * [SkillBoost + RaceBiasFactor]}}


''RaceBiasFactor'' reflects the opinion about your race by the shop owner. For example, an [[elf]] in the [[Elven Nations]] has a ''RaceBiasFactor'' of +0.05 (read: 5% bonus). So if our player with a 19% ''SkillBoost'' is an elf in the Elven Nations, a gem with a base value of 5000 silvers earns 5000 * [1.19 + 0.05] = 5000 * 1.24 = 6200 silvers.
purchase price = base price - (int(boost)/100 * 2 * base price * (race modifier/100))


===Buying from the pawnshop===
Dimwitt
{{math|[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}


''RawItemValue'' depends on the item and can not always be known (well, now you can back it out!). However, for some items it is easy: The raw item value of a gem is simply that which you can easily calculate from selling to the gemshop.
===6. Buying things at auto-shops such as the types usually found at merchants:===
So far I have no clue. HOWEVER, now that you have your SkillBoost number, you can check out how it works at the next merchant. It's a well kown fact one merchant cares more about trading than the next, and they may have race biases as well. As such my current suspicion is that the formula is very similar to gem selling, except of course swap the skillboost factor (0.81 instead of 1.19), and multiply the skillboost percent (19% in the uber barachado case) with some limiting factor depending on shop. We'll see at the next big merchant event.


''PawnItemClassFactor'' refers to how much the pawnshop you are at 'likes' the class of item you are trying to buy. While the different classes are unknown, gems are different from weapons which are different from 'gem-like imbeds'. Each pawnshop has its own unique set of ''PawnItemClassFactors'', and each item class has its own unique ''PawnItemClassFactor'' at each pawnshop.
===7. Selling skins===
No clue, but I will look into this. Current testing shows that citizenship does not play a role in the skin value when sold.


===8. Appraising items===
===Selling to the pawnshop===
{{math|[RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}
The more ranks of trade, the better you get at it, but the RT is always 3 seconds per item, success or no. Having more than 100 skill is no guarantee of succesful scan so it's not as simple as skill + d100 > 100. My current suspicion is RANKS + d100 > 100: Every rank gives you a 1% chance of identifying. But that's very anecdotal unlike the rest of this. Research might follow later, this isn't as important I'd say.


===9. Charts===
===Buying from other shops===
{{math|[RawItemValue] - [SkillBoost * 2 * RawItemValue * RaceBiasFactor]}}
There are two charts I will be releasing.
''RaceBiasChart''
This chart is 2 dimensional and compares race to locale (such as 'river's rest', 'khazar's hold', 'cysaegir', 'illistim') and gives you the factor in percent (0%, -25%, +5%).


===Buying from merchant shops===
''PawnFactorChart''
The bonus at certain merchant (i.e., irregular) shops is unknown. It is known that one merchant cares more about trading than the next, and they may have race biases as well. It is thought that that the formula is very similar to gem selling.
This chart is 2 dimension and compares item class (Magic Base, Magic Pretty (gem sellable), Gem, etc) to specific pawnshops.


===Selling skins===
My current focus is on the RaceBiasChart. The PawnFactorChart is an interesting pasttime and can be figured out rather easily; I just have to figure out base value on a whole slew of items and then visit each and every pawnshop in the lands and appraise the whole set. It'll happen when I have more time.
{{math|RawSkinValue * [SkillBoost + RaceBiasFactor]}}


===Appraising items===
RaceBiasChart to follow. Now that you have all the formulas, every jack, joe, or jill can fill in missing spots if they are in the right place and they are of the right race. So, please, help. Mail me (play.net works), or reply to this. thans.
Current research suggests that RANKS + d100 > 100 for a successful appraisal, but this formula is uncertain.


==Resources==
Drumpy Blackfoots - Elanthia's most humble halfling.
* [[/saved posts|Saved posts]]

Latest revision as of 21:07, 18 April 2024

The Trading skill factors into many merchant systems, adjusting the resulting prices of goods.

To deter silver farming, there is a cap on the trading bonus (including racial bonus) to the first 1 million silvers of non-self-looted treasure. Any loot personally received from hunting doesn't count towards this cap. It is extremely difficult to reach this cap and thus applies to very few players.

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 2 2 2 2 2 2 2 2 - 2 2
Training Point Cost 0/3 0/3 0/3 0/2 0/3 0/3 0/3 0/3 - 0/3 0/3

Trading chart

The following matrix shows the bias merchants in a given town area have towards a given race. Each entry in the matrix represents a percentage from baseline modifier.

Table: Trade Bias Factors - edit
Location Human Elf Dwarf Giantman Halfling Half-Elf Dark Elf Sylvan Burghal Gnome Forest Gnome Half-Krolvin Erithian Aelotoi
Wehnimer's Landing 0 0 0 +5 +5 +5 +5 0 0 +5 0 0 0
Icemule Trace 0 0 0 0 +5 0 0 +5 0 0 +5 0 0
Solhaven +5 0 0 0 0 +5 0 0 0 0 0 0 0
River's Rest +5 0 0 0 0 0 0 0 0 0 +5 0 0
Ta'Vaalor 0 +5 0 0 0 0 0 0 0 0 0 0 0
Ta'Illistim 0 +5 0 0 0 0 0 +5 +5 0 0 +5 +5
Cysaegir 0 0 0 0 0 0 +5 0 0 +5 0 +5 +5
Kharam Dzu 0 0 +5 +5 0 0 0 0 0 0 0 0 0
Zul Logoth 0 0 +5 0 0 0 0 0 +5 0 0 0 0
Mist Harbor 0 0 0 0 0 0 0 0 0 0 0 0 0
Kraken's Fall 0 0 0 0 0 0 0 0 0 0 0 0 0
This table provided during the Power of Currency. Corresponding communities receive the pricing of their partnering towns.


Trading formula

The trading formula contains a few input variables.

Skill boost

Defined as: SkillBoost = Trunc[(TradingSkill + INFBonus)/12] where INFBonus is the bonus to influence.

NB1: Truncate. -0.9 is 0. 0.9 is also 0. -1.1 is -1, and 1.1 is 1. This means that the effective range of '0' is far larger (from -11 to +11, so that's 23 possibles, instead of the usual 12).
NB2: You MUST have 1+SkillBoost ranks of trading to make it count. For example, a player with 35 INF but no trading would have 35/12 = 2.91 = 2 SkillBoost, but in order to enjoy a SkillBoost of 2 you would need 3 (2+1) ranks of trading to make it count, or you get nothing. So, you train up to 3 ranks, which gives you a total SkillBoost of (35+15)/12 = 4.166... and yet you still get just 2% SkillBoost, because 3 ranks will not ever grant more than 2%. In practice, this minimum requirement is only important for the first 5 or 6 ranks, after that you will always meet this requirement.

SkillBoost is applied as a percentage increase or decrease, depending on if you are buying or selling. For example, a player with 100 ranks of trading and 32 INF bonus has SkillBoost = Trunc[(200 + 32)/12] = 232/12 = 19.33333 = 19. The final skill boost is 1.19 / 0.81, depending on if one is selling (1.19) or buying (0.81).

Spells that increase INF (such as Assume Aspect (650)) will thus also increase your SkillBoost.

Max Trading Bonus Chart based on Influence bonuses ranging from -2 to 45. Click on [Expand] just below and to the right for the Max Trading Chart. Alternatively, you can also download and run ;tradingranks from the Lich repository to show you the various Trading rank training thresholds for your character's current INF bonus.

INF Bonus for 25 Skill Boost INF Bonus for 26 Skill Boost INF Bonus for 27 Skill Boost INF Bonus for 28 Skill Boost INF Bonus for 29 Skill Bonus Trading Bonus Trading Ranks
-2 10 22 34 46 302 202
-1 11 23 35 47 301 201
0 12 24 36 48 300 200
1 13 25 37 49 299 199
2 14 26 38 50 298 198
3 15 27 39 51 297 197
4 16 28 40 52 296 196
5 17 29 41 53 295 195
6 18 30 42 54 294 194
7 19 31 43 55 293 193
8 20 32 44 292 192
9 21 33 45 291 191

Selling gems

RawGemValue * [SkillBoost + RaceBiasFactor]

RaceBiasFactor reflects the opinion about your race by the shop owner. For example, an elf in the Elven Nations has a RaceBiasFactor of +0.05 (read: 5% bonus). So if our player with a 19% SkillBoost is an elf in the Elven Nations, a gem with a base value of 5000 silvers earns 5000 * [1.19 + 0.05] = 5000 * 1.24 = 6200 silvers.

Buying from the pawnshop

[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]

RawItemValue depends on the item and can not always be known (well, now you can back it out!). However, for some items it is easy: The raw item value of a gem is simply that which you can easily calculate from selling to the gemshop.

PawnItemClassFactor refers to how much the pawnshop you are at 'likes' the class of item you are trying to buy. While the different classes are unknown, gems are different from weapons which are different from 'gem-like imbeds'. Each pawnshop has its own unique set of PawnItemClassFactors, and each item class has its own unique PawnItemClassFactor at each pawnshop.

Selling to the pawnshop

[RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]

Buying from other shops

[RawItemValue] - [SkillBoost * 2 * RawItemValue * RaceBiasFactor]

Buying from merchant shops

The bonus at certain merchant (i.e., irregular) shops is unknown. It is known that one merchant cares more about trading than the next, and they may have race biases as well. It is thought that that the formula is very similar to gem selling.

Selling skins

RawSkinValue * [SkillBoost + RaceBiasFactor]

Appraising items

Current research suggests that RANKS + d100 > 100 for a successful appraisal, but this formula is uncertain.

Resources