Template:WPS merchant service: Difference between revisions
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VANKRASN39 (talk | contribs) (some sp. fixes, I went for consistency in the formatting, Z- feel free to fix if you think I went overboard) |
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==Instructions== |
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[[Category: Templates]]</noinclude> |
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The {{#switch: {{PAGENAME}} | WPS smithy=merchant service|#default=[[WPS smithy|merchant service]]}} to add combat effective points (CEP) will, in most cases, offer to increase the number of '''services''' on an item. The relationship between combat effective points and services is shown on the table to the right. {{#switch: {{PAGENAME}} |Weighting=Weighting|#default=[[Weighting]]}} (for melee weapons), {{#switch: {{PAGENAME}} | Padding=padding|#default=[[padding]]}} (armor), and {{#switch: {{PAGENAME}} |Sighting=sighting|#default=[[sighting]]}} (for ranged weapons) all share this table and are collectively known as '''W/P/S'''. The number of CEP on an item is also known as the '''combat effectiveness rating''' (CER). |
The {{#switch: {{PAGENAME}} | WPS smithy=merchant service|#default=[[WPS smithy|merchant service]]}} to add combat effective points (CEP) will, in most cases, offer to increase the number of '''services''' on an item. The relationship between combat effective points and services is shown on the table to the right. {{#switch: {{PAGENAME}} |Weighting=Weighting|#default=[[Weighting]]}} (for melee weapons), {{#switch: {{PAGENAME}} | Padding=padding|#default=[[padding]]}} (armor), and {{#switch: {{PAGENAME}} |Sighting=sighting|#default=[[sighting]]}} (for ranged weapons) all share this table and are collectively known as '''W/P/S'''. The number of CEP on an item is also known as the '''combat effectiveness rating''' (CER). |
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W/P/S service pricing is dependent on the other mechanical attributes of the item other than the one being serviced. Each attribute is assigned a point value that is summed to determine the total gear points for the item. |
W/P/S service pricing is dependent on the other mechanical attributes of the item other than the one being serviced. Each attribute is assigned a point value that is summed to determine the total gear points for the item. |
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! Property || Point Value |
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|Enchant || 1 per AS/DS |
|Enchant || 1 per AS/DS |
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|Resistance || 1 per 10% Combined Resistance |
|Resistance || 1 per 10% Combined Resistance |
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|Ensorcell || 3 * Tier |
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|Enhancive || |
|Enhancive || Dependent on value (min 1, max 20) |
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|Script (Combat) || |
|Script (Combat) || Dependent script impact (min 0, max 20) |
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Silvers price is then calculated for each gear point, with higher gear points costing more per point. |
Silvers price is then calculated for each gear point, with higher gear points costing more per point. |
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! Gear Value !! Price (silvers) |
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| 1 - 20 || 1750 |
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| 1 - 20 ||align=right| 1750 |
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| 21 - 35 ||align=right| 3250 |
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| 36 - 50 || align=right|5000 |
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| 51 - 60 || align=right|6500 |
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| 61- 70 || align=right|8000 |
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| 71+ || align=right|10000 |
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A few item properties are not calculated in the above manor and instead are added on after the value above is determined. |
A few item properties are not calculated in the above manor and instead are added on after the value above is determined. |
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! colspan=3|Additional types of W/P/S: |
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! Bane Bonus !! Price (silvers) |
! Bane Bonus !! Price (silvers) |
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Finally, The value is multiplied by the Service Count multiplier and any service type multiplier. |
Finally, The value is multiplied by the Service Count multiplier and any service type multiplier. |
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{| cellpadding=2 style="background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%; margin-left:2em;" |
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!colspan=3|Service Count Multiplier |
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! Service Count !! Price Multiplier |
! Service Count !! Price Multiplier |
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| 16-20 || 350% |
| 16-20 || 350% |
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| 21+ || 500% + (300% for |
| 21+ || 500% + (300% for every service over 21) |
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'''Service Type Multipliers''' |
'''Service Type Multipliers''' |
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*Critical Weighting/Padding carries a 10% increase on the final price. |
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'''Currencies''' |
'''Currencies''' |
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*All calculations use a base price of silvers, then are converted to alternate currencies at an exchange rate. |
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<div style="float:right">[[File:Gamemasterapproved.png]]</div> |
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'''Cost Minimums''' |
'''Cost Minimums''' |
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*Minimum silvers cost per service is 10000 silvers. |
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*The Duskruin Smithy was introduce with a minimum cost of 100 bloodscrip per service. |
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{{clear}} |
Revision as of 12:48, 23 October 2017
Instructions
When editing this template, make sure all of the #switch parsers are set correctly.
Merchant Services
Weighting/Padding/Sighting (W/P/S) Combat Effectiveness Rating (CER) vs. Total Services | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The merchant service to add combat effective points (CEP) will, in most cases, offer to increase the number of services on an item. The relationship between combat effective points and services is shown on the table to the right. Weighting (for melee weapons), padding (armor), and sighting (for ranged weapons) all share this table and are collectively known as W/P/S. The number of CEP on an item is also known as the combat effectiveness rating (CER).
For example, adding 20 services of critical padding to a non-padded item will give it a 2 CER. Adding 20 services to an item that already has 130 services (9 CER) will take it to a total of 150 services (10 CER).
If the number of services on an item fall within an intermediate CER, the item will provide a % chance equal to the progress towards the next CER to increase the combat effectiveness to the next value: an item with 145 services will have a 75% chance to confer a 10 CER (150 services) in combat instead of 9 (130 services). It is possible for an item to have both critical and damage padding or weighting, as applicable, and they can be added separately with a corresponding price surcharge. The total number of services per item is still capped at 5000.
60-Day Service Window
When a W/P/S merchant service is offered, the price (silvers or event currency) of adding services increases as more services are added within the same 60-day window. This service window is tracked per item across all merchants and venues. Cost per service only increases with the number of services added within this window, not the total number of existing services on an item.
A 60-day Service Window is started at the first W/P/S on an item. Every W/P/S service done to that item within that 60 days will increase the Service Count within that window. Items will become more expensive to work on as the Service Count increases. Prices increases happen at Service Counts of 5, 10, and 15, with significant price increases starting at 20+. On the first service after 60-day Service Window ends, the Service Window and Service Counts are reset.
Service Pricing
W/P/S service pricing is dependent on the other mechanical attributes of the item other than the one being serviced. Each attribute is assigned a point value that is summed to determine the total gear points for the item.
Weighting/Padding/Sighting (W/P/S) Gear Point Values | ||||||||||||||||||||||||||
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Silvers price is then calculated for each gear point, with higher gear points costing more per point.
Price per Gear Point | ||||||||||||||||
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A few item properties are not calculated in the above manor and instead are added on after the value above is determined.
Additional types of W/P/S: | |||||||||||
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500 silver * Number of Services of types other than the type currently being serviced. | |||||||||||
Creature Bane: | |||||||||||
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Finally, The value is multiplied by the Service Count multiplier and any service type multiplier.
Service Count Multiplier | ||||||||||||||
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Service Type Multipliers
- Critical Weighting/Padding carries a 10% increase on the final price.
Currencies
- All calculations use a base price of silvers, then are converted to alternate currencies at an exchange rate.
Cost Minimums
- Minimum silvers cost per service is 10000 silvers.
- The Duskruin Smithy was introduce with a minimum cost of 100 bloodscrip per service.