Template:WPS merchant service: Difference between revisions

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(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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<noinclude>
=={{#switch: {{PAGENAME}}| WPS smithy= Mechanics and Service Window|#default=Merchant Services}}==
==Instructions==
When editing this template, make sure all of the #switch parsers are set correctly.


[[Category: Templates]]</noinclude>
=={{#switch: {{PAGENAME}}| WPS smithy= Mechanics and Service Window|#default=Merchant Services}} ==
{| cellpadding=5 style="float:right; margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"
{| cellpadding=5 style="float:right; margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"
|-
|-
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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.
{| class="wikitable alternating" style="text-align:left; font-size:95%;"
{| cellpadding=2 style="background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%; margin-left:2em;"
!colspan=2 | Weighting/Padding/Sighting (W/P/S) Gear Point Values
|-
|-
|
! colspan=2 | Weighting/Padding/Sighting (W/P/S) Gear Point Values
|
{| class="wikitable alternating" style="font-size:95%;"
|-
! Property || Point Value
|-
|-
|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
|-
|-
|Ensorcel || 3 * Tier
|Ensorcell || 3 * Tier
|-
|-
|Enhancive || Dependant on value (min 1, max 20)
|Enhancive || Dependent on value (min 1, max 20)
|-
|-
|Script (Combat) || Dependant script impact (min 0, max 20)
|Script (Combat) || Dependent script impact (min 0, max 20)
|-
|-
|}
|}
|

|}
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.
{| class="wikitable alternating" style="text-align:left; font-size:95%;"
{| cellpadding=2 style="background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%; margin-left:2em;"
!colspan=3|Price per Gear Point
|-
|-
|
! Gear Value !! Price per Gear Point (silvers)
|
{| class="wikitable alternating" style="text-align:center; font-size:95%;"
|-
|-
! Gear Value !! Price (silvers)
| 1 - 20 || 1750
|-
|-
| 21 - 35 || 3250
| 1 - 20 ||align=right| 1750
|-
|-
| 36 - 50 || 5000
| 21 - 35 ||align=right| 3250
|-
|-
| 51 - 60 || 6500
| 36 - 50 || align=right|5000
|-
|-
| 61- 70 || 8000
| 51 - 60 || align=right|6500
|-
|-
| 71+ || 10000
| 61- 70 || align=right|8000
|-
| 71+ || align=right|10000
|-
|-
|}
|}
|

|}
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.

<br>'''Additional types of W/P/S:''' 500 silver * Number of Services of types other than the type currently being serviced.
{| cellpadding=2 style="background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%; margin-left:2em;"
<br>'''Creature Bane'''
! colspan=3|Additional types of W/P/S:
{| class="wikitable alternating" style="text-align:left; font-size:95%;"
|-
|500 silver * Number of Services of types other than the type currently being serviced.
|-
|
|-
! colspan=3|Creature Bane:
|-
|align=center|
{| class="wikitable alternating" style="font-size:95%;"
|-
|-
! 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.


{| cellpadding=2 style="background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%; margin-left:2em;"
'''Service Count Multiplier'''
!colspan=3|Service Count Multiplier
{| class="wikitable alternating" style="text-align:left; font-size:95%;"
|-
|-
|
|
{| class="wikitable alternating" style="text-align:center; font-size:95%;"
|-
! Service Count !! Price Multiplier
! Service Count !! Price Multiplier
|-
|-
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| 16-20 || 350%
| 16-20 || 350%
|-
|-
| 21+ || 500% + (300% for ever service over 21)
| 21+ || 500% + (300% for every service over 21)
|-
|-
|}
|}
|

|}

'''Service Type Multipliers'''
'''Service Type Multipliers'''
<br>Critical Weighting/Padding carries a 10% increase on the final price.
*Critical Weighting/Padding carries a 10% increase on the final price.


'''Currencies'''
'''Currencies'''
<br>All calculations use a base price of silvers, then converted to alternate currencies at an exchange rate.
*All calculations use a base price of silvers, then are converted to alternate currencies at an exchange rate.
<div style="float:right">[[File:Gamemasterapproved.png]]</div>

'''Cost Minimums'''
'''Cost Minimums'''
<br>Minimum silvers cost per service is 10000 silvers.
*Minimum silvers cost per service is 10000 silvers.
<br>The Duskruin Smithy was introduce with a minimum cost of 100 bloodscrip per service.
*The Duskruin Smithy was introduce with a minimum cost of 100 bloodscrip per service.
{{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
CER Services
1 10
2 20
3 30
4 40
5 50
6 70
7 90
8 110
9 130
10 150
CER Services
11 180
12 210
13 240
14 270
15 300
16 340
17 380
18 420
19 460
20 500
CER Services
21 600
22 700
23 800
24 900
25 1000
26 1100
27 1200
28 1300
29 1400
30 1500
CER Services
31 1600
32 1700
33 1800
34 1900
35 2000
36 2100
37 2200
38 2300
39 2400
40 2500
CER Services
41 2700
42 2900
43 3100
44 3300
45 3500
46 3800
47 4100
48 4400
49 4700
50 5000

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
Property Point Value
Enchant 1 per AS/DS
TD/Offensive Bonus (armor) 1 per TD/AS
Defender (weapon) .5 per DS
Flares 7
Sanctified 3
Spikes 1
Permabless/Undead Bane 12(weapon), 7(armor)
Resistance 1 per 10% Combined Resistance
Ensorcell 3 * Tier
Enhancive Dependent on value (min 1, max 20)
Script (Combat) Dependent script impact (min 0, max 20)

Silvers price is then calculated for each gear point, with higher gear points costing more per point.

Price per Gear Point
Gear Value Price (silvers)
1 - 20 1750
21 - 35 3250
36 - 50 5000
51 - 60 6500
61- 70 8000
71+ 10000

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:
500 silver * Number of Services of types other than the type currently being serviced.
Creature Bane:
Bane Bonus Price (silvers)
Flares 15000
Weighting/Padding 5000 per point
AS/DS 5000 per AS
Evade/Block/Parry 5000 per % increase

Finally, The value is multiplied by the Service Count multiplier and any service type multiplier.

Service Count Multiplier
Service Count Price Multiplier
1-5 0%
6-10 25%
11-15 300%
16-20 350%
21+ 500% + (300% for every service over 21)

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.
Gamemasterapproved.png

Cost Minimums

  • Minimum silvers cost per service is 10000 silvers.
  • The Duskruin Smithy was introduce with a minimum cost of 100 bloodscrip per service.