Template:WPS merchant service

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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.

Base item pricing is determined based on the other attributes of the item, including (but not limited to) enchant, flares, resistances, functional scripts, etc. The price of a single service of W/P/S is consistent no matter how much of that W/P/S type is on the item, but there is a surcharge for other types of W/P/S on the same item.


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