Trading: Difference between revisions

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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.
{{skill|
{{skill|
| Bardranks = 2 || Bardcost = 0/2
| Bardranks = 2 || Bardcost = 0/2
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| 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.


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{| {{prettytable}}
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==Trading formula==
The trading formula contains a few input variables.


===Skill boost===
-----
Defined as: <math>SkillBoost = Trunc[\frac{TradingSkill + INFBonus}{12}]</math> 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).
'''(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.)'''


:''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 <math>SkillBoost = Trunc[\frac{200 + 32}{12}] = 232/12 = 19.33333 = 19</math>. The final skill boost is 1.19 / 0.81, depending on if one is selling (1.19) or buying (0.81).
RASCHEVAR
Trading - cracked.
on 12/25/2004 8:03:59 PM
#1718


Spells that increase INF (such as [[Assume Aspect (650)]]) will thus also increase your ''SkillBoost''.
==Trading Formula:==
I split the formula up into a few factors for easy reading.


===1. 'Skill Boost'.===
===Selling gems===
<math>RawGemValue * [SkillBoost + RaceBiasFactor]</math>
Defined as: [TradingSkill + InfBonus]/12


''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), while elves in the same area have 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.
''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).


===Buying from the pawnshop===
''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.
<math>[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]</math>


''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.
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.


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


===Selling to the pawnshop===
Example: Barachado:
<math>[RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]</math>
100 ranks of trading and 32 INF bonus: (200 [TradeSkill] + 32 [InfBonus])/12 = 232/12 = 19.33333, truncate it: 19.


===Buying from other shops===
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.
<math>[RawItemValue] - [SkillBoost * 2 * RawItemValue * RaceBiasFactor]</math>


===Buying from merchant shops===
Ranger spell Assume Aspect Lion aspect increases your INF bonus by 10, and is calculated into your Skill Boost, giving you nearly a 1% boost with no lore bonuses.
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.


===2. Selling gems at a gemshop:===
===Selling skins===
RawGemValue * [SkillBoost + RaceBiasFactor]
<math>RawSkinValue * [SkillBoost + RaceBiasFactor]</math>


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

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.

===3. Buying things off the pawnshop table:===
[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor].

''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).

''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 its own unique set of PawnItemClassFactors, and each item class has its own unique PawnItemClassFactor at each pawnshop.


===4. Selling things to the pawnshop.===
Exactly the same as #3, but remove the 2: [RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor].

===5. Buying things at landing style shops:===
As this involves haggling, it's a whole new set of research which I'm really not going to bother with.

special note: I found the formula.

purchase price = base price - (int(boost)/100 * 2 * base price * (race modifier/100))

Dimwitt

===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 known 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.

===7. Selling skins===
Current testing shows that citizenship does not play a role in the skin value when sold.

Testing shows RawSkinValue * [SkillBoost + RaceBiasFactor]

===8. Appraising items===
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===
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%).

''PawnFactorChart''
This chart is 2 dimension and compares item class (Magic Base, Magic Pretty (gem sellable), Gem, etc) to specific pawnshops.

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.

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.

Drumpy Blackfoots - Elanthia's most humble halfling.

Revision as of 11:19, 15 September 2016

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

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 0/4 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.

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

Trading formula

The trading formula contains a few input variables.

Skill boost

Defined as: 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 . 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.

Selling gems

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), while elves in the same area have 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 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

Buying from other shops

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

Appraising items

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