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40d Talk:Item value

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Revision as of 19:39, 27 June 2008 by Hussell (talk | contribs) (potential improvements)
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raw mat.

I don't think raw materials have a value of 0 anymore. Raw stone for an example seems to have a base value of 3*. Noctis 03:26, 11 November 2007 (EST)

Some do some don't. Bones have a value of 0. Raw stone, gems, wood does have a base value. --Soyweiser 08:14, 11 November 2007 (EST)

take out gems?

I don't know if we should list all of the gems, it clutters the page up a bit. Maybe we should just link to Gem, it has all of the gem values. --Valdemar 10:16, 11 November 2007 (EST)

I'm VERY late to reply, but I think it's best just to leave them there. It's good to see them integrated with the other multipliers. --Rusty Mcloon 06:01, 29 May 2008 (EDT)

value of clothes/shoes

That list of item values says that "all clothes" have a value of 10 and shoes have a value of 15. Should it be "all clothes except shoes" or is the value of shoes actually 10? Bouchart 23:14, 8 December 2007 (EST)

fixed.--Koltom 14:00, 26 February 2008 (EST)

phantom spider silk cloth - values

  • *phantom spider silk cloth* 76
  • +phantom spider silk cloth+ 62
  • -phantom spider silk cloth- 48
  • phantom spider silk cloth 34

Does anyone know where these values came from? VengefulDonut 12:46, 21 December 2007 (EST)

Hmm. I think all cloth has a decoration on it. That would explain it. VengefulDonut 13:05, 21 December 2007 (EST)
Same thing. No decoration. In s versions 33d/e/f/g It's just that. My guess - some error either in code or in our minds :) Dorten 23:32, 9 January 2008 (EST)
Including an invisible decoration of the same material (but no quality mod) would explain these numbers. VengefulDonut 02:14, 10 January 2008 (EST)
explained below --Koltom 14:00, 26 February 2008 (EST)

value change by decorations

Shouldnt this page list how decorations change the value of an item as well? Also, if the value of bone and shell is 0 (base) or 1 (multiplier) does that mean that decorating with bone or shell doesnt change the items value? Robje 17:11, 21 January 2008 (EST)

The base value of a decoration is 10. A bone decoration would increase the value of an object by 1 x 10 = 10. Does that make sense? VengefulDonut 01:12, 22 January 2008 (EST)
Yes, it does. So the lead goblet example from the article worth 40☼ would be worth 50☼ with some bone decorations, right? It just adds the value of the decorations to the items value, it doesnt multiply anything. Think that should be added to this page? or the decoration page? Robje 11:38, 22 January 2008 (EST)
It wouldn't hurt to have it on both, as it's quite relevant to both articles. --Edward 20:44, 22 January 2008 (EST)

plant 2, cloth 7(+20) clothes/shoes from cloth 10/15 (+40)

Plants
either

pig tail 1 * plant 4 = 4 correct
sun/prickle berry0.5 * plant4 = 2 correct

or

prickle berry1*plant 2= 2 correct
pig tail2 * plant 2 =4 correct

the first option doesn't hold true, since:

pig tail 2 * thread6 = 12 correct

Also, the raws give the value of pigtail as 2, no value for sun/prickel berry, thus 1

Cloth

pig tail2/silk2 * cloth7 would be 14, but is 34

So I suspect ther's a general +20 on cloth, that would also explain the quality level-value increase (as above):

  • *phantom spider silk cloth* 76 = 4*2*7+20
  • +phantom spider silk cloth+ 62 = 3*2*7+20
  • -phantom spider silk cloth- 48 = 2*2*7 +20
  • phantom spider silk cloth 34 = 2*7+20

The base value for clothes is probably tweaked too..

(On a side note, shouldn't phantom spider silk be much more valuable?) --Koltom 14:32, 24 February 2008 (EST)

a first look into clothes/mittens/gloves/shoes/socks/gauntlets suggests a base 10 for clothes/mittens/gloves plus 40 if from cloth and a base 15 for shoes/socks/gauntlets (again +40 if from cloth).

Prices fit perfectly if compared with leather and bone ware. --Koltom 15:11, 24 February 2008 (EST)

I suspect giant cave spider silk will mess this up. VengefulDonut 16:46, 24 February 2008 (EST)
Go away ;P No, yes, i already noticed, doesn't work with giant..but for the rest it's fine. And giant silk is messed up altogether, other than that its mighty valuable, the numbers don't fit at all. Have any thread at hand for comparison? --Koltom 17:03, 24 February 2008 (EST)
I think the +20 comes from 10 x 2. The 2 is from the cloth value. VengefulDonut 17:09, 24 February 2008 (EST)
Ha!Ha!Ha! Its so obvious! Took my record keeper just a second glance! The value for giant is multiplied by 10! dye and deco goes separate on top! --Koltom 17:11, 24 February 2008 (EST)

Bone value

I recall reading somewhere, that dragon bone are far more valuable material than generic (i.e. turtle) bones. Can anyone verify? --Dorten 04:32, 7 April 2008 (EDT)

For all plant and animal products, the value is multiplied by the thing's modvalue. A dragon has a modvalue of 50. VengefulDonut 09:51, 7 April 2008 (EDT)

Potential improvements

Although most items have a value which equals shape * material, some items have an invariable, hardcoded value (including drinks, dyes, cheeses, flours, and many more). A separate table of these items and their values would be nice. Also, a list of items which never have quality.

The value of Prepared meals needs some explanation. In short, the value of each ingredient is added to the value of the meal. An example:

≡Dwarven wheat flour roast [33]≡

This is a stack of 33 finely-prepared Dwarven wheat flour roast. The ingredients are exceptionally minced Plump helmet, well-minced deer meat, superiorly minced Quarry bush Leaves and minced Dwarven wheat flour.

Total value: 3102☼

10 (prepared meal) * 3 (fine) == 30

2 (plant) * 2 (plump helmet) * 5 (exceptional) == 20

2 (meat) * 1 (deer) * 2 (well-made) == 4

5 (quarry bush leaves) * 4 (superior) == 20

20 (dwarven wheat flour) * 1 (no label) == 20

Total: 94

94 (value) * 33 (quantity) == 3102

The meals are named after the last ingredient, and the quality modifier on the meals is the highest in the recipe.

Finally, the formula given for the value of items made of cloth is slightly off. Things made of cloth have what amounts to a decoration made of the cloth material and a second (invisible) decoration made of the thread material. This really only makes a difference when your weaver is skilled enough to produce cloth with a quality. Example:

+cave spider silk bag+

This is a finely-crafted cave spider silk bag. It is made from well-woven cave spider silk cloth. The thread is superiorly-colored with Dimple dye.

Total value: 200☼

10 (bag) * 2 (cave spider silk) * 3 (fine) == 60

10 (cloth) * 2 (cave spider silk) * 2 (well-made) == 40

10 (thread) * 2 (cave spider silk) * 1 (no label) == 20

10 (dyed) * 2 (Dimple dye) * 4 (superior) == 80

Total: 200

Since the item, cloth, and thread are always made of the same material, you can simplify a bit by factoring out, but I think this is what's going on. The only material that has a value other than 2 right now is giant cave spider silk, with a value of 20. Cloth has the invisible thread decoration, but (obviously) not the cloth decoration. I'm not certain whether or not thread ever has a quality, but I remember someone mentioning that it could on the forums. Further testing required; someone'll have to train up a legendary Thresher.

--Hussell 15:39, 27 June 2008 (EDT)