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Jonall's Enchanted items system

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Jonall's Enchanted items system Empty Jonall's Enchanted items system

Post by nopony Fri Feb 22, 2013 7:51 am

I have noticed that a lot of the shops are selling Enchanted items WAY too expensive, so i am now trying to make a easy system to follow to determine the price. The price of the enchanted item depends on: What type of enchantment it is, What lvl they are, How many enchantments there are (if there is 2 or more enchantments) and what it's enchanted on.
First we need to determine the item stock price (what it cost without the enchantment).

1. Find item stock price
lets say you got a Diamond Sword you wan't to enchant, to find the stock price of the sword simply multiply the amount of Diamonds used to make the sword with the price you think is fair to sell one diamond for (example: 2x300).
What i use in my store:
Diamond: 350
Book: 100
Iron: 25
Bow: free (i'm a nice guy)

2.Enchantment Value
Now you have Enchanted the Diamond Sword and ended up with Fire Aspect 2, Smite 2 and Looting 3.
First you have to figure out a base value for the enchantment.
Melee Weapon Enchantments:
Sharpness: 120
Fire aspect: 200
Looting: 230
Knockback: 180
Unbreaking: 100
Smite: 50
Bane of Arthropods: 40
Bow Enchantments:
Power: 120
Punch: 200
Flame: 250
Infinity: 450
Armour:
Protection: 140
Fire protection: 90
Blast Protection: 50
Projectile Protection: 90
Thorns: 90
Aqua Affinity: 100
Respiration: 40
Tools:
Efficiency: 120
Fortune: 270
Silk Touch: 450

3. level value
This is what you need to multiply the base enchantment value with.
Level: Multiply:
1 - 1
2 - 1,8
3 - 2,7
4 - 4,5
5 - 10

so the math should look like something like this now:
Fire aspect 200*1,8= 360gp
smite 50*1,8= 90gp
Looting 230*2,7= 621gp
Total= 1071gp

4. make it a more fair price (skip this part if you only got 1 enchantment)
This step is to make the price more reasonable and fair (to prevent junk with lots of enchantment to get high prices).
Amount of Enchantments: - - - - cut-off:
2 - 10%
3 - 13%
4 - 18%
5 - 24%


so since the sword got 3 enchantments i'm going to remove 13% of the total price like this:
1071-13%= 931,77gp≈ 930gp will the sword cost with my system

Tell me what you think and if you would consider to use it?
nopony
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Post by Enlighten Fri Feb 22, 2013 9:25 am

The price of something is ultimately determined by how much someone else is willing to pay for it. If the price is high and people are buying it, it's not overpriced.
Enlighten
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Post by nopony Fri Feb 22, 2013 10:33 am

Enlighten wrote:The price of something is ultimately determined by how much someone else is willing to pay for it. If the price is high and people are buying it, it's not overpriced.
true, but some of them are just plain ridiculous.

and this setup isn't perfect in any way, but it might help you decide.
nopony
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Post by Pircs Fri Feb 22, 2013 12:04 pm

I have preferred the following system and it has been working fairly well in the past.

Armor Stuff:
Protection = +80 at level 1, multiply by 1.5 for each subsequent level
(+80, +120, +180, +270, +405)
Fire Protection = +180 at level 1, multiply by 1.5 for each subsequent level
(+180, +270, +405, +608)
Feather Falling = +150 at level 1, multiply by 1.4 for each subsequent level
(+150, +210, +294, +412)
Projectile Protection = +280 at level 1, multiply by 1.5 for each subsequent level
(+280, +420, +630, +945)
Blast Protection = +260 at level 1, multiply by 1.6 for each subsequent level
(+260, +416, +665, +1065)
Respiration = +60 at level 1, multiply by 1.3 for each subsequent level
(+60, +78, +101)
Aqua Affinity = +50

Weapon Stuff:
Sharpness = +100 at level 1, multiply by 1.3 for each subsequent level
(+100, +130, +169, +220, +286)
Smite = +100 at level 1, multiply by 1.2 for each subsequent level
(+100, +120, +144, +173, +207)
Bane of Arthropods = +100 at level 1, multiply by 1.2 for each subsequent level
(+100, +120, +144, +173, +207)
Knockback = +150 at level 1, multiply by 1.2 for each subsequent level
(+150, +180)
Fire Aspect = +200 at level 1, multiply by 1.4 for each subsequent level
(+200, +280)
Looting = +550 at level 1, multiply by 1.8 for each subsequent level
(+550, +990, +1782)

Tool Stuff:
Efficiency = +300 at level 1, multiply by 1.6 for each subsequent level
(+300, +480, +768, +1229, +1966)
Unbreaking = +400 at level 1, multiply by 1.7 for each subsequent level
(+400, +680, +1156)
Fortune = +1000 at level 1, multiply by 2 for each subsequent level
(+1000, +2000, +4000)
Silk Touch = +800

Bow Stuff:
Power = +200 at level 1, multiply by 1.6 for each subsequent level
(+200, +320, +512, +819, +1311)
Punch = +150 at level 1, multiply by 1.2 for each subsequent level
(+150, +180)
Flame = +250
Infinity = +1600

And yes, my bows are also 'free'.

Pircs

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Post by Pircs Fri Feb 22, 2013 12:10 pm

nopony wrote:
3. level value
This is what you need to multiply the base enchantment value with.
Level: Multiply:
1 - 1
2 - 1,8
3 - 2,7
4 - 4,5
5 - 10

BTW, I think the level multipliers are a little high.

Pircs

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Post by nopony Fri Feb 22, 2013 12:58 pm

Pircs wrote:

BTW, I think the level multipliers are a little high.
if you wonder why it goes from 4,5 to 10 it's because there is no way to get a lvl 5 enchantment form a enchantment table, to get these enchantments you need to combine two level 4 enchantments.

make notice how i got lower base price on the enchantments witch can reach lvl 4-5 and have been raising them a fair bit for those that only got 1 to 3 levels, that's why it's much higher then yours.
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