Difference between revisions of "Market Value"

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(Removing redundant section. Thats exactly what the equation above says, it just assumes a different unit. Work time in Seconds x 0.216 = Work Time in Ticks x 0.0036)
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| round to five over = 200
 
| round to five over = 200
 
| to string style = FloatTwo
 
| to string style = FloatTwo
| description = The market value of an object. The actual trade price will be further modified by relationship status, negotiation skill and [[Sell Price Multiplier]].
+
| description = The market value of an object. The actual trade price will be adjusted by [[Trade Price Improvement|negotiation skill]], relationship status, and other contextual factors..
 
}}
 
}}
 +
[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]
  
 
If not explicitly specified, an item's market value defaults to a formula-determined value:
 
If not explicitly specified, an item's market value defaults to a formula-determined value:
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where
 
where
* ''I'' = combined market value of all ingredients, but see caveat below.
+
* ''I'' = combined market value of all ingredients
 
* ''W'' = work to make the item as displayed in the item information window, assuming 100% work speed; the game gives this value as in-game seconds at normal speed (60 game ticks per second).  Note: 1,000 units of work correspond to one in-game day of uninterrupted work.
 
* ''W'' = work to make the item as displayed in the item information window, assuming 100% work speed; the game gives this value as in-game seconds at normal speed (60 game ticks per second).  Note: 1,000 units of work correspond to one in-game day of uninterrupted work.
 
* ''Q'' = quality multiplier (see [[quality]])
 
* ''Q'' = quality multiplier (see [[quality]])
* ''H'' = health multiplier (only applies if the item has degraded past a certain point)
+
* ''H'' = health multiplier (only applies if the item has [[Deterioration|deteriorated]] past a certain point). This only seems to apply to certain items - [[weapons]], [[apparel]] and [[artificial body parts]] decrease in value, while [[materials]], [[medicine]] and [[drugs]] do not. The exact determining factor of whether an item will will drop in value as it deteriorates is currently unknown.
  
 
Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.
 
Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.
 
'''Caveat:''' Small volume materials like [[Gold]] and [[Silver]] display inconsistent behavior in this ingredient calculation. When used as [[stuff]], such as in Gold [[Plate armor]], the value of the ingredients is as expected. 10x as much small volume material is required, so the ingredient cost reflects this - Gold Plate Armor requring 1700 gold, and gold having a market value of 10 results in an ingredient value of 17000. However, when used in item recipes that are not using the gold as stuff but as a regular ingredient, such as [[Prestige marine armor]] {{RoyaltyIcon}}, the expected increase from that ingredient is only 10% of what would be expected. For the prestige marine armor, the 100 Gold required only adds 100 to the ingredient value, instead of the expected 1000.
 
  
 
==Version History==
 
==Version History==
 
*[[Version/1.1.2618|1.1.2618]] - Prices now only display decimals when under $10.
 
*[[Version/1.1.2618|1.1.2618]] - Prices now only display decimals when under $10.

Revision as of 01:59, 18 May 2021

Market Value is a stat: The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors..

This graph shows dependence item sell price multiplier($) from item hit points.

If not explicitly specified, an item's market value defaults to a formula-determined value:

M = (I + W × 0.216) × Q × H

where

  • I = combined market value of all ingredients
  • W = work to make the item as displayed in the item information window, assuming 100% work speed; the game gives this value as in-game seconds at normal speed (60 game ticks per second). Note: 1,000 units of work correspond to one in-game day of uninterrupted work.
  • Q = quality multiplier (see quality)
  • H = health multiplier (only applies if the item has deteriorated past a certain point). This only seems to apply to certain items - weapons, apparel and artificial body parts decrease in value, while materials, medicine and drugs do not. The exact determining factor of whether an item will will drop in value as it deteriorates is currently unknown.

Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.

Version History

  • 1.1.2618 - Prices now only display decimals when under $10.