Showing posts with label trading post. Show all posts
Showing posts with label trading post. Show all posts

Tuesday, January 29, 2013

[GW2] Crafting Update - January

Time for another monthly update on the cost of legendary items in GW2. (First post here, update here).

Prices have steadily risen since my last look at the end of December.  From December 29 to Jan 29th the average cost of crafting a legendary has risen by 170 gold, or just over 5.5 gold per day.

Breaking down legendary weapons by type, I was surprised to find that the ranged weapons (Dreamer, Kudzu, and Predator) have risen in cost faster than the other legendaries, averaging a 240g increase over the past month.  Visually, here is the rise in cost of each legendary weapon, excluding vendor materials:

Breaking down legendary weapons by their components, its still clear that - for most legendaries - the precursor is the predominant cost.
This is particularly unfortunate, given news that the precursor scavenger hunt would not be in the Jan/Feb/March update.

Looking across all legendary items, the relatively steady prices across the end of December were driven by a decline in the cost of most components offsetting a rise in the cost of Globs of Ectoplasm. Since then, while the price of globs has fallen, the cost of all other components has steadily risen, leading to an overall surge in prices each week.
Happy hunting!

If you have any other questions, leave a note in the comments / send an email, I'll see what I can find.

Thursday, January 3, 2013

[GW2] Crafting Update

Its been a month since I wrote about hitting GW2's legendary wall.

Since then, I've continued to track the materials* cost of crafting a legendary weapon using price data from GW2spidy. As I noted in an earlier post, the cost of crafting a legendary rose by an average 9 gold per day in November. In December, while some legendaries rose in cost (Sunrise / Twilight cost another 200g), for others, the price held steady (Quip continues to cost around 600g to craft).

Breaking cost down by component, the difference seems to be the cost of precursors.
For each legendary, the components required to make the gifts have either stabilized or dropped in price (potentially due to ANet increasing the drop rates on many fine crafting materials). However, the precursor weapons have continued to rise in price, continuing to push legendary weapon costs higher.

Still a bit beyond my price range / interest.

Crafting
I've also continued to track the cost of following crafting guides, broken down by fine materials and the other gathered components.
Using GW2wiz's guides, the price of leveling professions decreased during the first two weeks of December, and then increased over the last two, ending the month at the same cost it started. Most of the change comes from the cost of fine crafting materials.

Of course, I probably shouldn't be using GW2wiz.

I put this into an update on the last post - but just to be clear - ErrantQuest's crafting guides are slightly less expensive to follow. Redditor Xanthic has a dynamic cooking guide that searches for the cheapest way to level the profession (again, much cheaper than the outdated guides).



*I'm omitting the vendor cost of a legendary, some 120g in materials.

Tuesday, December 4, 2012

[GW2] Crafting Cost

Crafting Costs: Even Scarier Behemoths
EDIT:  Update 1/2 - instead of using GW2wiz, take a look at ErrantQuest for crafting guides.  Much cheaper.  For cooking, Xanthic has a dynamic cooking guide (always chooses the cheapest route).

One of my favorite features in GW2 is the ability to level a new alt entirely via crafting.  Since each crafting discipline gives around 10 levels of experience, it is possible to level a character to 80 by advancing through each crafting profession. Leveling a new alt takes hours, not days.

In the early days of the game, this was fairly inexpensive. Alternating between crafting, story quests, and hunting down skill points, I was able to level 4 alts to level 80 for about a gold per crafting discipline. Recently, I've become interested in leveling another character via crafting, but wondered how crafting costs have changed since the early weeks.

To track the cost of crafting, I used crafting shopping lists from GW2 wiz and price data from GW2 spidy.

Here is the cost of each crafting discipline over the past few weeks:
Armorsmith, leatherworking, and tailoring have all dramatically increased in price over the past few weeks (and are much more expensive than I'd remembered!).  Breaking down each craft by materials cost, the culprit appears to be the fine (blue-quality) crafting materials:
While gatherable components (metal, leather, cloth) have held steady in cost, fine materials (scales, totems, blood,...) have risen at an alarming rate.

The rise in crafting costs is distributed fairly evenly across all tiers of materials, though Tier 5 goods have increased in price more rapidly than Tiers 1-4.
For the curious, over the past week, here are the average prices of leveling each crafting discipline:

armorsmith   artificer    huntsman     jeweler 
       7.80        8.69        9.30        7.59 
    leather      tailor weaponsmith 
       7.23        8.65       10.06 

This leaves cooking as the cheapest craft to level (estimated at 1g!), followed by leatherworking, jewelry  and armorsmithing.

Personally, it looks like I'll be leveling any new alts the old-fashioned way!

Monday, December 3, 2012

[GW2] Precursor Cost

I've hit "a Legendary wall".

Like many other players, I've hit the point where I'm interested in obtaining a legendary. Even my alts have exotic gear and ideal runes. What is left for the Tyrian with everything? A pistol that shoots fireworks.

Problem is, the cost of obtaining a legendary is rising faster than most players can obtain gold.

I tracked the cost of 6 legendary weapons over the past month, using price data from gw2spidy:
While I've been watching the price, the cost of obtaining a legendary has nearly doubled. Quip has risen from 300 gold (Nov 1) to over 600 gold (Dec 2). The legendary greatswords (Twilight and Sunrise) have risen in cost by over 400 gold over the same time period.* On average, the price of crafting a legendary has increased by 9 gold every day.

Even worse... with the Lost Shores patch, many of the items necessary to craft a legendary are also used to make Ascended gear (to gain agony resist in Fractals of the Mist). This has further increased the demand for those items... and therefore the price of a legendary. For example, the cost of obtaining Twilight has risen 19 gold per day since the Lost Shores patch, compared to 6.5 gold/day pre patch.

          before  after 
 bifrost  4.38    13.94 
 bolt     3.30    16.08 
 quip     8.35    10.17
 rogdort  9.89     9.58 
 sunrise  3.08    18.51
 twilight 6.48    18.99 

 In other words, with ascended gear driving up the demand for crafting materials, I need to make even more per day just to not lose progress.

What to do?

Purchasing items (instead of saving gold) is one way to reduce the problem of rampant inflation. (Its the gaming equivalent of hoarding goods.) But how much do I need to spend each day to make progress toward a legendary (instead of falling relatively behind)?

To check this, I simulated the results of perfectly predicting future prices and planning spending accordingly.

At 2 gold / day, I was an average of 272 days from each kind of legendary at the start of the month. At the end of a month of farming, I was 295 days from a legendary. At 3 gold / day, I only made 6 days of progress toward a legendary over the whole month.

Due to price inflation, players need to earn and spend at least 5 gold per day to make a month of progress after a month of farming.

Sad times indeed

The irony of this is that ascended gear was meant to "bridge the gap" between exotics and legendary items, providing intermediate-term progression goals for players dedicated to GW2.  Instead, its setting those players further back on long-term goals.

ArenaNet has promised changes to the process of making a legendary. Hopefully, they do more than just change the way precursors are obtained, and overhaul the entire system.



*And this rise is despite the drop in precursor cost around Nov 18 from the Lost Shores final event (with its chance to give a precursor from the final chest).

Tuesday, October 30, 2012

[GW2] Data Mining and Magic Find



I've been busy data mining in GW2.

This time, I was curious whether magic find affected the chance of getting gems from mining nodes.*

I've seen plenty of questions about magic find and gathering. I've seen speculation on the topic. I've seen assertions given (many assertions). But the wiki isn't much help. And I haven't seen evidence.

So I set about mining.

Every day for the past two weeks, I took each* of my level 80 characters around Tyria gathering orichalcum and any mithril along the way. All characters used orichalcum mining picks and had the guild gathering bonus. One character had 101% MF, the others only had the guild magic find bonus (10%). By the end, I gathered 1027 mithril and 1483 orichalcum.**

Data can be found here.

All told, I didn't see a difference in gems between different levels of magic find.

Node        MF     N    Gem Chance
Mithril     10%:  696   9.5% (1.1)
Mithril    101%:  331   9.4% (1.6)
Orichalcum  10%: 1065  12.0% (1.0)
Orichalcum 101%:  418  12.7% (1.6)

While orichalcum nodes have a higher chance of yielding gems than mithril nodes, I see no difference in the chance of getting gems between 10% MF and 101% MF. (For the stats-nerds, checked with a probit.)

Of course... this is a relatively small sample. So how likely is it that magic find affects the chance of getting gems from mining, but I just didn't notice it? (In stats-language, what is the power of the test, given expectations about the size of the effect being studied.)

To check this, I simulated the results of gathering between 70 to 4200 mining nodes (increments of 70), assuming that magic find works multiplicatively. For each simulation, I checked whether I found that magic find had an effect. (I also included differences between node types, and recorded those.)

From the plot, its clear that after around 1500 mining attempts I'm nearly certain to find an effect from magic find, if one exists. At about 2500 mining attempts (the data I've collected), assuming magic find works, I'd have less than a 1% chance of observing no effect.

TLDR: magic find doesn't affect the chance of getting gems while mining.

But, of course, I'll keep gathering data, and check back in if any results listed here change. Because science is the joy of revision.

Related links:
On this blog: MF doesn't affect bags.
From reddit: MF doesn't affect salvaging.
Dev: MF only works on kills.

* Horray for leveling via crafting. I love going from 10 to 70 in like 2 hours.
** Just to be safe, this data excludes any ruined ore / gems from ruined ore. Which is why neither total is divisible by 3.

Monday, October 15, 2012

[GW2] Basic Salvaging Mechanics

Many pants were lost in the creation of this post.
I love new MMOs.

Even the most basic systems have new mechanics to puzzle out.

Take salvaging (my current obsession): I've come to realize that there are so many features of salvaging I don't know a thing about. (And unfortunately the wiki isn't of much use.)

As a result, I've salvaged virtually everything I've looted, and recorded the results. This wasn't enough data, so I started buying hundreds of items from the trading post. This left me with a set of just over 4000 salvaged items (predominantly with Basic Kits).

Data can be found here.

How much swag can be salvaged?

The number of crafting materials I obtained from each item salvaged:
For everything except chests, light and medium armor give an average of two items when salvaged (chests give three). Heavy armor returns about half the items (one item for everything but chests, two from a chest). Two-handed weapons return more items than one handers, which give about the same as offhand weapons.

I don't find any evidence that the number of crafting items salvaged is influenced by
  • the level of the item (checked visually and via various stats-nerdsy negative binomial regressions)
  • the rarity of the item (only enough data to test white vs blue at the moment, checked visually and stats-nerdsy)

How good is the salvaged stuff?

Each tier of crafting material is salvageable from a range of just under 20 item levels.*
From the graph, its apparent that only some items have a chance to be salvaged into higher-tier crafting components. For example, while a level 18 item can be salvaged into either T1 or T2 crafting components, I've only ever seen lvl 20 items salvage into T2 crafting components.

The level ranges where I've noticed multiple possible tiers from salvaging are:
T1/T2: 13-19 
T2/T3: 27-33 
T3/T4: 43-49
T4/T5: 57-63
T5/T6: 73+   

Excluding T6 materials, I'm getting an approximately 17% chance of getting higher-tier crafting components from salvaging.** The T6 salvage rate seems closer to 10%. I need a bit more data to pin down the chance across tiers / within the level range for each tier.

Important note about salvaging kits: if the bonus percent chance of rarer components from salvaging kits refers to the tier of the crafting material, then using 'better' salvaging kits outside of these level ranges... is probably a waste. (Either the base chance of higher tiers is absurdly low, or it just isn't possible).

I don't find evidence that the tier of the crafting component salvaged is influenced by:
  • The rarity of the item salvaged. A level 24 item appears to salvage into T2 crafting materials regardless of whether it is blue or white quality. (The probability of salvaging a higher tier also appears approximately equal between the white / blue items.)
  • The slot of the item (armor / weapon / chest...). More data is needed before this is conclusive, though - I haven't observed some items salvage into the higher tier within some level ranges.

The Unprofitable Salvaging Blues.

As noted above, rarity doesn't change the number or tier of crafting items returned or give higher tier materials. As a result, it is often more cost effective to vendor blues and simply buy the desired crafting materials.

Overall, comparing the prices of crafting materials at 11 am on 10/14 to the value of vendoring the item, I lost an average of 7 copper per each blue salvaged, and gained just over 9 copper for each white salvaged (before the AH cut). Factoring in the AH cut, blues were a 12 copper loss to salvage, while whites were a 5 copper gain.
By item level, the level 70-80 blues were the biggest loss to salvage. Middle-level white items were the most profitable.

Next up:
With the basics sorted, the next step is to revisit looking at differences between types of salvaging kits.  Unfortunately, this post is getting a bit lengthy, so I'll save more on salvaging kits for a follow-up.





*This graph excludes items salvageable into iron ore, which is both a tier 2 component (as iron) and tier 3 component (refined into steel).
** This is using basic kits. If the chance is multiplicative, this suggests that the salvage rate without kit bonus is around 16%. But that is a topic for another post.

Friday, October 5, 2012

[GW2] Salvaging Scraps: Which Kit to Use?



Apparently, science takes quite a few salvages (6k and counting...).

After opening 1000 bags to check whether they're affected by diminishing returns / magic find (spoiler: they aren't), I started wondering about salvaging. In particular, Lord Signis found evidence that "items may have their own rare salvage modifier value other than 1. (ie .52 from the item and .25 from the salvage kit means salvaging will yield rare materials 13% of the time) Further testing is needed."

Challenge accepted.

I bought 1500 rags from the trading post. Because I apparently have no desire to wear exotics. Ever.

To salvage the rags, I purchased 500 Crude, Basic, and Fine salvage kits. I recorded the number of silk and gossamer from each salvage, and appended this to Signis's data on 500 salvages with Mystic salvage kits.

For reference: Crude kits have no listed chance of giving rare items, a 10% chance for Basic kits, 15% for Fine kits, and 25% for Mystic kits.

Data can be found here.

As before, I see no effect from the anti-bot code. Salvage away without diminishing returns.
The expected number of silk / gossamer remains the same, whether on the first 100 salvages, or the last 100 salvages.

Visually, here is the average number of silk and gossamer from each salvage, by number of items salvaged:

The average gossamer yield from each kit was:
Crude: 8.6% (1.3%)
Basic: 13.0% (1.5%)
Fine: 12.8% (1.5%)
Mystic: 13.0% (1.5%)

(Standard errors in parenthesis.)

So, while crude kits had an 8.6% chance of gossamer, all other kits had a 13% chance.

While it is always possible that I was exceptionally unlucky with crude kits... it is exceptionally unlikely. The probability that I'd observe gossamer 8.6% of the time, when the true chance was 13%... is about 2%. So possible. But not likely.

This contrasts with the claims in this video of "100% certainty" that crude and mystic have identical salvage rates. Hopefully he'll be willing to share the data, and I can take a look at what is going on.

The crude kits leave me a little baffled. Without them, I'd say that gossamer had a 13% chance of being salvaged from a rag and that kits don't matter. With them... kits matter (at least on the choice of crude vs non-crude). But the rate doesn't match what is listed on the item. Hopefully I can salvage these results over the weekend. I've put in more orders for rags to check whether my crude data is just an unlucky draw, and started to collect other salvageable items to check those too.

TLDR: Salvaging rags with Basic, Fine and Mystic kits has a 13% chance of giving gossamer. Crude kits have an 8% chance. More testing required.

Update: I've done another 500 salvages with crude kits... still at about 8.7%. Now going to check other materials. I've decided to make it clearer that the I'm presenting standard errors of the means here, because otherwise I find +/- ambiguous / unfounded.

Friday, September 28, 2012

[GW2] Opening Bags: the Anti-Bot Code and MF


The Guild Wars 2 subreddit has been invaded by science, and I love it.

Recording the results of 500 rag salvages, Lord Signis found that salvaging items isn't affected by the anti-bot code. Marko did a similar setup, and found that salvaging isn't influenced by magic find.

This got me thinking: what about loot bags?

TL;DR: The loot obtained from opening bags isn't influenced by either magic find or the anti-bot farming code.

Setup:
In order to obtain a desirable sample size, I grabbed 1000 Bags of Pinched Goods from the Trading Post.

Doing this has one significant drawback. I'm essentially assuming that loot is determined at the time I open the bag, not at the time the bag is generated. I'm really hopeful that ANet decided to save on storage space. [Further testing required... its something I'm working on.]

On the upside, It felt like Asuran Christmas. With fewer explosions.

Controls:
  • The first set of 500 bags was opened with 0% MF after a day of opening no bags.
  • The second set of 500 bags was opened with 111% MF 24 hours later. (MF sources: 30 on jewelry, 53 on runes, 18 on gear, 10 from guild bonus)
  • I stood in the same place without moving on each run.
  • The bags were opened at 7pm EST 9/26 and 7pm EST 9/27.

Results:
Raw data can be accessed on this spreadsheet.

Each bag has a chance to contain a gathering tool (ex: axes, mining picks), a cooking item (butter, blueberries, blue meats), white crafting components (cloth/leather), or blue crafting components (claws, totems, etc).  In what follows, I'll break those categories down into gathering tools, white crafting materials, and blue crafting materials. I'll note whether the items are cooking components or not.

The Anti-bot Code.

The number of items contained within each bag does not decrease as more bags are opened.

For example, taking a look at the blue line in the center panel, across all 500 bags, if the bag contained butter, it averaged just under 4 butter.  This was as true for the first 100 bags as it was the last 500 bags. The order the bag was opened didn't change the amount of loot inside. [For the more stats-minded, the order the bags were opened was not statistically significant across several specifications of negative binomial regressions.]

The chance a bag contains a white vs blue item does not change as more bags are opened. Here, following Lord Signis, I'm taking a look at the change in the probability that an item contains a blue crafting material as the number of bags opens increases. While I had a run of good luck at the beginning, and a spot of rough luck around 250 bags, its fairly clear that the probability of a blue item hovers around 50%.

[Again for the more stats-minded, I confirmed this with a few specifications of probits of blue vs white on order with various controls.]

Based on the the first set of 500 bags, I didn't find any evidence that the anti-bot code changes the rewards from bag opening.

Magic find results. Here, I'm comparing the results of the first 500 bags (discussed above) to a second set of 500 bags I opened under identical conditions, 24 hours later, this time with 111% magic find.

Cooking Materials 0% Magic Find 111% Magic Find
Butter 317 324
Blue 16 18
White 24 23
Non-Cooking Materials 0% Magic Find 111% Magic Find
Blue 224 231
White 259 254

Not only is the difference between the two runs absurdly small, the difference isn't statistically significant. I only obtained seven additional non-crafting blues with 111% magic find - a 3% difference between the two samples, which is well within the margin of error (approximately +/- 4%).

Again, the punchline: the quality and amount of loot from bags isn't affected by either magic find or the anti-bot farming code.

Update: dev post - MF only works on kills.