User:PK678353

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The "Is This Random Crap Snowie Gave Me Worth Anything?" Page.

So, so very much a WIP Cutoff point for saying something is 'worth money' is about 20k, 'big money' is 100k+.

Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes.

Weapons

One-Handed

One-Handed weapons are primarily used in DW setups. There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing. The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.

One Handed weapons can drop with up to 4 PABs. 4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless it's an Ethereal and the owner is fishing for a good Element.

Dagger

Daggers are used off-hand in more defensive DW setups. Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry. Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular. However, good Balance Daggers can sell for at least 50k. Ethereal doesn't help Dagger much, since they're already very light and do pitiful damage, but it's better than non-Eth. Elemental is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.

Shortsword

Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy. This makes them less suited to off-hand use than a Dagger, but they don't have the damage of the Axe or the stun of a Club for mainhand use either. They aren't particularly popular, and won't fetch much. Still, given their very balanced stats, a high quality Balance isn't terrible for a DW build that wants to be more offensively focused.

Rapier

The Rapier is the premier off hand weapon at present. PA is an excellent proc, and Rapiers have excellent stats for off-hand use. Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry. Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike. An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed.

Club

Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun. Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons. The best suffix for Clubs is without doubt Slaughter. Balance is very meh, Nimble is a joke and Illithid is midrange. Battlecaster is ???. Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing. Still, a good HDA Slaughter Club will fetch a good price.

Axe

Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA). Axe/Rapier builds combined with Heavy Armor are effective. Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd. Ethereal is preferred since Axes have higher than average B/I for 1H weapons.

Wakizashi

Wakizashis are rare, glorified Daggers. They're worth a bit because of their rarity, otherwise they follow the same principles as Daggers. Their primary use is Niten Ichiryu, which isn't particularly popular due to prof issues (and getting gimped Domino Strikes), so their price is not particularly high.

Two-Handed

Estoc is probably the best weapon in the game right now. Paired with Heavy Armor, it's got plenty of raw damage combined with a PA proc to tear through monsters quickly. Paired with Shade it makes for a glass cannon though. Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage. Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful. Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise. Slaughter is the best suffix by far for all 2H weapons. Drain suffixes only proc on the primary target, so they aren't as good as they are on 1H weapons.

Longsword

Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana. Now, it's a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren't worth much anymore. I've seen Legendary Longswords on sale for 60k. Slaughter is of course the best suffix.

Estoc

The Estoc is the fastest killing melee weapon in the game. This makes them quite popular. An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.

Mace

The Mace is the safer, slower 2H option. This makes them quite popular. An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big. It's well worth getting Void damage on them, since Crushing damage is terrible.

Scythe

Like Longswords, but good. Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds. Slaughter is good, most other suffixes are meh to bad.

Katana

Katanas are to Longswords as Wakis are to Daggers. Ethereal is best to kick the otherwise high burden and interference.

Staff

Staves are annoying to judge. They have more stats than anything except Light Armor, and usually several of them are pertinent. The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS. Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money. Ethereal does very little for Staves, wheras Elemental will nicely enhance it's value, and an Elemental bonus that lines up with the Staff's bonuses is worth a good bit if the rolls come out right.

Redwood

Redwood gives proficiency in everything and has the best Ether Theft. It's generalist bent is it's weakness, most Redwood isn't worth much. Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.

Oak

Earth-Walker and Priestess are jank, suitable only for bazaar/salvage. Heimdall Oak can be decent with near-max EDB and good rolls elsewhere, particularly if it's Hallowed. However, Oak's poor base MDB hurts it badly.

Willow

Curse-Weaver is jank. Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice. At least Willow has Destruction, and a Demonic Destruction staff could be work a bit. Willow Destruction is inferior in raw MDB to Katalox/Ebony though.

Ebony

Ebony is the Elemental mage's choice implement. At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k. Good examples of Elemental Strike Elementalist can go for 100k+ at that quality. The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir). Destruction is again worth about the same unless it's exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB). Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.

Katalox

Katalox has the potential for big money in most of its suffixes. Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions. Destruction Katalox with good rolls is where the real money is though. Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions. Even Focus isn't worthless with good rolls.


Armor

Shields

Shields are presently out of favor because of the sluggish kill speed of 1H setups. High block chance is still valuable, but don't expect much money from even an exceptional shield.

Buckler

Barrier is the best suffix, as it adds to Block Chance. Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both). Protection/Warding is worthless. Battlecaster is ???

Kite & Tower

Grouped due to similarities. Barrier is by far the best, Battlecaster is ???. Everything else is jank.

Cloth

Mages are all about firepower and killing the enemy before it can even move. If a piece of armor doesn't advance that goal, they don't want it. Evade is good too. It should be noted that INT and WIS PABs are almost always expected on Cloth. If a piece doesn't have at least those two PABs, it is worthless to most high level players (read: players with money). Since Phase offers the best damage, it is by far the most valuable.

Cotton

Cotton does not contribute anything to a mage's offensive abilities. It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS). Bazaar it or salvage it.

Gossamer

Gossamer adds proficiency bonuses. Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money. However, Phase will add more damage as the player's proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer). Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following. Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not necessarily need both INT and WIS, but lacking one curtails its value.

Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage. Mag+ examples might be worth more sold to players, otherwise Bazaar them.

Phase

Phase is the big guns. EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs. Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with excellent EDB, INT and Evade can still be worth 100k+. Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim. There are no bad suffixes here, only less awesome ones. Even a Niflheim piece can be worth big money if it's high quality. 4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase. Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).

Light

Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.

Leather

Leather is pretty much strictly worse than both Kevlar and Shade. Exceptional (read: Mag+ of Protection) pieces are usable, but only by newbies that haven't acquired real armor yet. 99.9% of leather is jank that should be bazaared or salvaged at first opportunity.

Kevlar

Kevlar is Light Armor's answer to Plate. Kevlar lives and dies by PMI and PABs. As such, Protection is the best suffix. The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything. Exq+ can be sold if they've got the PABs to back up their prefix.

Shade

Shade is Light Armor's answer to Power Armor. Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage. Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet. Arcanist is a niche suffix, but even good Negation can be sold (though at a steep discount compared to better suffixes).

Heavy

Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI. Power Armor's very high ADB and the ability to Feather your armor and avoid the downsides doesn't hurt things either.

Plate

Plate is all about the PMI, with END,STR, and DEX PABs close behind. Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it's Exq+,near max PMI and good PABs. Most non-Protection is still Bazaar trash though. The thing about Plate is that it's Tier 1, so only the most exceptional pieces are worth serious money. The bog standard Superior Plate X of Protection is usually worth about 3-5k.

Shield

Shield is an odd take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks. It's probably the tankiest armor available. Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+). Protection is next best, with the rest being rather meh as Shield is not popular. Plate of Protection mixes with Power Armor better.

Power

Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can. It's usually mixed with a few excellent Plate pieces. Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions. Protection is next most valuable (and significantly cheaper), with Balance being next in line. Warding is least favored, but even that can be sold for a decent bit if it's high quality (Sup+) with good PMI and ADB.