I was thinking the attacker could choose to use either their basic attack (no weapon) or a weapon attack in which case they would minus from their strength stat to use. This way, you might not end a battle but run out of strength in which case you would have to only use your basic attack. It is less corroded, and has a T fitting on the end similar to a mallet. Its middle section is also slightly bent. The Humble Cudgel deals an extra 4 damage over its non-unique counterpart, and uses 3 less AP per attack when wielded in V.A.T.S. It also has 50% more item HP than the standard lead pipe. Trag'Oul's Corroded Fang is a legendary scythe for the Necromancer in Diablo III. It requires character level 35 to drop. The unique affix makes each Cursed Scythe strike apply a guaranteed curse; in addition, it multiplicatively boosts all damage done by any attack against a foe with at least one curse. Both weapons are made of thick wood (13vs CB) the GM rolls the save and rolls a 19 minus the Muls Dmg bonus of 5.19-5=14 the attempt failed to break the elves' sword.) If the Laan'Thuu is not metal and fails in breaking a caught weapon a regular save vs. Crushing blow must also be made for it.
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This page is intended for a more technical discussion of the game mechanics. For instance, equations governing combat, how STA translates into HP, how the con color system scales with level. It is important that this information applies to p1999 mechanics, as opposed to Live mechanics, post-Velious mechanics, or EQEmu mechanics. Each topic can have a list of reference links which may or may not apply. There should be consensus that the information is valid for p1999 before it is copied into this page.
Miscellaneous Details for p1999
These are verified to be true on Project 1999. These are largely changes that were announced during patches.
NPC Behavior:
Spells:
Corroded Weapons Have A Minus To Attack And Dmg In Mac
Melee Combat:
Pets:
PvP Details for p1999
(
These changes were made with red99 in mind, although some may apply to general PvP combat on p99 as well.
Exclusive to Red99:
Simulated Respawn
A simulated server restart, simulated respawn, or EarthQuake causes all mobs, including raid targets, to respawn. It is manually triggered by a staff member such as Rogean or Nilbog.[1]
'Earthquakes' are designed to simulate the classic experience of EverQuest servers being taken down temporarily for maintenance, which resulted in fresh mobs when the server came online.
Corpse Dragging Agro
Velious Era(added 2000-2001 March)
This is a Velious mechanic only.
Encumberment
Once you surpass your character's weight limit, you will become encumbered.
Corpse Decay Time
A player corpse resulting from a normal death will decay exactly 7 days after it was created, regardless of the player's level and if he or she is online or offline during that time.
A normal player corpse can be resurrected only within the first 3 hours after death. This timer only ticks if the player (or any player on that same account) is online.
A player corpse resulting from a duel can only be resurrected within the first 8 minutes (or 7?) after death.
A normal NPC corpse with items on it will decay after seven minutes.
The corpse of an NPC level 55 or higher will not decay until 30 minutes after death.
An empty corpse will decay within 30 seconds.
Faction System and Levels
Note: The numerical values for changing between different con levels has always been debated (e.g. scowling is -1000 or below). These values on p1999 are likely the same as for stock EQEmu but this is unconfirmed. The following information is based off early experiments and direct data from live. Similar to experience numbers, in the very early days of live the direct faction numbers were sent to the client.
Note: The amount of numerical faction raised/lowered for killing any specific mob or completing any specific quest is unknown on p1999. Many of these values are likely similar to stock EQEmu, but significant adjustments have certainly been made.
1. Faction in Everquest
The faction system is the relation ship between YOU, the player character, and the AI controlled creatures of Norrath.
The word faction has two common meanings:
For the sake of clarity, I will use CONSIDER whenever I mean faction(2) and FACTION whenever I mean faction(1) in this document.
Important things to realize about faction:
2. How Consider Works
When you /con a creature, the Everquest server generates a number that is your relative ranking of like and dislike from that creature's faction. This number is composed of:
The sum of these modifiers is your consider number. What is output by the client is one of nine messages, depending on the consider number (unconfirmed numbers on p99):
All player characters on blue servers have a base consider of 0.
Consider USED to be capped at +2000 and -2000. It was changed at some point to handle larger values. There MAY still be specific caps associated with certain factions, but I have not found any current evidence that this is true.
How do the modifers work?
Here are a few examples:
I have a personal modifer of 2697 with WolvesoftheNorth. Since I am a dark elf, I lose 200, since I worship Innoruuk I lose 300, but since I am an enchanter I gain 100. My total faction is 2697-200-300+100, or 2297, making me an ally.
Troll Shadowknights who worship Cazic Thule that have maximum positive faction with Frogloks of Guk are still glowered at dubiously by frogloks
3. The effect of Spells on Consider
Only one instance of these spells can be alive at any time, and all three spells overwrite each other.
(4) Where do consider changes come from?
(5) Various topics
Consider Color Scalings with Level
Character Levels 1 - 6
-4 and below GREEN - looks like a reasonably safe opponent
-1 to -3 BLUE - looks like you would have the upper hand 0 WHITE - looks like an even fight +1 and +2 YELLOW - looks like quite a gamble +3 and up RED - what would you like your tombstone to say? Character Levels 7 - 8
-4 and below GREEN - looks like a reasonably safe opponent.
-1 to -3 BLUE - looks kind of risky, but you might win. 0, WHITE - looks kind of risky.you might win. +1 and +2 YELLOW - looks like quite a gamble. +3 and up RED - what would you like your tombstone to say? Character Levels 9 - 12
-6 and below GREEN - looks like a reasonably safe opponent.
-4 and -5 GREEN - looks like you would have the upper hand. -1 to -3 BLUE - looks kind of risky, but you might win. 0, WHITE - looks kind of risky.you might win. +1 and +2 YELLOW - looks like quite a gamble. +3 and up RED - what would you like your tombstone to say? Character Levels 13 - 14
-7 and below GREEN - looks like a reasonably safe opponent.
-6 GREEN - looks like you would have the upper hand. -4 and -5 BLUE - looks like you would have the upper hand. -1 to -3 BLUE - looks kind of risky, but you might win. 0, WHITE - looks kind of risky.you might win. +1 and +2 YELLOW - looks like quite a gamble. +3 and up RED - what would you like your tombstone to say? Character Levels 15 - 24
-8 or less, GREEN - looks like a reasonably safe opponent.
-6 and -7, GREEN - You would probably win this fight.it's not certain though. -3 to -5, BLUE - looks quite risky, but might be worth a try. -1 and -2 - BLUE - looks kind of dangerous. 0, WHITE - appears to be quite formidable. +1 and +2, YELLOW - looks like quite a gamble. +3 or more, RED - what would you like your tombstone to say? Character Levels 25 - 32 ![]()
-11 or more, GREEN- You could probably win this fight.
-10, GREEN - This creature could pose problems, you would probably defeat it. -8 and -9, GREEN - You would probably win this fight.it's not certain though. -1 to -7, BLUE - appears to be quite formidable. 0, WHITE - looks like quite a gamble. +1 and +2, YELLOW - looks like it would wipe the floor with you! +3 or more, RED - what would you like your tombstone to say? Character Levels 33 - 40
-11 or more, GREEN - you could probably win this fight.
-10, GREEN - You would probably win this fight.it's not certain though. -1 to -9, BLUE - appears to be quite formidable. 0, WHITE - looks like quite a gamble. +1 and +2, YELLOW - looks like it would wipe the floor with you! +3 or more, RED - what would you like your tombstone to say? Character levels 41 - 44?
-12 or more, GREEN - you could probably win this fight.
-1 to -11, BLUE - appears to be quite formidable. 0, WHITE - looks like quite a gamble. +1 and +2, YELLOW - looks like it would wipe the floor with you! +3 or more, RED - what would you like your tombstone to say?
Character levels 45 - 48
-13 or more, GREEN - you could probably win this fight.
-1 to -12, BLUE - appears to be quite formidable. 0, WHITE - looks like quite a gamble. +1 and +2, YELLOW - looks like it would wipe the floor with you! +3 or more, RED - what would you like your tombstone to say? Character Level 49 - 50
-14 or more, GREEN - you could probably win this fight.
-1 to -13,BLUE - appears to be quite formidable. 0, WHITE - looks like quite a gamble. +1 and +2, YELLOW - looks like it would wipe the floor with you! +3 or more, RED - what would you like your tombstone to say? Character Level 60
-21 or more, LIGHT GREEN - you could probably win this fight.
-16 to -20, DARK GREEN - you would probably win this fight.it's not certain though. -1 to -15, BLUE - appears to be quite formidable. 0, WHITE - looks like quite a gamble. +1 and +2, YELLOW - looks like it would wipe the floor with you! +3 or more, RED - what would you like your tombstone to say? Hitpoint Calculation
Weapon Proc Rates
Proc rates are computed on a procs per minute basis. I believe this is the same number for the vast majority of weapons, but some weapons have a higher adjusted procs per minute rate, and some such (with big procs) are adjusted downwards. The game translates the weapons targeted procs per minute and applies it to your weapon. If you are swinging 100 times a minute with your main hand, and the targeted procs per minute is 5, then the game essentially makes this computation:
Now if your haste wears off, and you're only swinging 50 times per minute, the game actually will up your chance to proc per swing
This is confusing to some people but it's definitely true.
The rough formula is (DEX/170) + 0.5 = proc per minute rate for main hand, and offhand is half that rate.
Melee Combat and Damage
Note: Melee damage (specifically, damage bonuses) are undergoing a revamp with the launch of Kunark.
Weapon Damage / Efficiency
Weapon damage can be figured by using this formula:
Average_Slash = (2 * Weapon_Base) + Bonus_Modifier + STR Modifier
Damage Cap
Weapon autoattack will (ignoring other factors like str) hit for up to (dmg * 2) where dmg is the weapon's stated damage, but this value is subject to a level based cap. Originally all classes were subject to the same limits:
The patch on Monday, February 13th, 2017 introduced per-class limits:
caster
priest
melee & tank
source: https://www.project1999.com/forums/showthread.php?t=275279
The dmg*2 formula for autoattack is true until lvl 28 where you get 1 bonus damage every 3 levels to your main hand attack. So at level 50 you get 8 extra bonus damage:
That's why a fast weapon can perform as good as a slower weapon with better ratio. For example, a dragon spined claw (10/21) only outdamages a revultant whip (5/14) by about 10% or maybe a bit more (that's my personal parse). For off hand, you need the best possible ratio (no damage bonus).
Role of STR
As for str, you will notice more effects at later level. It does increase my max damage when I go from 180 (unbuffed) to about 250 (shaman buff). In the end, my main hand 10/21 has a max damage of about 45, so from the formula:
I have an extra 17 damage, I would think that it is all coming from str bonus at my level? Not sure.
The other effect of str is that it raises your ATK (about 1 ATK for 1 str) and the more ATK you have, the more likely you will get high hits.
Role of STR on other emulated servers
The source code for EQ Emulator calculates max damage based on Weapon Damage, STR, Weapon Skill, Class, and Player Level. This algorithm may have been changed on P99, but here it is for reference:
So at low levels, [Max Damage] is always twice the listed weapon damage. In the example above, a level 50 melee character using a 10 damage weapon, with 200 weapon skill and 250 strength, max damage would be calculated as:
Note that increased damage from strength is applied to both main hand and off hand weapons, and is a multiplier. The level based [Main Hand Bonus] is a flat number that is only added to the main hand weapon and is not affected by strength.
NOTE: This formula is not the one used in P99 because, using it, I found my theoretical max damage with a Blam Stick and 255 STR to be 134 but have screenshot evidence of myself doing more than this.
Two-Handed Weapons
Note that the above (live) table is likely incorrect for p1999. The 2H damage bonus was made 'classic' (unknown details, ref).
Dual Wield / Double Attack Chance
According tothis website[2][3], all classes use the same exact formula for Dual wield. However, the 'MaxSkill', is reported to be 600; not 400.
(% Chance to Double Attack Per Hit) = (Double Attack Skill Level) / ('MaxSkill'*1.05)
The value of 'MaxSkill' may be ~400 (unconfirmed). That would mean at 200 double attack skill half of your hits would trigger a double attack.
For triple attacks, the same check is done using half your double attack skill level.
For a monk, your chance to dual wield is based off this formula: (your level + your dual wield skill) / 400. So at level 60 with 252 dual wield, you'd have a 78% chance to dual wield. For other classes the formula may be slightly different (e.g. / 500 instead of / 400).
Backstab Damage Calculations
At level 51, your offense skill is 215, and your backstab skill is 203.
Backstab uses a weapon damage multiplier of: 2 + (Skill * 0.02).
((Offense + (Str up to 200) + (str over 200 / 5)) * WepDmg * Mult) / 100
((215 + 200 + (55 / 5)) * 13 * (2 + (203 * 0.02))) / 100 = 335.6028
If you had, for example, 200 strength:
((215 + 200) * 13 * (2 + (203 * 0.02))) / 100 = 326.93700
Under 200 starts to hurt even more since over 200 has diminishing returns. 150:
((215 + 150) * 13 * (2 + (203 * 0.02))) / 100 = 287.54700
At level 60, your offense skill will be 252, and backstab will be 225. With a 13 damage weapon at max strength:
((252 + 200 + (55 / 5)) * 13 * (2 + (225 * 0.02))) / 100 = 391.23500
With Ragebringer or any other 15 damage weapon:
((252 + 200 + (55 / 5)) * 15 * (2 + (225 * 0.02))) / 100 = 451.42500
Descriptive Statistics and the EQ Magic System
My Purpose (by Nenelar Valandur, High Elf Elementalist, E’ci, Nov 2000 (ref)): I’ve read many comparisons of spells on many website and many online forums. Almost exclusively the power of spells is compared based on the maximum damage they can deliver and the efficiency of mana put into those spells is compared by the ratio: Point of damage per point of mana.
These are valid measures for comparison. However, they tell a very limited story in terms of the true power and efficiency of the classes. My purpose is to offer a more complete view of casting power using different statistics than what I’ve seen proposed previously. But first let me start with what seems to be a reasonable argument using the old statistics:
What We Think We Know
Facts:
Conclusion:
At level 60, the wizard is roughly 10% more mana efficient than the magician and does roughly 60% more damage.
Note: Many of you don’t care about the numbers. It’s OK to prefer to play the game without knowing the numbers behind it. You don’t have to read further than this. Go play…have fun! I find this type of research into the game fun. That’s why I do it. I also like to know as much as I can about my class. If you’re like me, read on. If not, I cannot be held responsible for the increased awareness you may obtain by reading further! This isn’t a rant about anything!
Quick Reference Glossary:
Some basic knowledge of terminology is assumed below. You’ll need to understand the following concepts:
The Descriptive Statistics
Mana to Damage Multiplier (MDM) Download transmission app for mac.
The power of a class to convert mana into damage is different for each spell and generally increases with player level. MDM is the multiplier (a constant) that solves the equation: ManaCost * MDM = MaximumSpellDamage for a given spell. Or, restated: MDM = MaximumSpellDamage / ManaCost. Low level spells usually have a MDM of less than 1 since they cost more mana than they do in damage, whereas high level spells are always above 1. This is not really different than the ratio expressed the old way. Its value will not become apparent until a later analysis is published.
Example:
In this example, the Wizard spell is indeed roughly 10% more mana efficient than the Magician spell.
Damage Per Tick (DPT)
The power of a class to deliver damage within a given period of time also changes as players grow in experience. This measure is important as it scales the speed with which a caster can deliver damage. Most DD spells have a recovery time of 2.5 seconds (time before any spell may be cast) and some spells have a recast waiting period. By adding the time to cast the spell and the greater of the time to recover or time to recast, a total time invested for a spell can be obtained. This number should be used for comparison’s sake only since DD spells do not actually deliver damage per tick. This statistic will be used later to compare spells, for now I simply describe it here. Its value will not become apparent until a later analysis is published.
Example:
In this example, the Wizard spell delivers 57.6% more damage per tick than the Magician (while both have mana to cast).
Full Mana Damage (FMD)
The power of a casting class to deliver damage is further defined by the total mana available to that caster. All things being equal, more mana means more damage. While DPT measures the speed with which damage is delivered, FMD seeks to quantify the total damage a caster could do with a full bar of mana. For any given spell, this calculation is: FMD = (TotalManaAvailable / SpellManaCost) * SpellMaxDamage.
The first part of this calculation requires that the quantity of mana when full be known. This is unfortunately, one of the mysteries of EQ. I am using the approximate formula: ((Intelligence / 5) + 2) * LevelofCaster to estimate the mana available to a caster. While this formula is likely not the exact formula used in the game, it is a close approximate. Further, since this analysis uses the same formula for all classes compared, it does not bias any class. (Note: The druid is a priest class and uses Wisdom instead of Intelligence for mana, but the formula is the same). For the purposes of this analysis, a constant number of 200 for Intelligence or Wisdom is used. Therefore, total mana available is: (200/5) + 2 * Level = 42 * Level.
Example: Dmg protection san diego.
In this example, the Wizard does 1,114 more damage with full mana than the Magician at level 60 (when both have equal mana available to cast).
Full Mana Ticks (FMT)
In the above example, the total damage capacity with full mana was calculated. However, the ability of a casting class to deliver this damage is dependent on the time each spell cast requires. The sum of all the casting time required to “chain cast” a full bar of mana can be expressed in ticks to compare the time efficiency of casting classes. The formula looks like this: FMT = (TotalManaAvailable / SpellManaCost) * SpellTimeInvestment. Recall from the DPT example, that there are three components to consider in SpellTimeInvestment: Casting time, recovery time and recast time. Most spells have only a recovery time. For such spells, casting time and recovery time can be added together to calculate the total time invested in a single cast of that spell. However, if a spell has a recast time greater than the recovery time, that time is added to casting time instead of the recovery time.
Example:
In this example, the wizard not only does more damage, the wizard does it 3.5 ticks (21 seconds faster)!
What We Thought We Knew:
What We Now Know:
Note: We haven’t accounted for the magician’s pet, the wizard’s pet, or the wizard’s inherently lower resists. Those will all be discussed later.
Conclusion
The current statistics used to describe and compare spells tell only a partial story. Like most partial truths, these statistics lead us to make seemingly logical conclusions that are in fact incomplete at best, or at worst totally false. The new statistics above make enable better comparisons within the magic system of EQ.
Group Level Requirement for Experience
If the level difference within a group is too great the lower level member will not get experience. The criterion is:
Lowest Level * 1.5 (Round down) or Highest Level * 0.667 (Round up) and always at least 5 levels.
Generic Examples
Rounding Examples
Zone Experience Modifiers
See Recommended Levels and ZEM List.
Also for spawn timers see Zone Spawn Timers.
Race/Class Experience ModifiersCorroded Weapons Have A Minus To Attack And Dmg Download
By Race:
By Class:
Exp modifiers are multiplied not added,
Note: Class experience penalties are no longer in effect on P99 as of 9/21/15, though bonuses should remain.
Experience Requirement by Level
Note: Not all of this exp information may be strictly classic, needs some review.
Assuming the below information is correct, you can find the EXP requirements per level and the EXP gain per mob at this spreadsheet: https://docs.google.com/spreadsheets/d/1ke9KOtMcR90puNfcecUwpg2MOWsm2LtYzrT3wEKuusE/edit#gid=0.
The formula for the amount of total (cumulative) experience at the end of a level is as follows. Note this is not the same as the experience needed to complete each level:
Total XP to complete a level = L^3 * C * R * H
Where:
* - Double 'hell' level
For instance, for a class mod of 100 and race mod of 10 (base values), the following table applies:
The formula for the amount of XP earned for soloing a dark blue or higher mob is as follows:
XP = L^2 * C
Where:
Note: As of July 2013, there is now a maximum XP gained from a single mob of 11%.
In Luclin era, the Hell Levels were 'evened out':
September 4, 2002 3:00 am
Note: The above 'XP smoothing' is not in effect on P99, and is not planned on the P99 Development Timeline.
How Experience WorksCorroded Weapons Have A Minus To Attack And Dmg Free
Mac os 10.9 5 dmg 2. Draft 1.0 by Dumesh Uhl'Belk (ref)
First, I'll describe a sample party and use a tasty pie analogy to help make the mechanics easier to understand. Then, I'll get more number and formula based for those who want the nuts and bolts. (coming soon.. when I feel like updating)
Think of each mob that gets spawned in EQ as a pie, a very tasty pie. When a PC kills a mob, he gets to eat the pie. When players group together and kill a mob, they have to split the pie. However, through the magic of the group bonus, for each person in the group beyond the first, the pie gets a little bit bigger (2% bigger in fact) before we pull out the knife to divide the slices.
Well, how do we slice the pie? How big will each slice be?
The answer is that we measure all the pie that each player has ever eaten (his total xp). Then we cut the slices in proportions matching those relative values. So, let's say our sample group is a simple trio of Bob the Bard, Chris the Enchanter, and Diane the Druid. Since Bob came into the world of Norrath, he's eaten 150lbs of pie. Chris has had 100lbs of pie, and Diane has also eaten 100lbs of pie. Our sample group has just killed a mob. This mobs' representative pie magically grows to be 4% larger than if a solo player killed him. Then the pie is split with 3/7 of it going to Bob, 2/7 to Chris and 2/7 to Diane. The classes of these characters makes no difference at all. The only thing that determined how big each slice of the pie would be was the net total xp that each of them had earned since character creation.
But what about xp penalties, you say?
As of the January 2001 timeline patch on 9/21/2015, racial penalties remain but the the class exp penalty was removed. This section is no longer accurate.
They most certainly exist. The penalties change the amount of pie that a PC has to eat to gain each level. Human warriors have to eat 90% of the pie that Human Druids have to eat to level up. Troll Shadow Knights have to eat 68% more pie than Human Druids to level up.
The important and painfully obvious consequence of this is:
Or to look at it a different way..
Corroded Weapons Have A Minus To Attack And Dmg 1
If the three characters above where to group together, they would all get equal slices of the pie.
But, But, you didn't say anything about the penalties when you talked about how xp is split!!! why not?
When the tasty pie is cut into slices for the group, the levels of the various PCs are not consulted (not directly anyway), only the xp totals for the PCs. The game code doesn't care if Bob is a human or an elf, a bard or a monk, level 10 or level 15.. the game code only cares what Bob's total xp is.
What about zone modifiers?
Zone modifiers shrink or expand the pie before the slices are cut.
What does this all mean?!?
See, it was so important, I had to say it 3 times. Please note what that really means. Race/Class combos with no penalty but who are 6 levels higher than you nerf your xp more than the hybrid who is the same level as you in most cases, especially at levels below 30. In your teens, a player 6 levels higher than you has 300 to 400% of your xp total.. obviously much worse than the 140-168% of your total that a equal level hybrid has.
So, final thought..
Group with good players. An equal level group with multiple hybrids generally takes no more than 16% more kills to gain a level that a similarly leveled group that has no hydrids. Good groups kill at least 16% faster than bad groups. So, group with good players regardless of class.
Vendor Pricing, Charisma, and Faction
As far as vendor prices are concerned, factions can be broken up into three categories.
There are several crucial charisma numbers to shoot for.
1. Key to this is that, whether your faction is apprehensive or indifferent or better, there's a stretch from 62 to 76 that gives exactly the same prices. So, if you can get your charisma up to 62, don't bother getting any more charisma boosters until you can get enough to get you to 76. However, when you do get to 76, the prices will suddenly drop by about 6%, instead of the 0.5% boost you get for most individual points of charisma.
2. Better known is the 'magic number' of charisma, 104. This is the point at which indifferent or better merchants will give you the best price they're ever going to give you. This price seems to be based on 1.05 times a 'actual value' that you will never see used, but is only directly known by the server. For instance, many gem and metal prices are clearly based on this. And, if you notice the prices at which the vendor will buy such things back from you, although it looks like a very irregular number, for instance 95pp 2gp 3sp 8cp for a bar of platinum or a sapphire, that just happens to be 100pp divided by 1.05.
3. The last and highest number to shoot for is 132. This is the charisma at which you can normally get the cheapest prices even with apprehensive faction.
Greedy Merchants pay the least for your loot and charge the most sell you stuff. When you are trying to build up some funds it's good to know who to avoid.
When many players have been buying from or selling to a merchant, he seems to get it into his head that 'Hey, I'm so popular, I can charge better prices now!'. Unfortunately, 'better' in this context means 'better for the vendor'. I'm still carrying out research on this issue, but merchants that will normally give best prices at 104 charisma and indifferent faction can go at least as high as needing 134 charisma to get best prices, even with ally faction.
It seems that, with less charisma than that needed for best prices, a set amount is added to the price you would normally get, i.e. whether your charisma is 120 or 50, a vendor might add 3sp to the price you would pay from a vendor who hasn't been getting so much action. The actual amount can vary widely. This is particularly noticeable on merchants in very busy areas, for instance vendors located in or right at the entrance to newbie areas, or those in banks. In these cases, it's almost impossible to distinguish a 'greedy' merchant from a merely 'opportunistic' merchant.
(p99 Note: Greedy Merchants introduced on Dec 18 2011 Patch: 'Greedy Vendors: Certain merchants, usually in easy to reach locations, buy for half price, and sell for double. Buyer beware.'.) https://citiesever320.weebly.com/blog/quicktimempeg2-dmg-mavericks.
Every item has a 'best price'.
Q: How do I get a merchant to sell me an item at its best price?
For most merchants, you need indifferent faction and 104 charisma. This is to say that 1) at any given charisma, a merchant will give you the same price at indifferent, amiable, kind or warm faction (but worse at apprehensive), and 2) if your faction is at least indifferent, you will stop getting better prices beyond 104 charisma.
Now I said most merchants up there. The first statement is always true, but I've observed two exceptions to the second. First, the merchants in your guild in your hometown only require 93 charisma. Second, there are a handful of merchants who require MUCH higher than 104 charisma. These are usually the merchants near banks and at entrances to cities. Examples are: Tubal at the Qeynos gate, Boomba the Big at the WFP gate, Aimee at the NFP bank, Merchant U-something (the dufrenite merchant) outside the Kelethin bank. Don't buy or sell from them if you can avoid it. At 170+ charisma and indifferent-to-warm faction, I still can't get them to give me best prices.
Q: How can I tell if a merchant is buying or selling an item at its best price?
Check how much the merchant offers you for a peridot (Everyone carries a stack of peridots for their clerics and chanters right?). If you're offered 9.524pp for it, you've succeeded. You won't be able to buy for less or sell for more. If you're offered less than 9.524pp, you can do better with higher charisma. Now it doesn't have to be a peridot. Any item will do as long as you know its best price. I happen to know what the best price is for a peridot.
-- Balidil Anla'shok (EQTraders) and Khazim (Quellious)
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