Sickone
July 8 2009 9:20 AM EDT
Shouldn't it be higher than merely 50% ?
:)
QBRanger
July 8 2009 9:34 AM EDT
Good thought.
What rate you suggest?
70%?
can we please have it extended to all weapons and armour types please and can it be increased to 60%.
GnuUzir
July 8 2009 10:40 AM EDT
Non-forgeables I agree should go up a little...
But the 50% for forgeable items is almost a gift in my mind...
It beats selling a 75M bow for $25M
Sickone
July 8 2009 12:56 PM EDT
I'd say 60% of (1 / BA effectiveness ratio) for forgeable items (because you can convert potential XP to cash) and 80% for non-forgeables (because you would be subjected to double-disenchant fees if you tried to do the same, so no point in having a large penalty there).
So if an item forges at 1.2, you'd get 0.6/1.2 = 50% disenchant, if an item forges at 0.8, you'd get 0.6/0.8 = 75% disenchant, and if it's a non-forgeable, a fixed 80%.
BHT
July 8 2009 2:29 PM EDT
Altought it would be harder to implement, Sickone's idea is great.
[P]Mitt
July 8 2009 2:32 PM EDT
I think the rate is good as it is. Since they're non-forgeable, the person upgrading it should know that it is going to cost significantly more since you can't upgrade it at 72% (or 15%). Plus, there is enough liquid cash in the game - we don't need more inflation. Unless the tattoo artist goes back to a flat fee to change a tattoo, I think the rate should stay the same.
I remember suggesting something back before the DE where you could remove net worth in exchange for credits or tokens. Where forgable items would give one type of credit only usable on forgable items, and nonforgables would be granted a nicer kind of credits/tokens that would work on both forgables and non-forgables
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<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=002p1L">Disenchant rate of non-forgeable items</a>