Bio Engineer Archive

Thread: Pet pricing system?

RasoC
Tue Jan 20, 2004 5:44 pm
#14






RasoC wrote:

It seems strange to me that we are willing to charge (and CH's are willing to pay) 100k+ for 1k heal pet stim C's, YET we aren't willing to charge 100k+ for the very pets they use them on? Pet Stims are a CONSUMABLE comodity, pets are not! Pets should be worth far more than the heals we throw away on them... this makes sense to me...




Woops that was meant to read 100k+ for 50 crate of 1k+ heal pet stim C's. Sorry for any confusion.



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Smokke Ekifre
Master Doctor / Blademaster
Southern Cross (SC)
Valcyn Server
RediSlooth
Tue Jan 20, 2004 6:01 pm
#15

I also do special request to compensate for those picky customers who want the perfect pet, and that price is starting at 100k for me just for the picky ones that is.
LOCOLeaderX
Wed Jan 21, 2004 1:16 am
#16

the problem with mine is lvl 10 pets there hard (for me ) to make and are not worth the money


so if i make them ill charge alot more like 20 -30 k for a lvl cl 10 pet with over 2k ham





Evil Council Member And Mayor of "Ghost Town"
League Opposing Conformity and Order
You don't know the power of the "Dork side"
Linoric
Wed Jan 21, 2004 1:56 am
#17

I turned out a lv 16 lizard with 10k Ham 50%kinetic 45%Energy Ranged,StrPoison,Dizzy 150-160damage. He sold for alot more than 16k... Sold in auction for 370k
He was made from Merek and a combo of Spiders from Endor

I realy liked the pricing system... going to start using it myself... Just going so save the monster pets that turn out very low level for auction.



.......................Slee'ak Master of the Grind/Tempest.......................
..Come See Barter Town where all the Master Crafters hang out..
...........Tempest Tatooine 300 -2675 Just outside of Bestine...........
Linoric
Wed Jan 21, 2004 10:14 am
#18

Arachne Widow
Armor Rating: Light
Special Protection
Kinetic 40.0%
Energy 40.0%
Heat 70.0%
Cold 80.0%
Acid 80.0%
Effectiveness
Blast 5.0%
Restraint 5.0%
Electricity 5.0%
Vulnerability
Stun -
Aggressive: Yes
Stalker: No
Has Babies: Yes
Meat type: Insect
Deathblows: Yes
Ferocity: 0
Difficulty Level: 58
Special Attack 1: Stunning Strike
Special Attack 2: Unknown
Base-To-Hit: 0.52
Damage: 400-510
Attack Speed: 2
HAM: 12400
Eff vs Energy: 41333
Eff vs Kinetic: 41333
Ranged Attack: Yes

This is the arachne widow one of the strongest pet a CH can find. The CH on my Server sell them for 500k+ each

Sense we can make this pet with 20% higher Kinetic and energy, raise the damage while lowering the level...

Why should we sell it for less?

I have seen max pets selling for over 2 mil each...



.......................Slee'ak Master of the Grind/Tempest.......................
..Come See Barter Town where all the Master Crafters hang out..
...........Tempest Tatooine 300 -2675 Just outside of Bestine...........
GNC
Thu Jan 22, 2004 4:27 am
#19


Not having the skill points for a vendor, I charge 3k for the pets I don’t want.




Curzon


Pleaser offer winnings to my Theed vendor (-3767, 5987)
Vife
Thu Jan 22, 2004 6:30 am
#20

Charge what ever you think the pets are worth, due to your time involved in making them.


my general system:


5K fun pets (some people just want a critter to hang out with them, made from yard trash DNA, the first 5 samples i find)


30K non-CH fighting pets (these are a pain to make, but i feel bad charging more than this for them)


1K per CL CH low to mid level pets (these are easy to make and you can get decent DNa for them with minimal risk to your self


2K per CL CH high level pets (anything that has armor, I may start rasing the price on these as I can't keep them in stock)


2K-3K per CL Custom order pets (if the buyer specifys anything beyond, I want a blank color/ blank skin/ blank CL. Most people asking for custom pets want high resists, high ham, high dammage, good specials, all at a low CL. These are a total pain to make and hardly worth your time.


I tried to have a system of what to charge based on specials, ham, resists, armor, but all in all it was a pain to use and with the system above pets fly off the vendor and no one complains about the price.


Eede


MBE/Mpike Ahzia



UglyBovine
Thu Jan 22, 2004 10:38 am
#21

I've not worked out a pricing system yet, since I'm kinda new to this BE lark, but making low level armoured pets is a tricky thing to do.


I think a good system for charging for pets should be of the form


(a * HAM + b * kinetic + c * energy + d * avg of other resists + e * damage + AR1 premium + ranged premium + specials premium) / cl


where a to e are constants you can tweak. obviously, a and b will be higher than the others on the top line. By dividing by the cl, you're creating a premium product in high ham, high resist, armored pets with ranged attacks & good specials. It might end up with this system that a cl34 pet with 10 or 11k ham, armor and decent kinetic resists costs more than a level 58 kimo with similar stats buthigher ham and damage.


While we're on the subject, any ballpark figures for how much I should be asking for a pair of gurrcats I made?. Both cl 34, both armored, both have Hams in the 8k-11k range (more health than a/m) one has poison and ranged, the other doesn't spit, but is poisonous. They both have middling kinetics (30-45) and vulnerable to energy. (Mereks...)


(working on BE - 2044)



Eilyra
TOE Corp. Quality Buffs & Medicines. -411 -3196, Bastion, Lok
Tingmo Orkeah Eilyra


DanceLady
Sat Jan 24, 2004 9:01 pm
#22

I thought I would just ask in this thread instead of starting a new one about prices hehe
I have spent the past day or so (because my computer has been broken lol) trying to figure up a pricing system on my own. I think I might have come up with one. I just wanted to know what you guys think and to help me tweak it a bit.


1.) H+A+M / 3


2.) Armor: Light - 5000, Medium 10000, Heavy 15000


3.) Kinetic > 25 X 150, Energy > 25 X 100

Blast, Heat, Cold, Electricity, Acid, Stun > 45 X 50 for each above


4.) attack speed: <2.2 - 5000


5.) to hit: .4 - .5 = 3000; .51 - .6 = 6000; .61 - + = 9000


6.) Damage: 300-400 = 3000; 401 - 500 = 6000; 501 - 600 = 9000; 601 - + = 12000


7.) Specials:

Stunning strike, Dizzy strike, blinding strike, crippling strike = 1000 per special

Intimidation, knockdown = 2000 per special

mild posion, medium poison, strong poison = 4000 per special

mild disease, medium disease, strong disease = 5000 per special

open wounds, force strike = 6000 per special


8.) Ranged = 5000


then just add 1 - 8 = pet price....i was wondering what everyone thought of this formula. I borrowed from a few other ideas and tried to add my own.


One of my friends who went out collecting some DNAwith me (and keeping me alive when i was aggro'd) said that I should charge something like:

10000 for base of pet to gather dna and clone and such and charge 500000 for knowing where to put it lol


Anyway, any ideas or comments are appreciated.



Audessa
~Master Dancer~ ~Working Towards Master Bio-Engineer~
(Starsider)

Audessa
~Working on Pistoleer and Smuggler~
(Corbantis)
XyberViri
Sat Jan 24, 2004 11:48 pm
#23


http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=43892



Actually 3.2 Credits per avg HAM point, what i did iswrote down what i belive'd and witness'd as the max possibles for any one stat of a BEable pet and set prices based on the high pitch that if god played this game and made his own pet it would have 20k Ham Ar 3 60/100% res and do 1000-1100 @ 2.0 :0.55 and that would be around 500k then i divided up what is important on a clone and what you could clone dna to specifically handle, HAM/dmg/Specials/armor/resistance


Using Tal's theory on Avg Ham/10 CLs, i figure that a Cl 70 clone could have at max 20k ham, which would look a little like the following at 3.2 credits:


CL10 = average of 2000 HAM *3.2cr = 6,400 CL20 = average of 5000 HAM *3.2cr = 16,000 CL30 = average of 8000 HAM *3.2cr = 25,600 CL40 = average of 11000 HAM *3.2cr = 35,200 CL50 = average of 14000 HAM *3.2cr = 44,800 CL60 = average of 17000 HAM *3.2cr = 54,400 CL70 = average of 20000 HAM *3.2cr = 64,000


Armor is 25k Per AR(in the event that we could ever get AR 2 or 3 on a player control'ed animal)


Resistances are kinda Iffy, what is important to you may not be important to some one else, so i went to the Armorsmith forums and dug up the thread on what to specilize when making certain pieces of armor IE Res Vs Acid on helmets(BH eye shot) Heat on torse(chest/torse shot in pistolteer and Bounty lines) etc etc, then i ordered them in order of usefulness and how much dmg the opposing dmg type will be doing, i have 4 catagories of Effectivness priceing Common, Exotic, Specialized, Rare, Finaly price based on resistnaces is on a point for point basis(so i dont have to do some stupid math to figure out what to charge that stat at) i was originally shooting for if the pet has 60% common and 100% everything else its worth 100k on resistance alone, but later lowered it so that there more inline with the cost of a 20k ham pet and also to be base 8 friendly(Ie 128k64k 32k 16k 8k etc)


Common Dmg includes kinetic and Energy, these have been reported to max at 60% no Be pets, these are the bread and butter, so i charge 225 per %, Exotics are starting to be more common but i figure with the big 3's this is a good stand point and charge 105cr a %, Specialized is basicallyBlast dmg IE the Launcher pistol and the power hammer these are preatty much special order resistances and weigh in at 90cr a % for me, finally Rare Cold/Stun, these are mainly seen on the Cryoband grenades and also on jawa ion cannons(any rifleman) but again these are special dmg types that are more a on a case per case basis. Chart follows:


Kinetic 60% *225cr = 13,500
Energy 60% *225cr = 13,500
Electricity 100% *105cr = 10500
Acid 100% *105 = 10500
Heat 100% *105 = 10500
Blast 100% *90 = 9,000
Cold 100% *37.5 = 3,750
Stun 100% *37.5 = 3,750


Specials are based on Training Costs for certain Tiers of skills in Marksmen and brawler i listed them in the order i though that they are ranked as most Devistating on a oppenete(ie which has the greatest long term effects as opposed to imediate effects) since that is how i price specials(which im starting to just not care about cause pets rarely use specials) Here is my price chart for specials, Please remmber which i include the price the fact on if certain specials in question will ever be allowed on clones im merly adding this in just in case.):


Intimidation - 2500
Stunning Strike - 2500
Crippling Strike - 2500
Blinding Strike - 2500
Dizzy Strike - 5,000
Knockdown 10,000
=======================
Mild Poison - 2500
Mild Disease - 5000
Medium Poison - 7,500
Medium Disease 10,000
Strong Poison - 12,500
Strong Disease 15,000
========================
Open Wounds - 15,000
Force Strike - 30,000
========================
Poison Spray - 25,000
Area Combo 25,000
Plague Strike - 32,000
Force Blow - 32,000


For those that dont know what these do here is the list:


Blinding Strike - state Blind
Dizzy Strike - state Dizzy
Stunning Strike - state Stunned
Intimidation - state Intimidated
Crippling Strike - posture down one level
Knockdown - posture Knocked Down
Open Wounds - state Bleeding (if wounded)
Mild Poison - state Poisoned (weak)
Medium Poison - state Poisoned (medium)
Strong Poison - state Poisoned (strong)
Poison Spray - state Poisoned (AoE)
Mild Disease - state Diseased (weak)
Medium Disease - state Diseased (medium)
Strong Disease - state Diseased (strong)
Plague Strike - state Diseased (AoE)
Force Strike - state Dizzy and posture Knocked Down
Force Blow - state Dizzy and posture Knocked Down (AoE)
Area Combo - states Dizzy, Stunned, Intimidated, and Blind (AoE)


Lastly there is the Question on Dmg, for some DMG is merly cosmetical, for others it can be the major selling point.


First off Dmg will include the following varibles from a purely dmg output point of view:


Min dmg, Max dmg, Attack Speed, Base to Hit


and additionaly If Ranged attack able(since this incresses the range at which a pet can attack and therefore its abiltiy to deal dmg)


First of we need a way to really get the value out of the numbers above so the following formula does that:


(Min dmg+Max dmg)/2=Avg Dmg


Avg Dmg / Attack Speed = Base average dmg per second.


Base DPS * To hit = Base Attack Value


In a statisticaly perfect world the amount of dmg the clone should do.


With real world numbers(for 500-550 @ 2.0 :0.55): ((min dmg 500+ max dmg 550=1050)/2)=(avg dmg 525/spd 2.0)=(dps 275*0.55)=Potential dmg or 151.25 <-- this is the magic number


now with 151.25 we can see the value of the stats(statistically that is) here is where Ranged comes into play since i saw no fair way to add it into the cost as a special i made it apart of the formula


If Ranged Able Then: Magic number * 175 = credit value of combat stats
Else If NOT Ranged able Then: Magic Number * 125 = credit value of combat stats


In other words 500-550 2.0:0.55 is worth roughy 18,906.25 Credits if the creature does purely melee dmg, if it is Range'd capable then its comabt stats would be worth 26,469.75 credits.





Whew thats preatty much about how to setup a priceing formula with a BE pet.


I was going to include the Cl in the formula but that proved to be a big head ache so i base it on stats purely(sorta like (70-cl)*(100) )


Btw i have this already in a calculator:


http://www.xyberviri.net/swg.html


Direct link: http://www.xyberviri.net/cgi/swg-be2.cgi





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Xyberviri Bounty Hunter
XyberViri
Sun Jan 25, 2004 1:30 pm
#24

btw, drop anything on a vendor at a resonable, but still high, price and eventually with time it will sell.


since no two be creatures are EVER alike there is no way to guage pet a with pet b the stats might be similar but there never the same. usally you have issues tring to duplicate a stat on one strain thats if you did it, let alone bob the bio engineer down the street.


dont charge a arm and a leg unless you would pay that for your creation.



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Xyberviri Bounty Hunter
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