Ranger Archive

Thread: What should I charge for 989OQ wooly hide?

HuskyRebel
Thu Sep 18, 2003 10:56 am
#1

is it about 10cr per or what?



Thanks alot




Wigi Ji'Lar

Ranger/Rifleman
Stile2112
Thu Sep 18, 2003 11:02 am
#2

10 credits per unit is fair, Some people are willing to pay up to 20 credits per unit, but that means they will just jack up their price in the end, which trickels back down to us for the products we by.







Adept Lightingsky
Shrouded Sun Empire -IMP-
Seekalaei
Thu Sep 18, 2003 11:06 am
#3






HuskyRebel wrote:

is it about 10cr per or what?



Thanks alot







OQ is half the total package.


Depends who you are selling too also.


SR and UT are big. Usually, if OQ and SR and/or UTequal 1200 or more, you are getting 10 crs a unit. If UT and SR are less, than you get what you can, but usually never less than 6 crs a unit.




Lt. Seekealei of Bria
Brawlin' TKM with a Pike
Rebel Underground
I'm not really Rebel, I just play one in a video game.


HuskyRebel
Thu Sep 18, 2003 11:16 am
#4

thanks for the info.



Wigi Ji'Lar

Ranger/Rifleman
Fred_Skinner
Thu Sep 18, 2003 11:45 am
#5

Actually, I've been told Maliability is better then Unit Toughness by some armourers.... dunno, I didn't get that far in Arty



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


NRaas
Thu Sep 18, 2003 11:50 am
#6

- I believe Malleability allows for longer experimentation lines (more points per line).


- So if a Smith was looking to max out a line, they would want better Malleability to make that line bigger.





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Seekalaei
Thu Sep 18, 2003 11:52 am
#7






Fred_Skinner wrote:
Actually, I've been told Maliability is better then Unit Toughness by some armourers.... dunno, I didn't get that far in Arty





That's true. It varies from smith to smith, and what level armor they are making from what I undertand. I was only an Engineer for a short time, and I never made more than 2 suits of Bone. The smiths in my PA want UT right now. I guess it depends on the armor as stated.


That's why its always important to try and fulfill the need of your buyer. When selling on the bazaar, since we are the only ones who get the good stuff, I think anywhere from 6 to 10 credits a unit on numbers like stated are sufficient. Though, if the OQ is high 900s, and UT or Mall is terrible, 10 crs a unit is pushing it.


Some bone can fetch even more than 10 credits a unit. I make weekly trips to Yavin IV in hopes of finding that eluse Obahi bone. That stuff was golden. I have gotten 15 to 20 credits a unit on Bria for Obahi.




Lt. Seekealei of Bria
Brawlin' TKM with a Pike
Rebel Underground
I'm not really Rebel, I just play one in a video game.


Cephalo
Thu Sep 18, 2003 2:17 pm
#8

We have this crazy situation on Valcyn, with wooly hide that is 999 OQ, and high 900's in three other stats. I've heard of people paying 50cr per. I guess that would be sort of a maximum.
Attikus
Thu Sep 18, 2003 2:27 pm
#9

I've slowly developed my own pricing scheme and it generally starts with Overall Quality. I divide that by 10 to get a base unit price. That price is then adjusted up or down depending on the 'secondary' stats - espeicallu SR and UT.

so 900 OQ wooly would start at 9 cr/u for me. If the SR and UT are low - it would drop as far as 6 or 7. If high, it would go up or stay the same.

The wooly mentioned above with 3 900's is nopt only quality,. but dang hard to come by on Valcyn. I sell it for just over 10 right now - but the market is pushing it up farther



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drezbizkit
Thu Sep 18, 2003 3:29 pm
#10

Actually, I believe that Malleability has to do with the HAM costs of wearing the armor (so if you have high Malleability resources, the armor will not reduce your stats as much).


SR is the key to resistances, as far as how much actual protection you get.


UT is the condition/durability of the armor, basically making a suit of armor last longer.


This is just from reading different threads, etc...I am not a armorsmith (my disclaimer), but if I was an armorsmith, I would think UT is the least of my priorities, because the sooner they wear out their armor, the sooner they have to come back and buy a new one.


In addition, from what I hear (read rather), NRaas is correct, that malleability makes it easier to experiment. So, if I was an armorsmith, OQ is the most important (as it affects the all aspects of armor), but I think I would rate Malleability over Shock, but, alas, I'm not an armorsmith, so that is my opinion only.

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