Weaponsmith Archive

Thread: Cost of Weapons Just a thought

Di-Kiem
Mon Jun 14, 2004 2:44 pm
#1






Assuming if you are using all advance component and including optional such as stock / scope


Weapon_TypeTotal Resources RequiredTotal Cost @ 10 cpu
Curved Sword71710
D18 Pistols 248 2480
DH17 Carbine 274 2740
DH17 Pistol 187 1870
DH17 Short Carbine267 2670
DL44 Metal Pistol 173 1730
DL44 Pistol 168 1680
DLT20 Rifle 276 2760
DX2 Pistol 3463460
DXR6 Carbine 491 4910
E11 Carbine 284 2840
E11 Rifle 2872870
EE3 Carbine 388 3880
Flame Thrower 434 4340
FWG5 Pistol 171 1710
Gaderiffi Baton 73 730
Heavy Acid Rifle 562 5620
Heavy Particle Beam Cannon624 6240
Jawa Ion Rifle 418 4180
Lance 76 760
Laser Carbine 395 3950
Laser Rifle 418 4180
Launcher Pistol 218 2180
Light Lightening Cannon 420 4200
Lightening Beam Cannon 519 5190
Power5 Pistol 273 2730
Republic Blaster 283 2830
Ryyk Blade 79 790
Scatter Pistol 229 2290
Scout Blaster 209 2090
SG82 Rifle 189 1890
Spraystick 171 1710
SR Combat Pistol 298 2980
Striker Pistol 171 1710
Stun Baton 124 1240
Sword 60 600
T21 Rifle 869 8690
Tangle Pistol 269 2690
Tusken Rifle 212 2120
Two-Handed Axe 68 680
Two-handed Cleaver 110 1100
Two-handed Curved Sword79 790
Vibro Axe 168 1680
Vibro Knuckler 240 2400
Vibro Lance 167 1670


More information @ http://www.smilepak.com/swgwslist.htm


Message Edited by Di-Kiem on 06-14-2004 02:58 PM



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smork
Mon Jun 14, 2004 2:46 pm
#2

my eyes hurt DK!

That doesn't take into account subcomponents though.
smork
Mon Jun 14, 2004 2:47 pm
#3

yes it does, nm
Di-Kiem
Mon Jun 14, 2004 2:56 pm
#4

Ooops..it didn't copy and paste too well come excel over ehhe modifying it now



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BoberFett
Mon Jun 14, 2004 3:04 pm
#5

The copper I put in most of my weapons currently sells for 35cpu. The polymer in my power handler sells for 25cpu or more.I wouldn't sell it for less than double that in the finished product. Many weaponsmith materials sell for a fortune and my prices reflect that.


My prices are sort of arbitrary, but also somewhat formula based. I charge based on complexity (if you want to call it that). My base price for a firearm is 8000, in which I charge forthe firearm itself, the barrel, and the scope which is standard (where applicable) and the power handler or projectile mechanism. Then I add 2000 for each power handler beyond the first one. Enhanced weapons (E11, Rep, FWG) have 4000 on top of the standard model to cover schematic cost. Melee weapons are similarly priced. 8000 base price plus 2000 per additional vibro unit or core.
LeGoLaS_EcHeLoN
Mon Jun 14, 2004 8:52 pm
#6

You make gathering the resources look so easy...




Edeka
Cancelled due to WoW's uberness
Leaving Novemeber 1st, 2004


CorenLanra
Tue Jun 15, 2004 7:46 am
#7

Ok cross-reference that list with curretly spawned resources on SWG craft and see what kind of pitful stats you get after you cross out 75% of those weapons that would not be craftable.





Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
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Jedi_Titus
Tue Jun 15, 2004 7:55 am
#8

I'm not entirely sure what you are trying to get at. That list is a nice starting point to look at cost, but don't forget prices are not determined just on the cost of material. When you make an item, any item you are adding value to it. And as far as resource price I routinely use resources that aer valued at more than 10 cpu. he iron and steel I use in melee weapons both easily sell at over 50 cpu



Egan Vorlock: Master Weaponsmith, Carbineer - Starsider

Elesar Vorlock: Master Ranger, Creature Handler, Pistoleer, Proud Bothan - Starsider
Devero
Tue Jun 15, 2004 8:32 am
#9

For basic weapons, this list fits my scheme rather nicely. I do charge 15 cpu tho. Overall, the costs of my harder to get vs easier to get materials average out.


Of course, I add a dab if enhancements are used, depending on the enhancement. Most of my custom orders coem from people who have enhancements they wish for me to put into a weapon... so the weapon price iss till unafected.


I also do not sell sliced weapons unless I happen to have a few left over while attempting to get a good rifle for damun.


Nice list.

Di-Kiem
Tue Jun 15, 2004 10:11 am
#10

It does help me to see how low I can go on my price. Ofcourse using 10cpu is a median point. Most resource especially @ current spawn most people get them below 3cpu. That will make up majority of the weapon resources. Occasionally, you run out of resources thus you have to buy one or two particular resources for any given weapon, thus paying 10, 20, or 30cpu.


To average out the cost, 10cpu make the most sense (ofcourse I still think it is over estimating). At least when I floor my price on special sales, I could look at this and think of certain prices. For example, normal non-enhanced VK, I could floor it at 3k per VK and still be able to make a profit. Small profit, but once in awhile having one or two item on flooring prices increase traffic to the place, thus while they are they they usually pickup a few powerups, additional weapons, WUKs, repair kits, and among many other things.


This is by no mean a concrete price guide, but it is a fairly reasonable one to determine flooring prices




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GenChaos
Tue Jun 15, 2004 3:08 pm
#11






Di-Kiem wrote:

It does help me to see how low I can go on my price. Ofcourse using 10cpu is a median point. Most resource especially @ current spawn most people get them below 3cpu. That will make up majority of the weapon resources. Occasionally, you run out of resources thus you have to buy one or two particular resources for any given weapon, thus paying 10, 20, or 30cpu.


To average out the cost, 10cpu make the most sense (ofcourse I still think it is over estimating). At least when I floor my price on special sales, I could look at this and think of certain prices. For example, normal non-enhanced VK, I could floor it at 3k per VK and still be able to make a profit. Small profit, but once in awhile having one or two item on flooring prices increase traffic to the place, thus while they are they they usually pickup a few powerups, additional weapons, WUKs, repair kits, and among many other things.


This is by no mean a concrete price guide, but it is a fairly reasonable one to determine flooring prices







But your not taking opportunity cost into account here. For example, I find a 1000 OQ polymer. While it is spawned it would probably sell for 5-7cpu on my server. If I harvest it, I can get it for less than 1cpu. With that in mind, I can follow this pricing line just fine. Now, two months later, that polymer is selling for 20cpu. Now would I rather continue making my weapons and selling them for 10cpu or should I sell the resources raw at 20cpu? So even if you harvest all your own resources, as long as you are trying to maximize profits (and I am sure that is not everyone's goal, it's not my main goal) you need to charge more for the weapons.
Di-Kiem
Tue Jun 15, 2004 4:00 pm
#12

I would agree to some extent of that. I usually would keep those resources which spawn 3 months ago on more uber resources using enhancement and custom order where you are able to charge a lot more of because those who buy it want the best of the best regardless of price.


Now, for the majority of the population who want just a weapon, current spawn and maximize the stat on them is good enough.


Unless! I have 500k or tons of that resources I had 3 months ago left, thus I don't mind selling it lower to wack out competition for fun



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Brilyn
Tue Jun 15, 2004 5:44 pm
#13

< thus I don't mind selling it lower to wack out competition for fun >


You're a bad bad man.....


I like your style.



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
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