Weaponsmith Archive
Thread: Weapon Pricing Guide
My prices on Eclipse:
Krayt Weapons
Krayt Flamethrower 368-869, 4.3 (150k)
Krayt Republic Blaster 68-263, 2.2 (200k)
Krayt Scout Blaster 80-214, 1.4 (105k)
Melee Weapons
38-147, 2.2 Vibro Knucklers (6k)
110-377, 4.4 Long Vibro Axes (10k)
134-465, 5.4 Power Hammers (8k)
103-223, 3.4 2-Hand Cleavers (7.5k)
63-250, 2.5 2-Hand Curved Swords (6k)
76-173, 2.2 1-Hand Curved Swords (6k)
Ranged
74-150, 1.6 Scout Blasters (5k)
131-348, 7.6 T21 Rifles (29.5k) 35/39/71 HAM
67-108, 3.1 Tangle Pistols (7.5k)
118-250, 2.3 Scatter Pistols (7.5k)
41-273, 3.5 Laser Carbines (8.5k)
41-400, 5.7 Laser Rifles (8.5k)
106-165, 2.4 Dx2 Pistols (9k)
100-159, 2.2 Dx2 Pistols (8.5k)
68-206, 2.5 Republic Blasters (7k)
Commando
439-838, 4.7 Flamethrowers (12.5k)
68-203, 2.8 Launcher Pistols (7.5k)
1226-3711, 7.7 Rocket Launchers w/32 Charges (35k)
A couple people have emailed me asking me to post this in it's own topic, so here it is:
I posted this before, but I will post it again here, for those that want to use it. We have many weaponsmiths on my server, and I have been told that I can't do this in a free-market economy, but I continue to get richer, and my sales are only increasing.
What I did, was come up with an equation, that allows me to price weapons (all weapons) based on their effectiveness. I WILL NOT sell an FWG5 with stats of "X" for the same price as and FWG5 with the stats of "X+20". Anyway, I have been using this equation for over 2 months now, and it works great for me in allof my 5 stores (5 different planets).
Weapon Base Price = ( { damagePerSec+ woundPercentage + radius } * 100 ) + damageType Modifier + armorPiercing Modifier.
or
Weapon Base Price = ( { [ (minDamage+maxDamage) / 2 / weaponSpeed ] + woundPercentage + radius } * 100 ) + damageType Modifier + armorPiercing Modifier.
damageType Modifiers
ACID = + 5,000CR
STUN/BLAST = + 4,000CR
HEAT/COLD = + 3,000CR
armorPiercing Modifiers
HEAVY = + 12,000CR
MEDIUM = + 8,000CR
LIGHT = + 4,000CR
So, based on this equation, here are some average prices for popular weapons (these are non-enhanced weapons):
FWG5 = 10,000CR , SCOUT BLASTER = 8,000CR, LASER RIFLE/CARBINE = 13,000CR, VIBRONUCKLERS = 12,000CR, 2H SWORDS = 18,000CR, HEAVY WEAPONS = 16,000CR, T21 RIFLE = 17,000CR, PROTON GRENADES = 35,000CR/CRATE, ETC...
As you can see, most of my weapons come right in at about the same price as the average sale on most servers. Whats interesting, however, is that the average T21 sells for about 40K on my server, but looking at the effectiveness of the weapon makes you wonder why people would pay that. I know, Supply-and-Demand. But I can't justify that price, so I don't charge out the ass for them. Also, forcommando-disposables, I only charge 1/3 the effective rating since they will be gone in 29-35 uses.
As I said before...Some people say it can't work. But it HAS worked, and worked well for the last 2.5 months. I have more customers/money than I know what to do with.
P.S. Whats also nice about this method of pricing, is that I name the weapon with the base price in the title. So my FWG5 looks something like this "FWG5 - [110]". All of my customers like this because it allows them check their previous post-slice weapons againt my newer models and know instantly if they are better (FWG5 - 115) or worse. My vendor managers like it also, because it makes keeping the weapons at the same price on all vendors across the galaxy easy....I supply them the FWG5 - [110] and they know to multiply it by 100 and sell it for 11,000cr.
Pricing guides are worthless. Each server's economy is different, each weaponsmith's philosophy is different, and any pricing guide that tried to factor in these things plus resource rarity and all the other factors would be the size of a small novel.
Go to a few vendors, note the prices and stats of their wares, and price yours accordingly. Adjust prices if things sell too fast or too slow.
Howdy;
Use about the same thing - but a little simplier. I rate by Hit Points Per Second Squared. And also put price in name - Had to - kept finding my weapons being sold for 3 times what I sold them for - lol. There are Minimum and Maximum price caps that I use, and if they have special abilities, the SE Special Edition kicks in. Like the attempt to add these into price - may give it some thought.
Not out to get rich - and never will with this scheme. Commando and other expendables are hard to fit into this method though - and are also very tough on resources. Currentlly am topping them in the $12-25K range depending on Advanced or Standard components, but as I said - subject to change due to resources consumed. (that's right commando's - there is a Reason nobody likes making em, heh). I could make about 50 guns for the same as a crate of these puppy's.
EXAMPLE: FWG 2.3 rof, 44-144 17% wnd, 17/43/24 HAM prices at $3.9K..
Point here is simple. If I work harder or put better resources into it - it cost more. If using standard chunks - it cost less -BUT- no matter which way it goes - You get what you paid for.
Happy Adventures, Drum
Visit Jabba's Quest Souvenir Shoppe when on Tatooine-Wanderhome (-5357, -6006) for your Low Cost Weapon Needs.
There are kind of 3 schools of thought on this.
1. Price by performance (some good formulas above)
2. Price by resources used (varies widely by server)
3. Price by market/demand
Most people use a combonation of these 3 types, because really, they are somewhat interrelated. They can all work though if applied correctly. You just have to find what works for you, and then go with that... making adjustments as necessary of course. Your best bet is to be consistent, and use a price scheme that allows you to keep your weapons always stocked.