Mystic’s Gold Profiting Guide
Forge & more JSON recipes
I’ve actually had a TP item turn account bound. It sucked. (I was trying to flip it)
I believe it was the Mad King’s Slippers… Basically: the item was tradable and there was a big spread on buy/sell listings so I bought one and posted it as a sell listing, then they updated it so you could select the stats, so the one I had listed on the TP was returned to me as account-bound.
This keeps happening to me and it’s annoying. I just started playing the game. I have no idea why it keeps doing this. I have like 30 items to sell and I have to sit here for 10 minutes to sell items
That might have to do with you trying to sell to the highest buyer, but by the time you press sell that order was filled and no longer available.
This should only happen with really hot items, try something common, also to matching the lowest seller and see if you keep getting the same problem.
what you describe is NOT what OP’s issue is.
If the buy order you are looking to fill is no longer there, it will say either “Sale partially filled” or “Item no longer available”
the “Error Attempting to Sell” is when you list more than ~7 things per ~30 seconds. And once you reach it, you need to take a time out because any sale attempts will increase the wait time.
No dev has ever commented on this error, but players have speculated and debunked numerous theories, the most popular were anti-botting and server load.
anti-botting is just silly, as a bot can still list 20,160 stacks per day, while a human is limited to around 200 due to patience. I can come up with at least 3 far better anti-bot strategies off the top of my head, so I can’t believe they were that short-sighted.
server load… I just don’t buy. For starters, there is no limit on buying, and there is no way selling uses more server resources than buying. Next, TP transactions can’t be relatively server-intensive. Think about wvw zerg battles and why they cap conditions. (they have stated they cap conditions at 25 due to server load). 50 vs. 50 players, let’s say they all have 3 stacks of 25 conditions each. as far as individual things to keep track of, that’s 100 players x 3 conditions x 25 stacks each = 7500 conditions to keep track of. These are updated very frequently; more than every second but not continuously (there is rounding when you get +40% condition duration, for example). I’ll go with updated every 1/5 second. that’s 37,500 conditions updated every second. All of those conditions need to be relayed to every player and not just kept track of on the server, so 37,500 condition statuses sent to 100 players = 3,750,000 data packets per second. And that’s just one engagement on one wvw map. You would have a hard time convincing me the player base would list more than 3 million items per second (didn’t they recently say they’ve only sold like 2 million copies of the game?) as I understand it, conditions should be capped due to server resources. TP transactions can’t use the same excuse. This is all besides the point of: if I have 100 things to sell, I’m going to list 100 things. having a listing time-gate will not decrease how many things I list.
my personal favorite for ideas why this is in the game is: psychological experimentation
you do not. you get gift of exploration when you get 100% map completion (all wp, all poi, all vista). If you didn’t, I suggest you submit a support ticket. There have been a few recent posts about that reward being bugged recently.
double-check that you have all of them: go to the map, in the top left it will tell you how many of each you have discovered.
also – you do not need to visit every area to confirm you have all of them. just go to the map, mouse over the name of that area, and it will tell you what you have completed in that area.
Stay Dry, Stay Alive
You get it by failing the “defend the megalaser” part vs. tequatl, then he kills everyone with a huge wave. you have to jump over that wave with one of the jump pads.
gl finding a group that is good enough to get to that event, yet bad enough to fail it (it’s easier to do that event than get to it). I only got it because it glitched somehow, there were lots of mobs already out, and the megalaser was destroyed before anyone could get there.
Leveling is time-gated, so is acquiring ranks in PvP, and so are dungeons, because you have to invest time to do any of them.
Work and education are also time-gated and so are eating and drinking.Posting in the forums is also time-gated because I have to invest some time to think on what to say and some more typing it in. Also, I have to wait 30s before posting again.
Pls remove time-gating ANET.
Most of those are not time-gated. (I wasn’t aware of the 30s / post rule, but that would be a time gate). There is a huge difference between time-gate and work-gate. For most of those, you can gain as many pvp ranks as stuff you do. If the entire opposing team was in on it, they could line up to let you kill them and you would gain rank after rank after rank. Time-gated ranks would be: “Kill 10 players in this hour to gain 1 rank = killing more than 10 serves no benefit”. dailies, monthlies, and living story are time-gated, but all other achievements are not.
can’t get much quicker than the speed that 2,600g offers.
http://www.gw2spidy.com/item/30704
in the last 24 hours, 4 twilights on sell listings have sold (between 2900g and 3100g).
It looks like since you posted this question, the price has dropped from 3100 to 2900. I expect that if you undercut the 2900g by 1c, yours will sell within a day (it was at 3100 for about the last 3 days)
If I could sell you my 14 stacks of dragonite ore and 16 stacks of empyreal fragments, I would be sooooo happy.
time-gating a new, and obviously popular, item is a good thing – to mitigate market fluctuations. but to keep it time-gated 8 months (or even 2 months) after it’s released serves no purpose.
time gating celestial armor made no sense, as it failed the popularity part.
the only actual gating of time for ascended equipment is the vision crystal. time-gating mithrillium, then letting deldrimor ingots be sold on the TP completely cancel each other out.
try reducing graphics to best performance and see if you keep crashing.
If that fixes the crashing, you can increase one setting at a time to your liking.
I think it’s the environment graphics option that makes macs crash.
and here I was thinking that vets hit harder than elites. (I made a post in general about vets dealing 17k damage)
I have a feeling that the scaling effect due to multiple players only affects one of their skills, so one skill gets 5x the damage while the others are still at base level.
I doubt the bosses even know what items were released.
It’s down to 33,976 :P
At 37s, they would of had to buy below 31s45c to make a profit. The last time buy orders were that low was 1 week ago. More likely they bought it late jan at 29s. I expect they didn’t buy them in aug at 18s because of the 39s sell price during dec.
if they bought at 29s and sold 92,000 of them, that’s a 2,254 gold profit (after TP tax).
sorry, not useful enough.
It’s far too easy to get bucketloads of all ascended materials. The only use of turning one into another is to slowly destroy your 20 stacks of each of them.
my guess is iron
when this event is over, they’ll probably have another event that has a chance to drop halloween, wintersday, and bazaar skins. I don’t like being surprised. It makes me curl into fetal and stop long-term investing. It looks like the prices aren’t going below the original price, but there is no point in holding onto these items for a profit if a profit never comes.
my guess is it’s supposed to make 5 per crafting.
if refining was free like all other materials, that would of been a good suggestion.
They keep adding sinks for bloodstone, but keep forgetting about the other ascended materials gathering dust.
/agree
What I also find annoying is when I increase by 1s and the number of gems I buy goes up by 4, then I increase another 1s and it goes down by 3, then I decrease by 1s and it goes back up to the +4 amount.
you scared me! luckily I hadn’t invested in anything those drop.
they do seem to re-release things that get too expensive. perma hair stylist should be next!
to me, it’s totally fine that the amount of damage goes up with the number of players. But the damage that goes up should not be this random. Damage I seem to take: 500, 400, 389, 700, 120, 17790, 80, 600
it’s like only one of their attacks actually scales with the number of players.
All I want is more normalization. I’d much rather see: 1500, 1400, 1389, 1700, 1120, 7790, 800, 1600
that way, you can actually somewhat predict when you will die and maybe do something about it.
I am not a big fan of being in a fight, then being randomly picked by Thor, the god of thunder, as target practice to instantly kill me.
as an off-topic: you know what doesn’t scale well? the number of molten protectors. more players = more protectors. the mechanic of these protectors is to knock them out of their circle. but with so many, when you knock them out of their circle, they get knocked into someone else’s circle.
You mostly just have to find a niche and fill it. Be creative. Identify what you want: do you want fast small amounts or slow big amounts? Lots of work or lots of waiting?
Several ways I can think of to make coin on the TP:
Yes but by that logic you never end up buying anything :P
so you can see why vertical progression in the gem store is a bad idea.
Grats on the crafting. You suck at posting videos though, as you didnt attach one.
he did say the vid would be funny
only the discoverable discoveries were reset. any recipe one was not. It’s still the same recipe; only you get more exp when you discover it again rather than just make them.
they probably forgot to add the “(makes 5)” thing.
so 40g = 5 stations = 8g/station.
account/soul-bound follows the stats, and if the stat-supplying item can be soulbound, it will be. So:
special sword skin + white item stats = account-bound
special sword skin + green item stats = soulbound
then, move the sword with white stats to new character and:
special sword skin on white stats + exotic item stats = soulbound (usually cheaper)
or: transmutation splitter (cheaper for legendary / ascended)
This is just good, now you need to learn how play to against foes with big numbers. Zerkser will desipair!! Finally.
I am not a zerker. these numbers are so big that non-berserkers are also despairing.
the thing about zerg scaling… Lots of players increases the number of mobs and the health of those mobs, so:
2x # of mobs x 2x health = 4x health pool you have to kill with only 2x number of players.
just like critical damage, it’s not linear
3x players = 9x health pool
4x players = 16x health pool
I wish they’d stop giving sinks to bloodstone and start giving sinks to the other overflowing ascended materials. toxic potions were good enough. these stations should of required dragonite or empyreal or dark matter.
I’d even of been satisfied with sharpening stone requiring bloodstone, maintenance requiring dragonite, tuning crystal requiring empyreal.
and what’s better is they put it in the update notes!
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-February-18-2014/first#post3662446
“Fixed an issue in which the Powerful Potion of Slaying Scarlet’s Armies was causing players to take additional damage from Scarlet’s forces.” – what they didn’t mention is they also fixed all the other slaying potions at the same time.
now that you mention it… it does seem like it’s been a while since the last one. They may of nerfed it. several months ago I remember it was about 2/month.
now that I think about it, not many champs can even match that amount of damage. world event bosses certainly don’t. It’s just silly that the highest damage in the game is caused by one of the weakest foes.
wait, there is one champ that can match it. Champion Rabbit in uncategorized fractals!
For context, it was during a aetherblade miasma event. 17,790 damage in one hit.
From a champ I could of understood, but that is almost a 1-hit KO from the 2nd weakest guy you fight. you can argue attack animations all you want; there are 30+ mobs in a very small area – you are not going to see that coming.
Had I been a berserker or any less than full health, it probably would of killed me.
I fail to see how you didn’t just rephrase what I said.
they could remove the luck from monthly instead… its a joke anyway
500 luck… you can get that in like 1 or 2 dungeon runs
yeah… it’s no longer funny how ridiculous it is.
Should totally remove the killing too…
hehe
I like math
I wish the drawings were either replaced with a blue essence of luck or removed entirely. far too small of an affect to merit taking the time to click it. if it didn’t take longer to destroy it, I’d do that instead.
4 million luck required. If you got that with only these drawings, that’s 160,000 drawings; 640 stacks; 320,000 clicks to open. At 5 clicks a second, that’s 17.7 hours of JUST clicking. maxing thirst slayer doesn’t even require that many and people have been complaining about how absurdly monotonous that one is for over a year.
sometimes when I open the Trading Post, the game slows way down while it’s open. 1 fps, everything takes 3+ seconds to happen (opening inventory, opening options panel, etc.)
I can close the TP and it goes back to normal. Usually when I reopen the TP it opens like normal.
I’m not sure if it makes a difference, but I’m on a mac
advice on how to make coin crafting… short answer: find an item that sells for more than the cost to make it
long answer: it’s a lot of work, but very rewarding.
one easy way to do it is to look at gw2spidy.com, specifically one of the crafting pages, such as: http://www.gw2spidy.com/crafting/6?sort_profit=desc
that is essentially a list of things tailor can craft, ordered by how much profit they give when sold on the TP (it does include tp tax). click on the item to get a shopping list for what is needed to make it.
a better thing is to write a computer program similar to spidy that uses the API but suited to your tastes.
ascended stuff will be tricky, due to the material time gate (it is one per day, reset at daily reset) buying pre-made materials is more expensive, which cuts into your profits.
This is my typical weekly crafting schedule: spend saturday buying 500g worth of materials, spend sunday crafting a lot of different stuff (from all professions), spend the week picking up 900g from the TP. I like to relist items that are still there after 2 days. I don’t make it unless it gives at least a 10% profit, so if I relist a particular item twice it’s still going to be some sort of profit.
you need to buy the recipe from a master tailor. I think it’s the 3rd tab from the top: “insignia’s” I seem to recall they cost 21,000 karma?
I really want a go-kart.
I’m picturing that you craft it and it requires more than a few watchwork sprockets. you get in it, get perma swiftness (so no significant speed boost), and drive it around. If you are attacked while in it, it takes damage instead of you (like in a golem). once it’s destroyed, it’s gone and you have to make a new one.
drawings give luck.
the karma nerf he’s talking about is going from 4500 karma / daily to 600 karma / daily
couple that with nerfing karma boosters, and 90% reduction isn’t so far off.
so depending on your activity, you saw a 28% to 92% karma nerf.
daily has a chance to give keys… I assumed monthly does too.
in the past year, I’ve got the majority of keys I’ve used in that time from daily chests. a close second is map completion (I don’t do map completion on my alts very often)
at least they don’t cap us at ‘can only craft stacks of 250 at a time’ like they do on the TP. feel lucky you can click the “Craft 10,000 of these” button!
I think it was more a question of who fixed it.
before, the bug-fixing team would of been on it
now, it became part of the living story team’s perview
you can buy more elonian leather squares from the TP (the thing you turn spools of elonian cord into)
I know of no reason that wouldn’t work. I’m thinking it’s time to submit a support ticket?
she’s a fugitive! catch ’em all!
huh. a LOT more expensive, but that might work. I see no reason it wouldn’t. really only useful for ascended / legendary items.
actually… we should probably have completely separate under-water armor. heavy plate mail and underwater don’t mix so well.
alternatively, I’d like to be able to switch armor sets as easily as swapping weapons (it would be OK to require ooc for this)
the same complaint a lot of people had with the royal terrace. Not sure if they ever fixed that one…
It’s likely a question of who fixed it.
before, it was a general bug, and added to their list of bugs that need fixing eventually, which is probably handled by their bug-fixing team. judging by how many bugs get fixed, I’m gonna guess this is not a well-funded team, and probably relatively small.
now, it was a living story bug. that team is probably at least half the staff. all of a sudden, people that have time to fix it now know it is there and have authorization to fix it.
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