Mystic’s Gold Profiting Guide
Forge & more JSON recipes
4 high level masterwork work into mystic forge has a 20% chance to give you a high level rare, otherwise it’ll give you a random masterwork which can be re-forged. use level 68+ and the rare you get can be salvaged for ecto.
I think it depends on the infusion. I am under the impression the utility infusions do NOT add AR. the others; they should, but they should also say so.
what I did:
1 main character with no free slots
2 alts with 60 slots dedicated to bank storage (120 slots)
4 bank alts with 4×15 slot bags (320 slots)
maxed account bank (240 slots)
4 guild vaults, each with 50 slots (200 slots)
so 880 bank slots
anything extra, and I just list it on the TP
choose a price that’s just above what the item is worth. don’t change these items often. If it sells; you got a good price for it. if not, you can take it off and eat the 5% tax. Comparatively, it’s actually not that expensive for long-term storage.
let’s say you store 250 stacks of iron ore on the TP bank for 25c each (current sell order price is 15c) 62,500 iron ore at 25c = 156,25,00. 5% is 7.8g
how much does it cost to buy 250 guild bank slots? I believe it’s like 105g. 4 guilds at 50 slots each I believe is 20g.
either way, it’s obviously better to store cheaper stuff that doesn’t stack in the TP bank :P
If you’re investing in stuff to hold onto until the price goes up, just list it for the price you hope to get out of it.
I’d prefer invisible walls to glitched borders. I’ve found many places where you can climb out of the map, then there’s a huge ocean and you tend to fall through floors. they are fun to find for the newness to them, but very unpredictable.
that said, invisible walls are also amateur. They cover the programmer’s butts in case they screwed up. Ideally, we would never find either of these.
It’s funny to be in a group at a boss battle or wvw and have the ‘charm pet’ appear. when clicked, nothing happens.
I’ve reasoned this happens because you can see the pet but not the owner, so you think it’s available for the charming, then when you try the game says “NO!”
thanks, Olej
this was just an example. the same goes for Kholer: if you are dead when he dies, no loot from his body. I believe almost everyone has experienced that one.
there’s this thing call trolling… you’d be amazed at how many precursors people claim to get from dragon chests. I even once saw someone find Twilight from the Claw of Jormag chest, with item link and everything!
the point wasn’t the soloing. in the actual fight that was the last straw of this for me, it started as 4v1, then 3v1, then 2v1, then I went down when he had 5% life left, then the last guy finished him off when he was in the downed state. it was a rough battle for us :P. the point was illustrating why it’s a bug.
and why did a mod move it to dungeon discussions? it’s a bug, not discussing tactics! If the rest of the game had the same mechanic, THEN it wouldn’t be a bug. (when you die against a dragon, you still get event reward and chest)
1500 gold to buy all the mats + hours of game play for karma and SP and world completion = 2500 gold sale – 85% = 625 gold profit for several hundred hours of work.
it’s the same as every other tier turnaround – buy cheap mats, spend time to turn them into something (or gamble with flipping it), then get profit.
it’s your fault if you want to spend $1,000 on flickering pixels
map completion is primarily how I got all mine. also I don’t use them every 5 levels, so I had a lot of extras.
They do seem to have nerfed the drop rate of rarer items from all rewards compared to when the game started (less keys and BLSK and fine T stones)
oh, so that’s what changed.
I have a nice computer, so I’ve never had any rendering issues even on max settings (fps drops to a low of 15 in the most intense wvw battles).
but lately I’ve noticed I’m not seeing as many characters on the screen. in high density areas (such as claw of jormag battles), I used to see nearly everyone – a lot of them, across the entire distance of visibility. now, it only shows something like the 30 closest people (and mobs). and the fps have the same decrease!
it’s really funny to watch the stream of people running back from the chest. reminds me of /Mostly Harmless/ (sequel to Hitchhiker’s Guide to the Galaxy), where there is a regular stampede of animals that appear out of nowhere, run a short distance, then disappear into nowhere.
3 days does not a glimpse of the drop rate make.
once you have 3 months of hard data and not observations, then get back to us.
It really does require like 200+ fractal runs to have full agony resistance. Go for basic infusions first, then upgrade as you get stuff.
also remember: there is a recipe to upgrade essences. so running level 8 a lot will eventually get you AR.
hehe, I’m also going for kudzu! short/long bow ranger, so it was that or dreamer, and dreamer… just… no. didn’t know about the sound effects. are they worse than the slingshot? I stopped using my own slingshot because of the sound effects :P
I made a plan for the order I’ll make it:
Order of things to do:
0) Gift of Exploration (done)
1) Gift of Battle (badges of honor)
Gift of Thorns (TA tokens)
2) Bloodstone Shard (SP)
3) Mystic Clover (coin, ecto, obsidian)
4) Gift of Mastery (Bloodstone, obsidian, gift of exploration, gift of battle)
5) Gift of Wood (T6 basic mats)
Gift of Nature (T6 basic mats, gift of thorns)
Gift of Kudzu (Gift of wood, gift of nature, ice runestones, sigil of conjuration)
6) Gift of Magic (T6 fine mats)
Gift of Might (T6 fine mats)
Gift of Fortune (ecto, clover, gift of magic, gift of might)
7) Leaf of Kudzu (TP if I haven’t happened to have it drop by now)
The point was to get all of the time-only things done first, giving myself the most time to collect the findable ingredients before I had to buy the rest of them. really, 5, 6 and 7 all happen simultaneously.
As it stands, I’m looking at well over a week since I’ve seen a yellow that wasn’t some sort of essence. I’ve received about 30 little wooden chests, 2 rares (The ones mentioned last week), perhaps 5-6 greens, one putrid essence, everything else was blues or junk. I’ve done 20+ chest-giving boss events in the last few weeks…1 rare from the Claw of Jormag. This does eventually start to grind down one’s morale, when you know people who are getting rares nearly every event. This points to bad RNG and is a different issue.
that’s why people claim mf doesn’t work when it does – the sample size is too low! if you normally find 3 rares but now you only find 1 in the same time, then it’s likely you wouldn’t of found any without mf, and it’d STILL be within the standard deviation. Get back to me when you normally would find 300 rares but now find x amount with 100+% mf. I’m not even joking on this number. 100 tests is the bare minimum I deem slightly acceptable. the higher above that you get, the more accurate. Ideally, we should be examples with 1,000 or 10,000+ tests. below that can only be considered a slight indication of the trend. (1 test = 1 thing you’re testing, such as how many rares drop) with the low drop rate, you’re just not going to see that many in less than a few months.
and mf does not affect chests. so any chest-giving boss events should not even be included or mentioned in your results.
So apparently if you run across the cave troll in Ascalonian Catacombs, and you decide to fight it alone, and it takes you an hour to get it down to 1% life, then you go down, then it kills you, then your friend immediately comes along and finishes it off, they get full credit for it’s death and you get nothing. full credit = looting its corpse and completing its event with event rewards. nothing = no loot from corpse and event is as if it never existed with no rewards of any kind.
The same is true for other dungeon events and loot (such as killing a boss)
I know this is a bug because this is not true for the outside world. I can’t think of a good reason why the mechanics should be any different in a dungeon.
I’ve always wondered what anet considers “good loot” that mf increases the rate of.
I suspect “good loot” means anything not junk or white. POSSIBLY doesn’t include fine as well. they certainly include masterwork. I suspect it also includes things like unid dyes and fine crafting materials. It /should/ be anything found from these chests-the-mobs-drop. it definitely is not limited just to rare and exotic.
there is no way you’ll notice a change in rate over any time period less than 50 hours of playing. you’re just not going to find enough of these ‘good’ items to produce an accurate statistical measurement.
the reason is probably that they don’t consider that a good useful to cost of making ratio. (it’d cost too much to implement, and they don’t consider it all that necessary or they think the number of people who would find it necessary isn’t very much).
personally, I’m glad they don’t provide instant market research. If they did, it would absolutely be necessary to use it in order to make a profit, which takes time I’m not willing to spend in most cases. Better how it is now: not easy, so almost no one uses it, so it’s not mandatory to out-compete others.
Believe me, if it was easy to get, you wouldn’t want it. It’s only because it’ll take you 4 months of saving to afford that you’ll find it awesome to make your legendary.
I see market seeding all the time. kinda the reverse of Ashadow.
I go to sell something, only to find that the lowest sell order is much lower than it should be, and just barely above the highest buy order (usually “1 sold by 1 player”, but sometimes something like “3 sold by 1 player”). I figure that the goal of this is so that people selling that item will see it and sell to highest buy order because it’s not much different, or undercut the lowest sell order as they usually do. then that person buys all those up at the discounted price (or collects their buy order items).
with the current TP layout, it’s hard to spot these (need to exit the sell screen, search for the item, then see the list of sell orders. if this is the case, it looks like this:
1 at 17s by 1 player
30 at 25s by 4 players
2 at 25.01s by 1 player
etc.
(then buy orders might have: buy 80 at 16.99s by 1 player)
hehe. I know I sometimes make buy orders that others might look at and be like “why the puppy!?” for me, it’s speculation and high/low trading. buy something for 1c above vendor price (very little risk), then resell on TP when the sell order price makes it profitable.
lol, I just put it all together:
gold sellers take away gem purchases, and thus, less gem → gold transactions, which decrease the amount of gold 100 gems will give, which increases the amount of gems 1 gold will give.
so if gold sellers were to go away, the price of 100 gems will drop considerably.
power trading is not the same as manipulation.
power trading is lots of buying and selling for slight profits, but the quantity means they make huge daily incomes. It sounds like this is what you did
manipulation is when someone will spend 10,000 gold to buy every mystic coin on the market that’s listed under 50s, then relist them all for 50s, then buy any new ones that are listed cheaper than that so any potential buyers have to buy their 50s coins. if they’re able to accomplish this, they can make huge profits (20s to 4.5g may be a huge percent profit, but you’ll never be able to keep up that percent. if someone invests 10,000 gold and gets 50,000 gold out, that’s far more desirable a profit margin)
manipulators are beneficial to people who have a supply of that item (all of a sudden, you can sell your coins for 49s), but greatly hurt whoever needs that item.
I see nothing in what they said that made it seem like you being a ranger was why you got banned.
You should not be reimbursed for what could of been, otherwise: “I was banned while in the middle of a dragon fight and unbanned 2 hours later but missed the chest. I demand the Dusk I would of got from that chest”
Bots use primarily ranger short bow with bear? huh. describes me a little too well :P (except I switch weapons frequently to long bow, but they are both Mystic bows so they’d look the same to unobservant bot spotters)
The drop rate for these essences does seem to be much less than when fractals started. right now, I get one every ~10 fractals (regardless of level – level just determines which one you get).
all I can recommend is to use basic infusions on back and both rings (15 AR) and run level 21 for 2 shards. downgrade 1 of the shards and 1 of the globs that shard gives you. should be really close to enough essences to make an infused ring, then add basic infusion for a total of 20 AR.
also: AR is not 100% necessary, it just lets you make mistakes. if you don’t have it, it’s still possible to dodge-roll the agony attack. just have to be really puppy good to do that…
I wish I could sell these extra essences I have… I currently have like 12 extra rings, 4 extra infused rings, 8 extra of each essence. only waiting on 250 ecto to get to 30 AR.
I decided to make a legendary for a couple reasons:
-what else are you going to do? try to get the most gold in the game?
-buying one off the TP does not provide you the same sense of accomplishment. At this point, if you see someone with a legendary, you aren’t impressed. you probably assume they bought it with $. If you make it yourself, at least you get the satisfaction of working hard at completing a huge goal, and you know you earned it. if you just buy one, it’s for other people’s approval, which you won’t get because they assume you took the easy way out. At least you can gain your friends’ approval because they’ll know you worked for it.
ty for the info, I’ve been playing months and never knew that’s what the bonus exp was (assumed it was rng)
question: is there a cap on how much bonus exp the mob can give? Like if a grub hidden in a crevice that no one walks by is not killed for 2 weeks, would it give 100 exp + 10,000 bonus exp?
I really hate when you want to do a JP in peace but aren’t sure if they will attack you so you wait…. then scorpion wire.
it does round. try listing something for 5c. it takes 1c listing fee, then 4c ‘projected profit’ = 40% TP fee.
I have noticed that they semi-recently updated the TP’s fees to round after multiplying by how many you’re selling instead of before. used to be before. why does that make a difference?
round before: 5% of 5c rounds to 1c. x250 items = 2s50c listing fee
round after: 5c x 250 items = 12s50c. 5% of 12s50c = 63c listing fee
the final sale tax has always been rounded after, though you get shafted when the person buys a low number of them. (if they buy 1 at 5c = 1c fee. buy 10 at 5c = 5c fee)
I’ve successfully traded someone, but under far different circumstances. basically, we were running fractals together, I exclaimed that I found a destroyer core, he said that he was collecting them for a legendary and could he buy it, I named a price that was a little below TP value, he agreed and we both sent it. went smoothly, but I would never recommend it. I only did it because I knew I could afford to lose it if he reneged.
it’s an item. you double click it and he joins your side on the map. item never goes away, and you have to double click each time you want him there (he goes away sometimes – like when you log out, some instances, etc.). the item can be transfered to any of your characters through your bank.
what I want to see more of is the night time. I don’t just mean darker or w/e. I mean can-barely-see-the-book-on-your-back dark. Like in the woods after killing the blizzard in the snow fractal or that room in EBG JP. Maybe have there be day/night cycles everywhere – a night life, if you will.
My original thought was to have a WvW where it’s dark everywhere, perhaps due to the dragon’s corruption? :P
What? You seriously can’t be suggesting that the only Gift that requires playing the game not the TP should be changed to sellable? Seriously?
I agree that nothing about Legendaries should be tradable except some of the base components (like lodestones). but since the final product is tradable, most of the components should be as well (except for the ones that are obtained directly from 100%-non-tradable stuff, like map completion. but things made from things made from non-tradable stuff is far enough removed
when the dragon loses the target icons, it means it’s not stunned. when not stunned, it takes far less damage. To stun it, it varies on the dragon. claw of jormag, for example, has those golems drop explosives below it. enough get through and it gets stunned.
easiest way to flip is to find an item with a low buy order price compared to it’s sell orders (minimum 15% less, better to be less than half the price). If also needs to be a popularly traded item that isn’t currently decreasing in value.
place multiple buy orders for the item at that buy order price
as people sell you that item at the buy order price, list them for the sell order price.
I agree that if the crafted legendary can be traded, so should all the components that went into making it. well, maybe not ALL, but most (gift of exploration, for example, shouldn’t be tradable)
6s40c
(can’t you sell them to a vendor for this price?)
so for your example:
7,95,00 item price
39,75 listing fee paid from your inventory when placing item on TP
79,50 transaction fee removed from coins returned to you after sale
7,15,50 amount returned to you after sale
6,75,75 actual amount earned from sale
yes, the TP is very misleading. they did say the necessary info, but it’s misleading. here’s the breakdown:
if you sell something for 1g:
5s is paid by you at that time for a listing fee (5%)
10s is taken from the final sale before you collect it (10%)
total fee = 15s (15%)
The ‘projected profit’ the TP says is actually the projected return, meaning how much money you can expect to collect when that item sells. this number is the listing price (1g) – final sale fee (10% = 10s) = 90s. it does not include the listing fee (5% = 5s). If you want to know how much profit you make from selling an item, take the ‘projected profit’ and subtract the listing fee stated.
doesn’t have to be extreme, but sampling is the only way I can think of to test it. the combat chat can log the damage delt for you. just do like 20 hits without sigil, then 20 hits with sigil, then 20 hits with just potion, then 20 hits with sigil and potion. should take like 2 minutes to collect your data. just have 2 different weapons and switch between them as needed.
won’t be conclusive, but should be within the standard deviation to make you reasonably certain. (you might see that none would give a total damage output of 10,000 while adding sigil increases this to 11,000 and using potion instead increases it to 10,900 and potion and sigil increases to 11,900)
If you accidently do 21 hits, just don’t include the last one. you just have to have a way to know when you switched. and you must use the same enemy each time.
also, try to take off as much precision and crit as possible (or increase it as much as possible) so it’s less likely to have random variations due to criticals.
4) while I’m not a fan of dictating party members’ equipment, this is one of those necessary ones. It’s as important as being level 80. If you’re in level 10 fractals with 0 AR, you will be as much a handicap for your party as if you were level 60 or so. one hit with agony takes off like 2/3 of your life regardless of any non-AR equipment. 5 AR will make you much more useful (takes off around 1/3), and 10 AR at level 10 makes you basically immune (it deals like 600 damage total).
for me, I have 25 AR, and I’m “immune” to agony up to about level 27.
But if you and bob were playing difficulty 4-6, only bob would gain a level. because these levels are below the level you’re on, you would gain extra karma but no level.
In chat, there are options for what types of things to see. One of them is combat. It tells you things like who delt damage to whom and how much. This should satisfy your testing purposes.
As far as I’m aware, there is no way to deal a set amount of damage. what’s this about spvp steadys weapon?
I was gathering in cursed shore, killed exactly one chicken because I didn’t even have to slow down to do it, and it dropped a rare worth 40s.
I would rather they work as they are now than as OP interpreted them to work. Do you really find so many exotics as to fill this box before it is filled because the rest of your inventory is filled first?
The only thing I’d prefer over the current mechanisms is a box that prioritizes rare and exotic into it. then another that prioritizes basic and uncommon. I’d be one happy camper in that case.
I got one of those sickles back on Day 1 to see if it would make a noticeable difference on the number of passion flowers I could find. It did. I went from getting about 1 in 25 nodes, to 1 out of the entire 125 uses of the pick.
funny stuff. I have to ask: how many did you get at the 1 in 25 rate? I’ve harvested around 500 and haven’t got a single one with a mithril sickle.
I thought of this before release, it won’t work; although I highly encourage you to give it a shot
good to know
I don’t know the exact implementation, but now I know it doesn’t need to be tested
To anyone not sure how the gem/gold conversion works, this is how I understand it:
there is an exchange rate for how much gold buys 100 gems (let’s say 1 gold = 100 gems). selling gems to get gold is a reduced amount of this rate (maybe 100 gems = 0.8 gold)
If you buy gems with gold, that means the demand for gems has gone up, and so the exchange rate will also go up, so that further gem purchases will cost more (1.1 gold = 100 gems)
If you sell gems to get gold, that means the demand for gems has gone down, and so the exchange rate will also go down, so further gem sales will give you less (100 gems = 0.7 gold)
the amount the price changes is not this drastic, I just used it to illustrate the principle.
Anet /could/ directly control this, but they don’t need to. it’s inherently set at the optimal rate so that there is equal buying and selling. If it were unequal, like if it suddenly jumped to 2g for 100 gems, then everyone would be more inclined to sell their gems, reducing the exchange rate until it was back at 1g = 100 gems.
Also note worthy: Anet makes money whenever anyone sells /or/ buys gems. if someone sells gems, it’s likely it’s from paying money for them, and the exchange rate goes down, so it’s cheaper to then buy gems. If someone buys gems, it will increase the exchange rate, making it more enticing for someone to then pay money to buy gems and sell them for gold.
Because of this, Anet makes the most money when there is high amounts of buying and selling (causing the price to flucuate between high and low). If it was a constantly high rate, it would just be ‘the rate’, and thus no more enticing than a constantly low rate.
that’s a notification program, not a bot. a bot would go one step further: take those notifications and place bids for you. I expect it’s that human bidding component that makes that notification program legal.
One thing I have wondered:
if someone sells 10,000 gems for gold, then someone else buys 10,000 gems with gold, will the gem→gold price be the same after as before? (is it the same increase as decrease?)
also, I’d like to point out (I’m not sure if Anet has thought of and accounted for this):
if you sell 100 gems you get (as an example) 1.5g. if you buy 1.5g worth of gems, you will only get like 85 gems (for example). However, when someone sells 100 gems for 1.5g, the exchange rate goes down so the next 100 gems may only give 1.499g. and that 1.5g would then buy 85.01 gems. If this is the case, then it’s only a matter of quantity before it’s possible to make instant profit from buying/selling gems. example: sell 100,000 gems and get 1,500g, then price of gems goes down to 100 gems for 1g, then you buy 100,000 gems for 1,150g (I’m assuming it costs 15% more to buy gems than selling them will bring)
This was an exploit in Fable and many other games. I would hate for it to exist here as well. It is very possible to have less simplistic mechanics that make this impossible.
and here I was under the impression /bow was code for “dont worry I wont try to kill you if you don’t try to kill me because we’re near the end of this puppy jump puzzle”.
being from Dragonbrand, I can assure you that if your server does not attack everything that moves in the JP, we won’t touch you. very few jerks here. If you didn’t do anything, your servermates probably did.
shouldn’t /taunt be the universal “let’s duel” lingo??? (I have seen that in a JP before)
for the near future, I’ll be only buying amulets and utility infusions until my 3 characters are equipped. so that’s ~3 months. by then, we will probably have more stuff to buy with laurels (like ascended earrings)
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