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Retooling Epic Item Costs
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<blockquote data-quote="Cheiromancer" data-source="post: 3170191" data-attributes="member: 141"><p>UK's formula gives some peculiar results for low-epic (and non-epic) characters. A 20th level character, according to the guidelines, should have an epic-priced +7 sword, +10 shield, +10 armor, and +10 ability buff. (4 items, divide by 2 for the bonus squared x 10,000 items, divide by 2.8 for the bonus squared x 20,000 items). I think that his formula should be the ceiling for whatever we decide. In other words, our item pricing and equipment guidelines shouldn't result in characters who are better equipped than Krust's Ascension rules would indicate.</p><p></p><p>Is that an acceptable rule of thumb?</p><p></p><p>If so, then that +11 weapon that Charlie has really can't be obtained until level 30.8 (actually 31.1, since the 2.8 is really sqrt(8) = 2.828). It has a multiplier of 1/10th this value (3.11), if you want the treasure to work out.</p><p></p><p>The formulas that give Ascension style equipment with cubic wealth is y^3 x 200 for shields and such, y^3 x 565 for weapons. (sqrt(32) x 100 = 565). Or you could treat these items as having multipliers of y/5 for armor and shields, or y x sqrt(2)/5 for weapons. This latter coefficient is 0.2828 (about 2/7), so for a +11 weapon the multiplier is 11 x 0.2828 = 3.11.</p><p></p><p>I would suggest that the multiplier be at least 3. You could increase the multiplier for higher bonuses; shields of total bonus 16 to 20 would be x4, 21 to 25 would be x5, and so on; every +5 bonus increases the multiplier by 1. For weapons anything up to 10 would be x3, 11 to 14 would be x4, 15 to 17 would be x5, and so on- every +7 bonus increases the multiplier by 2.</p><p></p><p>An approximation that wouldn't hurt would be the multiplier for epic shields is bonus/5 (minimum 3, maximum 10). The multiplier for epic weapons is bonus/4 (min 3, max 10). (I'm approximating 0.2828 as 0.25, here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />). </p><p></p><p>An 80th level character with four 12.8 million gp items should be able to afford a +28 sword. Assigning such an item a x7 epic multiplier we get a cost of 10,976,000. A +29 sword (with a +8 multiplier) is too expensive at 13,456,000 million, so there is virtually no difference. It's a trifle cheaper than it should be. Using 2/7 instead of 1/4 gives a price of 12,544,000. A lot closer. sqrt(2)/5 would be too pedantic, I think.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3170191, member: 141"] UK's formula gives some peculiar results for low-epic (and non-epic) characters. A 20th level character, according to the guidelines, should have an epic-priced +7 sword, +10 shield, +10 armor, and +10 ability buff. (4 items, divide by 2 for the bonus squared x 10,000 items, divide by 2.8 for the bonus squared x 20,000 items). I think that his formula should be the ceiling for whatever we decide. In other words, our item pricing and equipment guidelines shouldn't result in characters who are better equipped than Krust's Ascension rules would indicate. Is that an acceptable rule of thumb? If so, then that +11 weapon that Charlie has really can't be obtained until level 30.8 (actually 31.1, since the 2.8 is really sqrt(8) = 2.828). It has a multiplier of 1/10th this value (3.11), if you want the treasure to work out. The formulas that give Ascension style equipment with cubic wealth is y^3 x 200 for shields and such, y^3 x 565 for weapons. (sqrt(32) x 100 = 565). Or you could treat these items as having multipliers of y/5 for armor and shields, or y x sqrt(2)/5 for weapons. This latter coefficient is 0.2828 (about 2/7), so for a +11 weapon the multiplier is 11 x 0.2828 = 3.11. I would suggest that the multiplier be at least 3. You could increase the multiplier for higher bonuses; shields of total bonus 16 to 20 would be x4, 21 to 25 would be x5, and so on; every +5 bonus increases the multiplier by 1. For weapons anything up to 10 would be x3, 11 to 14 would be x4, 15 to 17 would be x5, and so on- every +7 bonus increases the multiplier by 2. An approximation that wouldn't hurt would be the multiplier for epic shields is bonus/5 (minimum 3, maximum 10). The multiplier for epic weapons is bonus/4 (min 3, max 10). (I'm approximating 0.2828 as 0.25, here. :)). An 80th level character with four 12.8 million gp items should be able to afford a +28 sword. Assigning such an item a x7 epic multiplier we get a cost of 10,976,000. A +29 sword (with a +8 multiplier) is too expensive at 13,456,000 million, so there is virtually no difference. It's a trifle cheaper than it should be. Using 2/7 instead of 1/4 gives a price of 12,544,000. A lot closer. sqrt(2)/5 would be too pedantic, I think. [/QUOTE]
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