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[Repair] 20% efficiency for 15% of repair cost



Author[Repair] 20% efficiency for 15% of repair cost
Ok, today I decided to make repairs for 15% gold (from now on).

For example, hunter item 0/10 I will repair up to 2/9 for only 400*0.15 = 60 gold!

Lets look what items is worth to repair in my blacksmith?
1) any items, which have durability equal or more than 10 (i.e. 0/10, 0/11, etc.)
2) it is always worth to repair expensive Hunter items (even if they are 0/9, 0/8, 0/7, etc.).

Which hunter item is worth to repair in my blacksmith?

NO:
- Hunter broadsword (market price: 300) - no, don't repair it, buy new instead, because 300<600 (600 is 10 times repair)
(even 0/10 Hunter broadsword isn't worth to repair - no use, because 600=600)

YES:
- Hunter shield (market price: 1740) - yes, always repair it, because 1740>600
- Hunter boots (market price: 1100) - yes, always repair it, because 1100>600
- Hunter shirt (market price: 849) - yes, even this you should repair, because 849>600
- Hunter bow (market price: 2599) - yes, always repair it, because 2599>600
- Hunter glove (market price: 1590) - yes, always repair it, because 1590>600
- Hunter pendant (market price: 750) - yes, even this you should repair, because 750>600
- Hunter hat (market price: 800) - yes, even this you should repair, because 800>600
One more example:
QuadQ gave me 171.6 (=1144*0.15) gold to repair Amulet of Luck from 0/25 to 5/24.
Amulet of Luck 25/25 costs 2910 (repair costs 1144).
I repaired that Amulet to 5/24 (for 5 battles).
5 times reparing (always from 0/25) would give 25 battles, i.e. it is worth to repair that amulet in my blacksmith if
2910 > 5*my_repair_price

my_repair_price = 1144*0.15 = 171.6
So we have
2910 > 5*my_repair_price = 5*171.6 = 858

It means that YES, it is really worth to repair Amulet of Luck (0/25) my blacksmith, because 2910>858.

Now lets calculate other cases of Amulet of Luck, i.e. 0/24, 0/23, etc.

0/25 => 5/24 => 2910 > 5*171.6 = 858 (YES, always repair it in my blacsmith)
0/25 => 5/24 => 2910 > 5*171.6 = 858 (YES, always repair it in my blacsmith)
0/25 => 5/24 => 2910 > 5*171.6 = 858 (YES, always repair it in my blacsmith)
0/25 => 5/24 => 2910 > 5*171.6 = 858 (YES, always repair it in my blacsmith)
0/25 => 5/24 => 2910 > 5*171.6 = 858 (YES, always repair it in my blacsmith)
Sorry, accidentally posted.

Last table should be this:
0/25 => 5/24 => 2910 > (25/5)*171.6 = 858 (YES, always repair it in my blacksmith)
0/24 => 4/23 => 2910 > (25/4)*171.6 = 1072.5 (YES, always repair it in my blacksmith)
0/23 => 4/22 => 2910 > (25/4)*171.6 = 1072.5 (YES, always repair it in my blacksmith)
0/22 => 4/21 => 2910 > (25/4)*171.6 = 1072.5 (YES, always repair it in my blacksmith)
0/21 => 4/20 => 2910 > (25/4)*171.6 = 1072.5 (YES, always repair it in my blacksmith)
0/20 => 4/19 => 2910 > (25/4)*171.6 = 1072.5 (YES, always repair it in my blacksmith)
0/19 => 3/18 => 2910 > (25/3)*171.6 = 1430 (YES, always repair it in my blacksmith)
0/18 => 3/17 => 2910 > (25/3)*171.6 = 1430 (YES, always repair it in my blacksmith)
0/17 => 3/16 => 2910 > (25/3)*171.6 = 1430 (YES, always repair it in my blacksmith)
0/16 => 3/15 => 2910 > (25/3)*171.6 = 1430 (YES, always repair it in my blacksmith)
0/15 => 3/14 => 2910 > (25/3)*171.6 = 1430 (YES, always repair it in my blacksmith)
0/14 => 2/13 => 2910 > (25/2)*171.6 = 2145 (YES, always repair it in my blacksmith)
0/13 => 2/12 => 2910 > (25/2)*171.6 = 2145 (YES, always repair it in my blacksmith)
0/12 => 2/11 => 2910 > (25/2)*171.6 = 2145 (YES, always repair it in my blacksmith)
0/11 => 2/10 => 2910 > (25/2)*171.6 = 2145 (YES, always repair it in my blacksmith)
0/10 => 2/9 => 2910 > (25/2)*171.6 = 2145 (YES, always repair it in my blacksmith)
0/9 => 1/8 => 2910 > (25/1)*171.6 = 4290 (NO, never repair it in my blacksmith, buy new instead)
0/8 => 1/7 => 2910 > (25/1)*171.6 = 4290 (NO, never repair it in my blacksmith, buy new instead)
0/7 => 1/6 => 2910 > (25/1)*171.6 = 4290 (NO, never repair it in my blacksmith, buy new instead)
0/6 => 1/5 => 2910 > (25/1)*171.6 = 4290 (NO, never repair it in my blacksmith, buy new instead)
0/5 => 1/4 => 2910 > (25/1)*171.6 = 4290 (NO, never repair it in my blacksmith, buy new instead)
0/4 => 1/3 => 2910 > (25/1)*171.6 = 4290 (NO, never repair it in my blacksmith, buy new instead)
0/3 => 1/2 => 2910 > (25/1)*171.6 = 4290 (NO, never repair it in my blacksmith, buy new instead)
0/2 => 1/1 => 2910 > (25/1)*171.6 = 4290 (NO, never repair it in my blacksmith, buy new instead)
In last 8 rows should be 2910 < 4290, not 2910 > 4290 :)
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Steel blade:
Cost = 1200 gold + 1 ore = 1385 gold
Repair cost = 552
My repair cost = 552*0.15 = 82.8

[0/30 => 6/29], [(30/6)*552*0.15 = 414 < 1385] => YES, repair
[0/29 => 5/28], [(30/5)*552*0.15 = 496.8 < 1385] => YES, repair
...
[0/25 => 5/24], [(30/5)*552*0.15 = 496.8 < 1385] => YES, repair
[0/24 => 4/23], [(30/4)*552*0.15 = 621 < 1385] => YES, repair
...
[0/20 => 4/19], [(30/4)*552*0.15 = 621 < 1385] => YES, repair
[0/19 => 3/18], [(30/3)*552*0.15 = 828 < 1385] => YES, repair
...
[0/15 => 3/14], [(30/3)*552*0.15 = 828 < 1385] => YES, repair
[0/14 => 2/13], [(30/2)*552*0.15 = 1242 < 1385] => YES, repair
...
[0/10 => 2/9], [(30/2)*552*0.15 = 1242 < 1385] => YES, repair
[0/9 => 1/8], [(30/1)*552*0.15 = 2484 > 1385] => NO, don't repair, buy new instead
...
[0/2 => 1/1], [(30/1)*552*0.15 = 2484 > 1385] => NO, don't repair, buy new instead
bump
Yes, you are right here:
arts with 0 durability still have some price and I should include that price in calculation.

Thanks for noting it. Somehow I forgot it :)
(it was long before I had some battles, i.e. I sold something in inventory several months ago)

I would like to make exact calculations.
I'm sure that for 15% price of repair cost (and 20% effectiveness) there are many cases when my service is beneficial, because 15% is almost free.

Ok, lets try to make some calculations.
I have two Rings of inspiration (3/18 and 12/18).
Both of them have the same price and repair price:
Price = 4000 gold + 1 Crystals + 1 Gems = 4738 gold
Repair price = 1888 gold = 4720*0.4 (not 4738*0.4 gold ?)

Inventory price for 12/18 ring = 3697 gold
Inventory price for 3/18 ring = 3223 gold

I assume that the relation between "battles left" and "inventory price" is linear:
"inventory price" = a * "battles left" + b

We can find a and b from this system:
3223=a*3+b
3697=a*12+b

a = 158/3 = 52.6666...
b = 3065

It means
"inventory price" = (158/3) * "battles left" + 3065

So, my guess is that:
-for Ring of inspiration (18/18)
"inventory price" = (158/3) * 18 + 3065 = 4013

-for Ring of inspiration (0/18)
"inventory price" = (158/3) * 0 + 3065 = 3065

Indeed, we have 4720*0.65 = 3068 (approx 3065)

But I need to include also "durability" (besides "battles left").
I don't have enough information to tell something.

I need several examples of "inventory price" for Ring of inspiration, which have less durability than 18.
For example: 3/17, 3/16, 0/17, 0/2, 12/15, 11/15, etc. (just give me any and I will find linear formula)

I mean this formula (if this is correct assumption):
"inventory price" = a * "battles left" + b * "durability" + c

Maybe it should be this:
"inventory price" = (a * "battles left" + b) * (c * "durability" + d)

Anyway, give me more examples.
Thanks to Shebali and Artic for additional info:
https://www.lordswm.com/forum_messages.php?tid=1846959
https://www.lordswm.com/photo_pl_photos.php?aid=789

Now I can make EXACT calculations.
The only thing I didn't include is fact that the item selling price (in inventory) a bit drops after one repair.

For example, if you have Steel blade 0/30 then by selling it in inventory you get 897 gold [= max(0.65*(30/30),0.25)*(1200+180)].
After one repair you will get less gold (when you sell 0/17):
max(0.65*(29/30),0.25)*(1200+180) = 867.1 = 867 gold (approx)

So, when you repair Steel blade 0/30 [0/30 => 6/29] you get "6 battles" and you lose 897-867 = 30 gold.

It means that in the 8th post instead of
[0/30 => 6/29], [(30/6)*552*0.15 = 414 < 1385] => YES, repair
I should write this
[0/30 => 6/29], [(30/6)*(552*0.15) = 414 < 1385-(30/6)*30] => YES, repair
or this (it is the same):
[0/30 => 6/29], [(30/6)*(552*0.15+30) = 564 < 1385] => YES, repair


Gold lost by repairing Steel blade:
[0/30 => 0/29] (max(0.65*(30/30),0.25)-max(0.65*(29/30),0.25))*1380 = 29.9 = 30 (approx)
[0/29 => 0/28] (max(0.65*(29/30),0.25)-max(0.65*(28/30),0.25))*1380 = 29.9 = 30 (approx)
...
[0/13 => 0/12] (max(0.65*(13/30),0.25)-max(0.65*(12/30),0.25))*1380 = 29.9 = 30 (approx)
[0/12 => 0/11] (max(0.65*(12/30),0.25)-max(0.65*(11/30),0.25))*1380 = 13.8 = 14 (approx)
[0/11 => 0/10] (max(0.65*(11/30),0.25)-max(0.65*(10/30),0.25))*1380 = 0
[0/10 => 0/9] (max(0.65*(10/30),0.25)-max(0.65*(9/30),0.25))*1380 = 0
...
[0/2 => 0/1] (max(0.65*(2/30),0.25)-max(0.65*(1/30),0.25))*1380 = 0


Finally I can make EXACT calculations for Steel blade:
[0/30 => 6/29], [(30/6)*(552*0.15+30) = 564 < 1385] => YES, repair
[0/29 => 5/28], [(30/5)*(552*0.15+30) = 676.8 < 1385] => YES, repair
...
[0/25 => 5/24], [(30/5)*(552*0.15+30) = 676.8 < 1385] => YES, repair
[0/24 => 4/23], [(30/4)*(552*0.15+30) = 846 < 1385] => YES, repair
...
[0/20 => 4/19], [(30/4)*(552*0.15+30) = 846 < 1385] => YES, repair
[0/19 => 3/18], [(30/3)*(552*0.15+30) = 1128 < 1385] => YES, repair
...
[0/15 => 3/14], [(30/3)*(552*0.15+30) = 1128 < 1385] => YES, repair
[0/14 => 2/13], [(30/2)*(552*0.15+30) = 1692 > 1385] => NO, don't repair
[0/13 => 2/12], [(30/2)*(552*0.15+30) = 1692 > 1385] => NO, don't repair
[0/12 => 2/11], [(30/2)*(552*0.15+14) = 1452 > 1385] => NO, don't repair
[0/11 => 2/10], [(30/2)*(552*0.15+0) = 1242 < 1385] => YES, repair
[0/10 => 2/9], [(30/2)*(552*0.15+0) = 1242 < 1385] => YES, repair
[0/9 => 1/8], [(30/1)*(552*0.15+0) = 2484 > 1385] => NO, don't repair, buy new instead
...
[0/2 => 1/1], [(30/1)*(552*0.15+0) = 2484 > 1385] => NO, don't repair, buy new instead

I didn't expect such interesting repair strategy. :)
Instead of
After one repair you will get less gold (when you sell 0/17):
should be
After one repair you will get less gold (when you sell 0/29):
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