A comprehensive item evaluation guide (WIP)
Back when I was playing PoE for the first month or two, I was unsure how to price items, which items to try trading away, which to vend immediately, and which to save as twink items for future characters. It's been almost six month since I started playing, and I'm getting a better feel of that the more I play, so I thought creating this set of guidelines would help other people who had this problem and got frustrated by sellers that always want others to offer and never name the buyout price themselves, aside from other non-friendly practices.
This guide is a work in progress, so I'll add more sections eventually, and will modify them based on the feedback. It's obviously geared at inexperienced players, and I can't pretend to know everything myself, so it'll be a mutual struggle to siphon in useful information and get it out there in a single comprehensive resource.
Links to other resources that will be referred to throughout the guide
Study these, they are important! Encyclopedic references: • Path of Exile wiki: information on white items, area levels, quest reward gems, and other general stuff. • Mod Compendium: A full list of Path of Exile mods, along with separate sheets for maximum rolls possible on given types of items. • Your Crafting Resource Guide: a general guide that explains what currency items are used for. Community statistics and metagame references: • ExilePro: go there to get an idea what builds are popular and what kind of items/gems they use. Warning: always look at publication dates because many builds posted there predate important balance and metagame changes that renders them unviable at present. Use old builds only to refer to their basic gameplay preferences (i.e. what kind of weapons they use, what mechanics are employed to make the build effective, etc.). • ExileStats's Currency Exchange Rates: an approximate reference for currency trading. Warning: slow to adapt and may contradict itself. Never consider it to be a matter-of-fact reference, especially for higher-end currencies. • Nugiyen Price List: an approximate price list for high itemlevel craft bases. Warning: rather outdated and lacks a lot of info. • PoE Spreadsheet: a very approximate price guide for some of PoE items. Warning: very slow to adapt to metagame changes and doesn't list HC/Onslaught/Anarchy prices. Use with caution. • 6-socket Orb of Fusing Community Log. Warning: the results may not be valid anymore. • Orb of Chance Community Log. Warning: the results are not valid anymore do to the stratification of unique items. Now some items are more likely to chance than the other ones. Trade forum indexing services: • http://poe.xyz.is/: the faster, more precise one. • http://poexplorer.com/: the sleeker and more convenient one. Beware of the buggy item verification and long-sold items that remain in the database for months. Also keep in mind that many items aren't sold via forums and can only be sniped in the game's trade chat. • The Mirror Shop: an index of mirror-worthy rares and their owners. Other useful info: • How The PoE Economy Has Changed, an insight by Kripparrian. • How the Economy Actually Works, an insight by ScrotieMcB. When you find an item or see one for sale, there are usually a few questions to ask yourself in order to determine its approximate worth. I'll go from the most general ones down to the more specific.
#1. How many of the existing builds could take advantage of this item, and what kind of builds are they?
This is the single most tricky question to answer. You must study the metagame (the state of affairs with regards to players' builds and their power/viability in late game), which is a neverending process. That'll also give you a better idea as to what a "wander ring", or "sporker wand", or a "CI belt" is. Obviously, items that interest the most popular builds are going to be in huge demand, like what is happening at the moment with The Searing Touch, after Kripparrian has made it popular with his Burning Discharge™. Similarly, at the start of Onslaught league, a certain RG_PankO made popular a RF Dual Spork farmer build based around cheap common uniques, so its typical items (Springleaf, Redbeak, Sadima's Touch, Perandus Blazon, and Wondertrap) all went up in price. People are still asking up to 10 chaos for Springleaf, which I personally find absurd to the point of being insulting, but... yes, some people use all the chances they get to take advantage of the economy. Items that are really useful for very niche builds, on the other hand, could also be in high demand by the virtue of their relative rarity. But they'll always take longer to sell, and estimating their prices is always tricky as there can be no precedent cases to reference. Items that don't belong to either group are usually the cheapest, except for very high-end, essentially maxed-out items that are universally useful for most builds out there. These are usually the items that end up mirrored.
#2. How good is the item for its required level? How likely it is to find a better one at that level?
You must have an idea of the rolls an item can get at a certain level, as well as the uniques available at that level. I'll give a few examples. These items are absolutely absurd for the level they require. You're very unlikely to find anything better on sale (let alone in a drop) even several levels higher. This makes them more expensive relative to the other items typical for their level, although it may not make them expensive per se—see further sections for elaboration. A special case of maximizing stats relative to item level is level 28 PvP. PvP is still rudimentary in PoE, and at present, the only popular competition tier is limited to level 28. This means that an item usable in PvP at that level or below, like Geofri's Baptism above, may have an additional value in leagues populated with PvP players.
#2.1 If the item is a unique, how common is it?
You can get the idea of this by seeing how often it's mentioned in the trade chat and how often it can be found in shops. Limbsplit, for instance, is a very common unique, so even though it's one of the best items you can get at level 13, it's rarely worth more than a chaos. Another reason why it's so cheap is below.
#3. How many levels does it take for an item to become obsolete?
This, right here, is the strongest factor that helps keeping the prices of crazy leveling gear down: a leveling gear is bound to be replaced sooner than later. The aforementioned Limbsplit is good, but how long are you planning to use it? At some point even a white item sold by a vendor for one transmutation orb will provide higher DPS, and that's what is the most important. This point usually doesn't take long because you can easily get to around level 30 in three hours. An item that is useful for less than three hours can never be expensive. To provide some more examples, some items, like this pair of boots right here, never outlive their usefulness for the builds they're used at: Whereas these boots, while also useful for a similar purpose, can easily be obsoleted by a better pair at some point: So, despite Wondertrap being more common, it will be more useful and thus more expensive.
#4. How likely it is to find a better item for a given task/build at all?
This determines a large portion of the price, especially for endgame items. Here are some of the magic find gear I died with on Hardcore and Onslaught. At the time I got them they were some of the top MF items on both of the permadeath leagues. Their total estimated value was around 3 exalts. I'm not really buying that kind of expensive items for my MF characters anymore: investments like this need too much time to pay for themselves, and oftentimes they don't. When I drop an exalt, or an eternal, or a 5-link, it always happens with my non-MF character. Go figure.
#4.1. How likely it is to craft a similar/better item? Are there any on the market?
To answer this question, again, you must know what mods and rolls are possible to get on an item at all, as well as study the market using the shop indexers. Let's take life and ES on helmets as an example. Additional life that can be found on a helmet is determined by a single affix that—assuming the item level allows it—can go from 10 to 99. High life roll is valuable, but isn't particularly hard to get because of it depending on a single mod. ES is a base property of the (hybrid) Intelligence-aligned helmets such as masks, crusader crowns, and circlets. The maximum base ES that can be found on a white item with 20% quality is 120, on a Hubris Circlet. This gives you a value that determines the floor for your potential crafting results. The maximum value that can be had on a rare Hubris Circlet is 570, and it requires three different affixes: the additional maximum ES prefix, the percentage ES increase prefix, and a combined percentage ES/stun recovery prefix. Not only it's very unlikely for these three prefixes to occur on the same item at all (let alone at their maximum values), but there's also the fact that you can't roll even two of them at the same time with an alteration orb before subsequent regaling and exalting—which you could do with the life roll. This lack of control forces you to burn more of the expensive currency to get any decent results at all, which is why high ES items are so immensely valuable. Even a 285 (half of 570) ES helmet can cost upwards of 15 chaos with otherwise garbage rolls. A 50 life helmet that doesn't have anything else useful on it nobody would even look at. (Note that I purposefully omitted life and ES bonuses from Strength and Intelligence, respectively, to avoid complicating things even further, but it's suffice to say that the ES bonus from Intelligence completely trumps everything a similarly high Strength roll can provide.)
#4.1.1. Sockets and links
Another thing that determines a large part of the item's value with regards to crafting is its links, and the topic is large and important enough to warrant a separate section. An item that has more links will always be more expensive all other things being equal. This is especially true for chestpieces which are the best item slot to get 5- and 6-links. 4-link items are the baseline around which most of the game is balanced, and it is the point (and oftentimes the base requirement) where most builds become effective. A white 4-link is usually worth one orb of fusing—because it takes at least one to make from an unlinked item. But since they are so common in drops their trade price can go significantly lower, to about half a fusing per item. Well-rolled 4-link rares may fetch a good price though, especially if they're helmets/boots/gloves, all which can't have more than 4 sockets. They often end up some of the longest lasting items in most builds, because the only point where you absolutely need to replace them is when its stats become insufficient. The two most common breaking points like this is act 1 in Merciless because of the huge resistance drop, and the start of doing maps, where you want to itemize for maximum survivability. Let's have an example. This item here took me four armor scraps and one alch to create from a white 4-link base, and I made it on the second day of Onslaught. You could say I roughly invested a chaos's worth in it by choosing to craft it rather then selling it as is. I was lucky to get an item that had a higher value, particularly when the market wasn't yet flooded with better alternatives. It has an implicit armor rating, a decent life roll, two smallish resistance rolls, and a not completely useless strength roll that also partly translates into life and physical damage. It's a pretty decent melee leveling helmet; I even wore it on my current Leap Slammer from act 3 Normal to act 3 Merciless, but it's hardly worth more than 1.5 chaos nowadays because the rolls are pretty average at best. A 4-link Goldrim could be worn similarly long (even longer, considering you can equip it at level 1), and can fetch up to 5 chaos depending on the resistance roll and the league you're selling it, because it's way more useful, especially to any non-melee build. 5-links and 6-links is where prices can vary wildly: from ~1 chaos for a low-level 5-link weapon with a bad base, to dozens of exalts for beastly rolled 6L chestpieces. The reason for this is that a weapon's usefulness and worth depends in the largest part on its DPS, since the vast majority of attack skills scale off of it. This is so important that even a 6-link weapon with a bad base will be of no use compared to a 3-link with a really good base. For chestpieces, however, the above rule doesn't apply because the gems are separate from the weapon base, and that makes well-linked chests much more valuable: they allow weapons to be swapped and upgraded without losing the links on the main skill, and they allow usage of one-handed weapons and/or shields, either of which max out at 3 possible sockets. Some of the estimates that were in use prior to 0.11 showed that the average probability to craft a 5-link was around 126 orbs of fusing, and 900 orbs for a 6-link. Obviously the prices on these items don't reflect that directly because more 5-links are found every day than they are crafted—and that helps keep prices down. But that still shows the relative magnitude of necessary investments and gives a good idea on how expensive it would be to craft such an item by yourself. The last thing to cover here, is that before one even attempts 5/6-linking, 5/6-socketing an item is in order. A 6-socket item has a better chance of rolling a 5-link because all links are rolled in a strict order in a 2-shaped path. A 6-socket has double the chance of having a group of 5 links because both sockets 1-5 and 2-6 can be linked. But rolling 6S can require anywhere up to 200 jeweller's orbs, and in extremely unlucky cases even worse than that. This makes items that are sought after as crafting bases, such as Vaal Regalias, be valuable even as 6S unlinked items. Whereas you could vend such items for 7 jeweller's orbs immediately, trading them away to other players can bring you 1-20 chaos orbs instead, depending on the base item and its item level.
#5. What is the item level of the item?
For some items—white items and uniques in particular—this may mean a price difference in orders of magnitude. Here's why. Item level determines two very important things with regards to crafting the item past its initial state: 1) how many sockets it can roll; 2) what affixes it can roll. #1 is very important for uniques that can potentially run 6 sockets, but is also important for low-level gloves, boots, and helmets that can potentially drop off of Normal difficulty Hillock or someplace close. A Searing Touch that you can't 5-link is nearly useless in endgame because you need your main spell to be linked inside the staff for its maximum effect. Similarly, items like Goldrim, Sadima's Touch, Facebreaker, etc., are commonly used for very long periods of time (sometimes permanently), and at some point they need to be 4-linked. #2 isn't important for uniques, but is immensely important for crafting rares. Usually people want an item with as high item level as possible before they start rolling the mods on it in order to take advantage of the best possible affixes that might occur. An ilvl 56 white Thicket Bow is pointless to even pick up. An ilvl 77 white Thicket Bow costs several chaos. This is also one of the ways how top players get rich: they sell white craftables which litter the floor of high level maps they play. It's almost as if literally everything that dropped at all were mid-tier currency items. Most of the white craftables become valuable at around ilvl 72-73, which means they can drop on level 71 and 72 maps. This is important because maps of this tier are still manageable for solo/duo players who get thus far, in terms of both difficulty and currency investment. One could take out several inventories' worth of valuable items out of those maps. Consult Nugi Price List for approximate value of white craftables. Do note that some craftables may start off high initially, but will gradually drop in price on new leagues, especially if uniques that are on par with some of the best rares exist in those leagues. For instance, I play on Onslaught and want to craft a 5-linked high physical damage two-hander from this ilvl 77 base: I bought it for 4.5 chaos (it had only two sockets at the time) because there were no 5-links on the market that suited my DPS demands; the only exceptions were a Marohi Erqi for 6 exalts which I couldn't afford, and two rares with such an extreme factual/potential DPS that I knew I wouldn't get them any cheaper either. Because of this rift between my current item and the price of the top items out there it was actually cheaper for me to try crafting a decent item myself. As good rares and uniques keep entering the market, it will be cheaper to buy them instead of investing into crafting, and that will make the price of white craftables like mine go down as well. But item types with large affix pool (like wands, staves, and daggers) and item types that have no suitable endgame uniques to fall back on (there are no high elemental DPS bow uniques, nor high physical/elemental DPS wand uniques), will always have valuable craftables because there's never enough of them. The next sections will elaborate upon "partially" crafted items: non-white bases that can be crafted by adding mods rather than rerolling them.
#6. Does the item warrant adding mods with Regal/Exalted orbs? Does it have empty affix slots for further exalting?
This is one of the prime factors that dictate a price on endgame items. Basically it goes like this. When you find a rare or a magic item, you will see a certain combination of mods that may or may not be sought after. Sometimes these combinations will be extremely rare and valuable, such as a staff with +1 to all gems combined with a high increase to cast speed, which is the main crafting base for Ethereal Knives builds. But the most important thing to note here is that most/all mods should be high enough and there must be no junk mods. These two items are good enough examples: Note how there are less than six affixes on either. It means they can be filled by exalting the item. This alone makes them more valuable than if they had something like "5.0 life regenerated per second" in addition to what they already have. You can't get rid of a bad mod, so for further crafting and/or reselling it actually lowers the value of the item, even though for actual use it's arguably better than nothing. It's a little trickier with magic items because there's too much possible variations that might occur, but it's important to spot combinations that definitely work together. Such combinations, when sold, can fetch anywhere from 1 alch up to an exalted orb, depending on the particular base items and affixes. Examples: Here we have an elemental resistance, high cast speed, and a very high life roll; all three mods are heavily sought after and work in synergy. This makes it is a good regal candidate for an HP-based caster ring. The aforementioned EK builds or Freeze Pulse builds could well use it as a crafting base. It can easily be sold for an alch as is, but with high enough item level it wouldn't be bad to ask a couple chaos orbs for it. Here we have a physical damage roll, which is good, a high quantity roll, which is also good, and implicit mana, which is alright. But this is a bad regal candidate because very few builds that do physical damage need MF mods on their ring, and many of those either use Blood Magic (thus don't need mana), or they need a lot more of it than this ring provides. Similarly, a magic find sporker or summoner wouldn't need the physical roll at all, and would rather take resistances or energy shield over mana. This initial lack of synergy makes the item worthless for crafting, so it likely won't be sold at all. Another similarly bad regal candidate because casters don't use weapons, and weapon users don't need high cast speed. (Aside from the fact that the WED roll is too low to bother with.) The next section will elaborate upon sought-after mods and their combinations.
#7. What mods and mod combinations are valuable, and why?
Mods can be separated into two distinct groups: 1) those that are universally useful; 2) those that benefit a particular group of builds. The first group is actually pretty sparse, and for a good reason: as PoE is game of great many possibilities, it's only a good thing there aren't that many bonuses that favor every character out there. But these still do exist, and here's what they are: — elemental resistances, especially the "+ to all resistances" suffixes on jewelry; — attack speed mods on weapons; — armour and evasion rating; — movement speed prefixes on boots; — "+ to all attributes" as a single suffix or an implicit mod (only found on jewelry and some uniques); — block chance on shields. All builds ideally want these as high as possible—every single one, at any point in the game, because all players get hit, and they all seek to minimize the chance or impact of the hit. Learn that by heart! All-attribute bonuses are great because builds commonly specialize in 1-2 attributes but still require the other 1-2 to equip certain pieces of gear or level up their gems (auras, curses, etc.), so it's usually more effective to get them in single-mod batches like this. Of course, they also want other mods—some of them even more than these!—and this is where builds differ. Particular combinations of universally useful mods with build-specific ones are what makes the best items in the game so good and rare, and thus so valuable. In this section I will attempt listing mods that benefit the largest, most general archetypes of builds to make the information future-proof and avoid bloating the guide unnecessarily. If you see several of them on the same piece of gear that may be of use to the listed archetype, this piece will most likely be expensive. Mods are listed in the general order of decreased priority—but keep in mind that some very specific builds may have their own priorities. Basic survivability archetypes Basic survivability boils down to using and balancing two main pools that enemies' damage go to: life and Energy Shield. Any forms of avoiding or mitigating damage can be used, but these two—or usually one of them—has the final say in whether your character will die.
High life
The most basic and oft-seen kind of survivability archetype.
These builds seek out: — high life on every piece of gear; — chaos resistance. What they may seek out: — Strength bonuses (+2 Strength equals to +1 life); — small(-ish) ES bonuses. What they usually don't seek out: — high ES base. Notes: since life-based characters can't be immune to chaos, they need to maintain four resistances rather than three. This makes chaos resistance one of the most sought-after mod on endgame gear—aside from the generally useful ones and, obviously, life itself. ES-based gear is usually ignored completely, but some high-life characters use a bit of ES (usually on hybrid gear and belts) as a buffer against stuns that lets them spec out of Unwavering Stance keystone in favor of more life/armor. However, if a build uses Eldritch Battery keystone, it makes ES bonuses on gear very efficiently translate into base mana, which lets them stack all the auras they need and use the most mana-hungry skills. More often than not such ES bonuses come from jewelry, belts, and hybrid items. An EB build still needs armor/evasion after all. Strength bonuses can be useful, especially if a character does any kind of physical damage that Strength could scale, but they aren't all too important when determining the value of items.
High ES (CI)
High ES builds take Chaos Inoculation keystone that very significantly alters their gear priorities.
These builds seek out: — high Energy Shield on every piece of gear; — Intelligence bonuses (+5 Intelligence equals to +1% increased ES); — mana regeneration. What they may seek out: — base mana. What they usually don't seek out: — any life bonuses; — Chaos resistance. Notes: even a seemingly small +20 bonus on a ring or a belt translates to 70–120 additional ES when all passive increases are factored in. This is a huge deal, and part of the reason why ES has become so powerful in top endgame builds. The Intelligence bonus also becomes more prominent at higher levels when CI characters get enough base ES from gear for any Int bonus to scale it massively. Obviously, nobody cares about it as much at below level 50 or so. Since CI characters cannot use Blood Magic, they are constrained to their mana pool and its regeneration rate when using all of their skills. High Int bonus usually grants them enough base mana to cast the 3-4 most important auras and spells/attacks, but regen is always an issue, and running Clarity in addition to all those more important auras can be a luxury not many will afford. Thankfully, mana regen bonuses on jewelry can run high enough to mitigate that problem quite well, and when you see somebody offering surprising sums for >50% regen pieces, those are most likely frustrated CI users. Base max mana may often be required in cases when one needs to run more than 1-2 flat mana cost auras (Grace, Discipline, Wrath, Anger, Clarity).
Low-life
Low-life builds reserve ≥65% of their life in order to take advantage of Pain Attunement and various low-life bonuses found on some uniques. The basic philosophy of such builds consists of trading some survivability for an extreme increase in damage—in other words, it's all about killing things faster than they can kill you, so most often than not low-life players use Shavronne's Wrappings with Spell or Ranged Attack totems to avoid killing themselves on reflect.
These builds seek out: — high Energy Shield on every piece of gear; — chaos resistance; — mana regeneration. What they may seek out: — Intelligence bonuses; — life bonuses on lower-level gear (50-65 or so). What they usually don't seek out: — life bonuses on endgame gear. Notes: low-lifers usually don't require much base mana bonus at all since percentage-based auras can be run off of the life pool, and Wrath/Anger are of no use, but regen is still very important. Intelligence bonuses can be useful similarly to CI builds, but low-lifers generally prefer to stay out of trouble, so they don't need to maximize their ES to the fullest extent. The exceptions to this are top-tier players who do mid/high 70s maps with crazy dangerous mods—they explicitly require maximum survivability . Mana regen is still needed because Blood Magic is too dangerous to be used for skills, and those skills usually are pretty heavy. Life may be needed earlier on as a safety buffer, but as the builds near endgame, they focus progressively more on scaling ES and opt to reserve ≥95% of their life, so life bonuses become useless in the best case, and counterproductive in the worst, as it increases the self-degen damage of Righteous Fire. Playstyle archetypes Playstyle archetypes describe the few major typical ways players interact with enemies. Various nuances and combinations arise within, but archetypes themselves usually stay the same.
Casters
By casters here I mean people who self-cast their spells rather than use totems. This makes them more vulnerable to reflect and mob aggression but allows a more dynamic and dependable play style.
These builds seek out: — spell damage, including elemental damage if applicable; — cast speed. What they may seek out: — projectile speed; — base mana and mana regen; — crit chance. What they usually don't seek out: — crit multiplier. Notes: projectile speed bonus is of immense use to Freezing Pulse, Ethereal Knives, Spark, and Incinerate, because it increases the maximum range their projectiles can travel before they decay. For all other self-cast skills this isn't particularly important. Crits are usually avoided by self-casters until/unless they become tanky enough to handle reflected AoE crits. Usually that restricts such casters to EK users that spend 95% of their passive tree on tankiness, and wearers of Kaom's Heart. If you have something that may interest these people even remotely, I'm sure you don't need this guide to understand its worth.
Dual totem casters
Dual totem casters use totems to cast spells for them. This makes it safer for them and allows to concentrate on offense rather than defense.
These builds seek out: — high global (or spell) crit chance and multiplier; — spell damage, including elemental damage if applicable; — cast speed; — projectile speed; — mana regen. What they may seek out: — projectile speed; — base mana. Notes: since totem users can't die to reflect even in theory, they commonly opt to stack crit chance and multiplier to absurd levels that allows them to get into the top DPS tier. Projectile speed is also less of a priority for them because range is less of an issue—especially when you can just cast a totem at the other side of the screen and run as far away as you see fit. Cast speed on gear, surprisingly enough, affects totems as well.
Summoners
Summoners are casters or fighters that mainly rely on minions to do most of the dirty work.
There is little to say about this archetype because it is the least gear-dependent, and doesn't explicitly need any mods other than all the basic survivability stuff. The only exceptions are helmets with +2 to minion skills. They're immensely important to summoners, and can be sold even with no other mods!
Mostly-physical damage fighters
Physical damage melee and archers/wanders rely on physical damage. When a physical attack reaches a certain level of damage per hit, its effectiveness approaches 100% because enemies' armor cannot mitigate it anymore. Some skills convert part of physical damage into elemental, and some supports, auras, and passives provide additional elemental damage that scales off of physical. So even if players choose to scale this elemental damage further separately, it still requires a strong physical base to be efficient.
These builds seek out: — physical damage on weapons—as high as possible; — life and mana leech mods; — flat physical damage rolls on gloves and jewelry; — armor increase rolls on jewelry; — Strength bonuses (+5 Str equals +1% increased phys damage) and other general bonuses to physical damage (such as the implicit bonus of a Rustic Sash); — attack speed (on gloves and jewelry, and as an affix on weapons). What they usually don't seek out: — elemental rolls that come at the expense of potential physical damage; — most forms of attack speed increases that come at the expense of potential physical damage increase. Notes: physical damage favors large hits, so a slower weapon would commonly be better than a faster one even if they have identical tooltip DPS. This is important because that means the weapon itself should ideally have high physical base rather than high speed. A "wrong" base may make such an item less valuable. Any increases to speed that don't sacrifice physical damage per hit are considered very useful, and it is by these bonuses in combination with skills like Leap Slam that even the slowest physical builds can get their clear speeds up to par. On the other hand, fast physical Cleave has become a thing recently, thanks to Multistrike and a couple uniques that make such an enterprise worthwhile at all, so keep an eye out on high physical 1H swords with 1.7+ attack speed. A special case of a physical build is the so called "FaceBringer", which uses Facebreaker with the Bringer of Rain and Meginord's Girdle as the main damage engine. This leads to 3-5 gear slots that could have provided resistances to be empty or occupied with uniques that don't provide much; pretty much the entirety of that task in terms of gear must be fulfilled by jewelry. If you come across a ring or an amulet that has high resistances together with a physical damage roll, expect it to be bought by a Facebreaker user.
Mostly-elemental damage fighters
Elemental damage builds ignore physical base and go with extreme attack speeds. Since elemental damage is reduced linearly by enemies' defenses, and various small sources of elemental damage (the two auras and rolls on gloves/quivers/jewelry) are easily stacked and scaled, there is a good incentive to boost attack speed to get maximum DPS—especially if one can inflict temporary elemental ailments such as shock or freeze.
These builds seek out: — attack speed from everywhere, especially weapons themselves; — flat elemental damage rolls on gear; — "increased elemental damage with weapons" mod (found on belts, jewelry, weapons, and quivers); — life on every piece of gear that isn't a weapon. What they may seek out: — life gain per hit; What they usually don't seek out: — slow weapons. Notes: since elemental damage is reduced linearly by enemies' defenses and various small sources of elemental damage (two auras and rolls on gloves/jewelry) are easily stacked and scaled, there is a good incentive to boost attack speed to get maximum DPS—especially if one can inflict temporary elemental ailments such as shock or freeze. It also improves the reflect control since it becomes impossible for a player to one-shot themself if they aren't doing enough damage per hit. This, however, makes the skills especially mana-hungry—and, as a consequence, bottlenecked by mana regeneration speed and the fact that you can't leech off of elemental damage (except by the respective support gems). This makes virtually all elemental weapon users turn to Blood Magic at some point, and this requires high life pool to be safer and more efficient.
Crit-based fighters
This is a special subtype of melee and ranged fighters that rely on crits to be efficient. Usually that means they do pure elemental or hybrid physical/elemental damage, as reflected pure physical crits are insanely hard to mitigate, and they don't inflict any status ailments.
These builds seek out: — high crit chance base on weapons (usually 8-12%); — high crit multiplier; — attack speed. What they may seek out: — elemental rolls on all pieces of gear; — high accuracy; — high global crit chance. What they usually don't seek out: — slow weapons; — weapons with very high physical base (≥250 average physical damage). Notes: for all skills except Rain of Arrows, going the route of crits means players will need lots of accuracy from gear, since speccing into Resolute Technique would make them unable to crit. (The users of Lioneye's Glare are exempted from that requirement because Lioneye's is OP like that.) Builds centered around wands usually don't require high global crit chance because they usually get around 50% already from the wand itself, the support gems, and Power Charges; usually that's all that is required. Bow and melee users, however, have to compensate with crit bonuses on gear and passive tree. Lastly, going with faster rather than harder attacks means there is less possibility for a player to one-shot themself on a reflected crit when their damage is further scaled by debuffs. To be continued. I currently plan to add the following sections next: — magic find items; — uniques with high main roll variation (like Facebreaker); — gems; — variation in prices and metagames between leagues; — practical advice on pricing and the prices of popular uniques/gems. Please point out my mistakes and tell me what else to consider. I also plan on adding more examples as I encounter/remember them (you're free to help me out here). I probably won't review rare high level maps because I never had to buy/sell them.
Changelog
2013/07/17: Initial release. Topics covered:
• Links to other resources that will be referred to throughout the guide • How many of the existing builds could take advantage of this item, and what kind of builds are they? • How good is the item for its required level? How likely it is to find a better one at that level? • If the item is a unique, how common is it? • How many levels does it take for an item to become obsolete? • How likely it is to find a better item for a given task/build at all? • How likely it is to craft a similar/better item? Are there any on the market? • Sockets and links • What is the item level of the item? • Does the item warrant adding mods with Regal/Exalted orbs? Does it have empty affix slots for further exalting? 2013/07/19: Topics added: • What mods and mod combinations are valuable, and why? + Various corrections and rewordings. <Tyrfalger> Exactly, the next act is going outside Sarn and into those wheat fields (see the map) to become a farmer. Then we can spend our days endlessly farming. Wait a minute... Last edited by moozooh#4289 on Jul 19, 2013, 5:34:00 PM
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This is a really well thought out post with good points. You are taking on an ambitious task of creating an evaluation guide for items. This isn't D3, where there are clear winners for items and it's easy to know the value.
Now, if you or someone else can take these and make a program that can evaluate an item, that would be pure genius and very useful. The xyz item search already has something that evaluates item mods to see if it's a low roll, but not something this elaborate. Unfortunately, most people are simply greedy and the price becomes whatever they can trick someone into buying. And there are others that want to play the game not the stock market, so they might offer low not knowing, then get ignored or told it's insulting. |
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rofl nice try but the #1 is completely wrong,
"#1. How many of the existing builds could take advantage of this item, and what kind of builds are they?" #1 the thing to check in order to tell how good or expensive an item is. check the flavor of the month, usually what popular streamers like krip start playing, also note that great skills and builds like FP or Wanders have their building items price´s decrease whenever this flavor of the month changes. for the record. -have 2 atziri foible, had everyone telling me that they where garbage and offered 4 chaos -2 gcp for them - i npcd every single searing touch i had and the ones i didn´t npcd i threw them into the ground. - discharge gems did not even worth an alchemy Also FP is still a great build, same goes to EK, LA, RA and SPark totem when done correctly. but that does not change the fact that the price on those item are vulnerable to "fashion changes" from the wanabes all over wraeclast. j/k nice points you made there and if people had more intelligence the prices would actually go regarding to the points you stated. btw flavor of the week is summoner, (i wonder why) IGN: RFFP Last edited by benkeia#7772 on Jul 17, 2013, 12:02:06 PM
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nice one moozooh! great effort on this well written guide! Have been around long enough by now to have a rough idea, but this guide would have been awesome to have as a newbie :)
not having a clue what things are worth put me off trading for a long time and I was surprised when people were offended when I offered them a stack of alts for a 6link during my first days playing :) |
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really nice guide.i was going to make one by myself but i am too lazy :P
Game? Who needs to play the game? Forums are funny enough Last edited by n00bi#1708 on Jul 17, 2013, 12:20:10 PM
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if you wanted to 6 socket something, it would probably take something like 10-12 chaos worth of fusings (standard) -- is that about right?
based on this, should I actually vendor 6 socket stuff for about 1 chaos worth of jewelers, or sell in chat --- and what should I ask that's not ridiculous? I had someone tell me I could maybe get 2-3 chaos for a 6 socket whatever it was. |
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It entirely depends on the base item. If it's something people would bother linking, like a Vaal Regalia or a high ilvl Thicket Bow, you could sell it for 2-3 chaos, yes. If it's something like a Dragonscale Doublet or a Sundering Axe or whatever, just vend that crap for jewellers.
<Tyrfalger> Exactly, the next act is going outside Sarn and into those wheat fields (see the map) to become a farmer. Then we can spend our days endlessly farming. Wait a minute...
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Added #5 and #6.
<Tyrfalger> Exactly, the next act is going outside Sarn and into those wheat fields (see the map) to become a farmer. Then we can spend our days endlessly farming. Wait a minute...
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" lvl 56 thicket (4L)? I think the rest is junk thx for the help, btw |
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You're making a huge mistake. You think the value of an item is dependent on the item more than on the customer. It's far more important to find the right customer for an item than the right item for a customer.
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