Difference between revisions of "User talk:Rasikko"
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imported>Rasikko |
imported>Rasikko |
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*The gold value boosted from tempering is counted. Exact calculations unknown. | *The gold value boosted from tempering is counted. Exact calculations unknown. | ||
*Perks have no effect on the gold value. | *Perks have no effect on the gold value. | ||
*Vanilla Apparel with more than 1 enchantment, only the first enchantment determines the gold value. | |||
*For weapons(formula not documented here), duration is used instead of an EffectBase(which is also 0). | |||
<br> | <br> | ||
The chart below uses an unenchanted helmet, with its base gold value in the first column. The value in the third column is the value when it's enchanted. The enchantment is Fortify Alteration. The bold value is the default skill level. | The chart below uses an unenchanted helmet, with its base gold value in the first column. The value in the third column is the value when it's enchanted. The enchantment is Fortify Alteration. The bold value is the default skill level. | ||
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*Epic = 1.833 | *Epic = 1.833 | ||
*Legendary = 1.999 | *Legendary = 1.999 | ||
== Conclusion == | |||
I believe I have reached the end of my testings and have discovered nothing more so far. The remaining issue is gold values being modified with an enchanting skill level less than 100. I have also modified the formula for vanilla enchanted gear.<br> | |||
To get the gold value for Player Enchanted gear: | |||
<source lang="papyrus"> | |||
Math.Floor((BaseItemGoldValue * TemperingLevel) + (0.12 * SoulGemPower) - (SkillLvl * 0.5)) | |||
</source> | |||
To get the gold value for vanilla enchanted gear(value might be 1pt more or 1 point less): | |||
<source lang="papyrus"> | |||
; if the enchantment has no duration: | |||
1 + BaseItemGoldValue + (EffectBase * Magnitude^1.1) | |||
; if the enchantment has duration: | |||
1 + BaseItemGoldValue + (EffectBase * ((Mag * Dur / 10) * 10)^1.1) | |||
</source> |