How does this question differ from What items are worth picking up? That question is more about what items are worth keeping between home-runs, so to speak. My question is more about longer term storage and selling.
In Path of Exile, there's no gold (piece) economy. It is based on currency items which each have their own use and their prices are relative. It's a barter economy. The other integral half of the economy is combat items: weapons, armour, jewelry, maps, and skill gems.
Among what determines a weapon's or armour's worth are: sockets, links, item-level, and the mods that are on it. I want to focus on the mods. There are two types of mods, implicit and affixes. Implicit mods always come with a certain weapon type. The more important type of mod are affixes.
Mundane (non-magic) items are items without affixes. Affixes are split into two categories: prefixes or suffixes. A magic (indigo) item can have up to one prefix and suffix. More than that and it becomes a rare (yellow) item.
Now, you may say that what determines an item's worth is the mods that you're looking for, which can vary greatly. I believe that it doesn't vary greatly. While the mods that are desired differ based on build, there are certain sets of mods that are desired on each individual item (weapon, jewelry, and armour pieces (chest, helmet, gloves, and boots)). The most-easily-notable universally-desired sets are Increased Item Rarity + Increased Item Quantity (A.K.A. "Magic Find") and elemental resistances + increased armour/evasion/energy shield. I could name maybe a few more, but I'll leave the rest to the answerer.
What determines whether an item is worth selling on the market, vending to an NPC, or auctioning (particularly, in terms of mods/affixes)?
Possible Duplicate: How does magic find work? I just came across this information and it says the Magic Find affects the number of affixes an item can have. I always assumed it increased the chance of getting higher quality only (like Rare and Set), but apparently it also effects affixes. Also, is it just me or is the table show in the link incorrect? Here is what it says... 1-affix rare magic item I have never seen a Rare item with less than 4 affixes, so I assume it was meant to go like
Today I was farming Act II on normal difficulty with 250% magic find bonus trying to find some decent rares. Of 25-30 rare items that I found all armor items had 4 affixes and weapons had 4 to 5 affixes. I know that items can have up to 6 affixes (source), but apparently on lower levels the limit is 4 or possibly 5. I would like to know on what exactly maximum number of affixes depends (is it act and difficulty? Or iLvl?) and what is the earlies point in game where I can start getting items with all 6 affixes. Is there any official (or unofficial) info on that? Also, I suspect
other sources (such as Armor/Jewelry). I started to wonder about the same in Diablo 3, when I looked at weapons that have an IAS property, such as this axe: http://eu.battle.net/d3/en/artisan/blacksmith/recipe/the-wedge As you can see, the item-information states: 1.46-1.47 Attacks per Second, which is more than an axe has without the IAS (1.3 in that case). Equipping such a weapon while having other items with +IAS, won't change that number. This leads me to the conclusion that there might be two separate IAS calculations going on. The IAS on the weapon changes the base weapon speed, while
When Diablo 2 was first released, there was a sequence you had to go through in order to get the unique rings. In order to get the Stone of Jordan, you needed to first get the Manald Heal and Nagelrings. All three rings are back in Diablo 3 (plus a bunch more). The Stone of Jordan (SoJ) became a unit of currency throughout Diablo 2, to the point where Blizzard created a special event that could be triggered by selling enough SoJ's. Does the Stone of Jordan in Diablo 3 have any special properties or significance that sets aside from other items in the game?
Possible Duplicate: How are random properties chosen for items in Diablo 3? I am trying to figure out the odds of getting a specific hellfire ring. I know that it gets 4 random magic properties. I was wondering how many magic properties there are that can be on the hellfire ring. I found this article but was wondering if there is a smaller more concise list. http://www.diablofans.com/topic/41045-spoiler-diablo-iii-item-affixes/#entry863922 Thanks!
likelihoods of obtaining each. Different packs contain different numbers of items and guarantee different numbers of uncommon/rare items. So what I'm wondering is whether the best way to obtain new items is to buy lots of the cheaper packs or to save up and buy the higher tier packs i.e. favor quality over quantity. Btw this question has a good discussion on rarity of items but was more asking about obtaining a specific item. I'm less interested in a specific item more in how best to unlock as many items as possible. Does anyone who's been playing the multiplayer for some time have a good
Possible Duplicate: Do certain weapons do more damage to shields/barriers/armour in Mass Effect 3? I can't find a question that fits this description, so I assume this hasn't been asked before. If you have a look at this ME Wikia page for the Shuriken, it displays the same gun model for both ME2 and ME3. In the ME2 infobox, it shows the bonus damage it does to various types of defence, but in the ME3 infobox, it doesn't and neither does the description. Does ME3 implement this sort of bonus damage or has it been removed? If it does, then how can I see them?
Possible Duplicate: What’s the benefits of having a higher skill? Is there a list of effects for each skill's level. I understand that magic based skills "get easier" as you level them higher as seen here but what about the other skills? But what about the others? Archery for instance? Does it level up the damage of any bow? is that reflected in the stats? Or hidden in a formulae for damage? I'm looking for a concrete list of what happens as each skill gains a level. Not when perks can be unlocked / Higher level items can be purchased.
The Vending Expert gene tonic is described as "provides a slight reduction to prices in vending machines" while its upgrade, the Vending Expert 2 gene tonic is described as "provides a substantial reduction to prices in vending machines". The Thrifty Hacker gene tonic's effects is described as "hacked vending prices are even cheaper". By how much do the Vending Expert 1 or 2, and the Thrifty Hacker gene tonics lower vending machine prices? If a vending machine is hacked, how do the Vending Expert 1 or 2, and Thrifty Hacker stack with each other if both gene tonics are equipped?