Economy Guides / Item rolls
Two items with the same name can differ tenfold in price, and the difference is usually one number on one line. Which modifiers carry the value, why the pricing is not linear, and how to work out what you are holding.
Most modifiers in this game have a range rather than a fixed value. The same modifier can appear at the bottom of its bracket or the top, and everything in between, which means two items sharing a name and a modifier list can be entirely different products.
That is why an economy page shows several rows for one item name, and why variants are priced separately. What it does not show is how value scales with roll quality, which turns out to be the part that matters.
The intuitive model is that a better roll is proportionally more valuable. A roll halfway up the range is worth roughly half of a perfect one. That model is wrong in a specific and expensive way.
The practical consequence is blunt. Improving a mediocre roll to a slightly better mediocre roll is worth almost nothing. Improving a good roll to an excellent one can multiply the price. Crafting effort spent in the flat region is effort wasted, and this is where most of it goes.
There is a second pattern layered on top, and it overrides the curve entirely when it applies. Sometimes a specific number matters far more than being generally high, because crossing it changes what the item can do.
Higher, but useless
+41%A strong roll that leaves you one point short of capping a resistance. You still need another item to fix the gap, so this one solves nothing the cheaper version did not.
Lower, but decisive
+38%A worse roll that happens to be exactly enough, given what the rest of your gear provides. It frees a slot elsewhere, and to the right buyer that is worth considerably more than three percentage points.
That asymmetry is why "is this a good roll" is the wrong question when buying. The right question is does this specific number let me stop worrying about something — capping resistances, hitting a life threshold, reaching a speed breakpoint. A roll that closes a gap is worth more than a higher roll that does not.
Selling works the other way round. You cannot know which buyer needs which threshold, so you price against the range and let buyers self-select.
On most items, one or two modifiers decide the price and the rest are decoration. Knowing which tier each mod falls into is most of pricing.
The primary damage modifier on a weapon, life or energy shield on body armour, movement speed on boots. One or two per item at most. These are what buyers filter for, and a high roll here moves the price by multiples rather than percentages.
If you only check one line before pricing an item, check this one.
Resistances, attributes, and anything else a build needs a certain amount of but does not want beyond that. Value here is almost entirely about breakpoints — enough is worth a lot and more than enough is worth nothing extra.
A resistance roll matters intensely up to the cap and stops mattering the moment it is exceeded.
Everything else. Modifiers that are mildly nice, situationally relevant, or simply occupying a slot. A perfect roll on one of these changes nothing about the price, because nobody is searching for it.
Most items are mostly decoration, which is why most items are cheap.
Worth memorising
An item is worth what a buyer searching for it can find. A perfect roll on a modifier nobody filters for is invisible, and invisible sells at base price.
Value does not come from an item being good. It comes from an item being findable by someone who needs exactly that. That is why the price-defining modifier dominates: it is the one people put in the search box, and everything else is discovered after the buyer has already decided to look.
This explains a lot of otherwise confusing behaviour. It is why two items that look comparable to a new player sell for wildly different amounts, why an item with one excellent stat beats one with five decent ones, and why the genuine bargains tend to be unusual rolls that a seller priced by name without reading.
The mechanics are not the same, and neither is how you price them.
Three situations where chasing the top of the range is the wrong call, and where a mid-range roll is the correct purchase.
When you are already past the breakpoint. If a cheaper roll caps what needs capping, the expensive one buys you a number you cannot use. When the modifier is decoration on your build, however impressive it looks in isolation. And early in a league, when the same item will be substantially cheaper in three weeks and your character is not ready to need it yet.
The single most expensive habit around rolls is treating a higher number as automatically better. It is better when it crosses a threshold, when it is on the line that defines the item, and when someone is searching for it. Otherwise it is a larger number and the same item.
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