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- public static float GlobalPriceModifier = 0.8f;
- public static float SuperTierBreakPoint = 600 * GlobalPriceModifier; // Exception for league only, uncommon, special uniques
- // Unique Breakpoints - uniques have a lower breakpoints, due to item stat variations
- public static float T1BreakPoint = 20 * GlobalPriceModifier;
- public static float T2BreakPoint = 5 * GlobalPriceModifier;
- // BaseType Pricing - basetype tiered items can be more expensive due to a plethora of different factors
- // However, to minimize disapointing mistakes, we keep the T1 breakpoint up high
- public static float T1BaseTypeBreakPoint = 35f * GlobalPriceModifier;
- public static float T2BaseTypeBreakPoint = 6f * GlobalPriceModifier;
- // Divination cards are tricky
- public static float T1DiviBreakPoint = 25f * GlobalPriceModifier;
- public static float T2DiviBreakPoint = 8f * GlobalPriceModifier;
- public static float T3DiviBreakPoint = 2f * GlobalPriceModifier;
- public static float T5DiviBreakPoint = 0.5f;
- // Fossils and scarabs are often predictable -drops-. Predictable drops are often best kept at high threshholds
- public static float T1MiscBreakPoint = 35f * GlobalPriceModifier;
- public static float T2MiscBreakPoint = 10f * GlobalPriceModifier;
- public static float T3MiscBreakPoint = 3f * GlobalPriceModifier;
- public static float T4MiscBreakPoint = 1f;
- public static float UncommonAspectMultiplier = 2.5f; // Items with several versions and one uncommon version need to reach X the T2 breakpoint
- public static float CommonTwinAspectMultiplier = 1.5f; // Items with several versions. The rare version needs to reach X the T2 breakpoint
- public static float LeagueDropAspectMultiplier = 6f; // League Drop Items, that are NOT boss drops need to reach X the T2 breakpoint
- public static float HighVarietyMultiplier = 0.5f; // Items like ventor that have crazy roll ranges need to reach a way lower min price
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