zarni wrote:the metkoub takes about 64 items - but there are many different materials and i harvest not always quality 100, depends on source... so it is full very fast (and the stacking problem is a pain)
Yup I'm also waiting on the stack problem to go bye bye. For below grade mats, unless I'm actively trying to make an armor/weapon set for someone, I'll just use them to grind lower level items; or sell them I don't plan to keep them in storage.
a market, where you see different items allows you to compare
Mats have ratings on a series of properites ranging from 0 to 100; with a bar display showing where that material, in that particuliar use (drop down box on top) will provide a bonus... 100 would be 'the best', 0 would be the worse. So just make out the average values of the components you used for an item, and you can rate it yourself without any comparison needed. It's between minimum and maximum values; those values are visible at creation (well most should be, some are bugged in the final item view); that should give you plenty of information about the quality of your item.
Now if the buyer finds your gear sucks, maybe he should have specified what he wanted before you aggreed to the transaction. If I want a fast dagger and don't care much on the damage part; and someone comes up with a great (max damage dagger) but crappy speed, I will not be happy as a customer - but the guy next door might be amazed by the damage output per hit of the dagger.
On a scale of 0 to 100, it doesnt matter to compare an item rated 45 to an item 57 and conclude the 57 is better... the values by themselves already show where your item stands in terms of quality; with a value of 57, you know there is a potential of 43% better items out there.
As for the price comparison, it's aggreed between the crafter and the customer; if both aggree... who cares if it's expensive or cheap? You assign a value to your time, they assign a value to their need. If those don't match there is no transaction; the global market value is just a resistance to setting incredibly stupid prices like 2millions for a QL20 dagger... and even then it'd be perfectly ok to sell it at that price if that's what both people want: the crafter and consumer.
i tried both on mobs - result with both armours: the x-mob hits you with 100 (200)
And is the mob using styles that give a bonus? do you know if the mob is hitting you with piercing or smashing? Do you know if he used ignore armor? etc... stats of the armor, stats of the attack, stats of the weapon, that's a lot of factors to consider, you have a pretty accurate indication of an piece of gear; that doesnt mean it has to be exactly accurate in combat situation and that people should report a bug if they got 1 damage more than what they expected