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Profession Catchup Mechanic in The War Within - Wowhead Economy Weekly Wrap-Up 346
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Publié
il y a 16 jours
par
SamadanPlaysWoW
Hello! Welcome to the 346th edition of the WoW Economy Weekly Wrap-up!
This week we discuss an important hidden feature of the expansion, a catchup currency that defines ways in which you can gain Knowledge Points if you start late in your chosen profession. We also discuss the partner to Knowledge, Artisan's Acuity and how this catchup can be utilized with profession shuffling. Plus, we talk prices of reagents and the balance of the economy!
My name is
Samadan
and I'll be your guide through the World of Gold Making!
Profession Catchup Mechanic
Something that was sorely missing in Dragonflight was a robust catchup mechanic for those starting late and wanting Knowledge Points to remain competitive in professions. Now it has been datamined that there is such a mechanic hidden in the game introduced in TWW and allows for players to get up to speed on professions.
Manthieus
has a great video explaining all ..
Basically, there is a hidden currency for each profession that can be exposed via a script in game ..
Thanks to
cataraqui
, now this problem is solved. I have slightly modified his macro to make this compitable with the 255 maximum character limit for macros.
The basic form of the macro is as following. By replacing the number for GetCurrencyInfo command, it will print how many catch-up points remaining for that specific profession. As
cataraqui
noticed, it may take several seconds for the server to register the profession info on one character, so wait a few seconds after log on to check the catch-up points remaining for both of the profession on one character.
/run local c=C_CurrencyInfo.GetCurrencyInfo(3057) print(c.maxQuantity-c.quantity,"for",(c.name:match("ly.(.*).Kn")))
/run local c=C_CurrencyInfo.GetCurrencyInfo(3058) print(c.maxQuantity-c.quantity,"for",(c.name:match("ly.(.*).Kn")))
Alchemy: 3057
Blacksmithing: 3058
Enchanting: 3059
Engineering: 3060
Herbalism: 3061
Inscription: 3062
Jewelcrafting: 3063
Leatherworking: 3064
Mining: 3065
Skinning: 3066
Tailoring: 3067
Also thanks to
DoverBoys
who inspired
cataraqui
.
Hi, currently the catching-up mechanics for all professions knowledge points are online, like we can mine more knowledge points after collecting the knowledge points for current week. However it is quite difficult to tell whether all the catch-up knowledge points have been obtained for certain profession. Is there a macro or weakaura to check whether all of the catch-up knowledge points have been claimed?
Or is there any API command returning the total number of knowledge points collected? Think this API command is closely linked to the catch-up mechanics.
edit: paraphrasing.
For example, if I run this on my Dual Gatherer who has recently just switched to Enchanting for a profession shuffle, I get this ..
Those that have been using the fantastic
Weak Aura by Myu
to track their profession tasks will note that this has been updated to include the catchup mechanic ..
The catchup here (in green) comes from disenchanting beyond the first few you get weekly. The text being in red means I need to complete the 2 treasures and 1 quest above Shimmering Dust first to then expose the catchup mechanic.
Profession Shuffling for Artisan's Acuity
The other time gated profession item is
Artisan's Acuity
, which currently is only really able to be caught up on through Patron Orders which do tie in with other crafting professions. Dual Gatherers do have this particularly hard with no patron orders, but can gain extra Artisan's Acuity through profession shuffling, especially Enchanting.
Eyan
has a great video going through how Enchanting can be used temporarily to get a boost in Artisan's Acuity..
Of course, profession shuffling is not ideal for everyone as a catchup mechanic, especially for characters who have long established professions and rare recipes from previous expansions.
I recently started doing it on my Dual Gatherer as it was the only way to get knowledge books and blue tools and accessories in a reasonable time. I followed
a guide by Kaychack
and here are my summaries ...
Then Week 2, I started to expand into other professions ...
Of course, now that I know about the Enchanting catchup mechanic, I'm going to go for that before next week to see if I can get some more Artisan's Acuity for another blue tool. Without doing this, my Dual Gatherer would be way behind compared with others.
Profaned Tinderbox Update
After
last week's post
reporting on a price dip and an exploit hotfix on
Profaned Tinderboxes
, we have another hotfix expanding tinderboxes to any delve ..
Delves
Fixed an issue where Brann’s Gathering Tools could fail to gather rewards.
The following list of delve sourced reagents can now be found in any delve’s Heavy Trunks:
Profaned Tinderbox
Viridian Charmcap
Ringing Deeps Ingot
Gloomfathom Hide
Vial of Kaheti Oils
that probably kills any targeted farming for them. Thats because I assume in nightfall sanctum you will be getting 20% of profaned tinderboxes and 80% of those other rare reagents (5 reagents 20% each).
Overall in game profaned tinderboxes amount might even go up because people doing delves will be looting them here and there.
Kinda sucks a bit but oh well
Interestingly, even though the odds are technically less, but spread over more delves, the price and quantity have adjusted accordingly..
Graph courtesy of
undermine.exchange
It still remains a key reagent with a high price, the rarity of which helps keep the economy buoyant and flowing.
The Balance of the Economy
Do you find The War Within expensive as an expansion? It seems items and upgrades do cost a fair amount simply due to expensive reagents required being rare. Do you think bots affect the economy?
Put simply, the drop rates for rare raw mats are the reason everything is expensive. Enchants are expensive because they require tinderboxes which are exceptionally rare. Reagents are expensive because they require either concentration or r3 raw mats which are both relatively rare. The rarity of raw mats is the primary driver for the cost of everything else down the production line.
Margins for most non-concentrate crafts are very thin at this point. If I do a flip I need to commit millions of gold to buy the mats to make 10% back. This is a big advantage for those of us who already have a lot of gold.
I also see no evidence of bots doing high volume on the AH. I do high volume on the AH and I usually see the same couple names doing similar things to me and I've chatted with some of those people. I see no reason to believe that they're bots.
If anything bots drive prices down by gathering mats.
Blizzard can easily tune how expensive the economy is by adjusting drop rates of raw mats. At this point it seems clear that Blizzard wants the economy to be expensive for whatever reason. Personally, I can see why players without a lot of gold would find this frustrating. It benefits me because I have enough gold to take advantage, but it doesn't seem fair to normal players.
One of the things Blizzard mentioned in the lead up to The War Within was that they wanted more differentiation in the different ranks of materials.
To be fair I wouldn't say the economy is expensive. I would say the highest ranks of everything is expensive. It also continues to come down as the demand comes down and supply goes up. What blizz is trying to do is make non top rank things the standard with the max rank being for the sweats. I'm ok with this tbh. It allows people to make some profit off their concentration and if you also want to sweat you can make profit off gigabulk crafting. Particularly for consumables this means most people will rank 2 consumes. The other option is what most games have where anything not top rank is invalidated as you've seen in past expansions. Really the current balance keeps the middle tier of crafts relevant (not saying it's perfect). I would like to see the base tier go away though tbh. In my eyes the only reason it exists is to psychologically make you think you feel better about rank 2 stuff.
At the moment, we have had the peak month of activity with new expansion launch and corresponding race to world first. Typically, from this point prices will start falling steadily as demand reduces. People are getting into the swing of their professions and are getting close to maximizing efficiency, same for gathering. Demand starts to dwindle and prices will naturally subside.
Already we are seeing a drop in Enchanting raw material prices ...
All the materials are falling down due to excess on offer and lack of demand. It's normal, players tend to play less in time, until a new event or patch is released. So if the offer keeps rising or keeps the same, prices will go down.
If anyone found a way to mass farm dusts and decided to sell everything yesterday, it will only be matter of 2 or 3 days for te prices to stabilize again, but this is not the case. We can see a tendence of lowering prices in 6 weeks, happened in DF and TWW will not be different.
What to do? keep farming and selling at actual prices until the demand increase when a new patch or event is near.
It seems a natural point of peak expansion expensiveness due to newness and popularity keeping demand high. Is it unusually so? Difficult to tell as those of us in the economy side are usually happy that prices are high!
How have you been finding the prices of both reagents and consumables?
Further Reading
Most of this information was discussed and originally posted on the
/r/woweconomy
subreddit or in the accompanying
Discord Server
.
I hope you found this useful and If you have any suggestions or feedback, please do say so in the comments below..
Until next time, Happy Goldmaking!
Samadan
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