SR BRP

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Introduction

The Basin on Stormrage uses the Basin Raid Points (BRP) system to distribute loot dropped on raids. Key features of the BRP system:

  • It is a zero-sum points system with no inflation. Long-term, frequent raid participants cannot monopolize loot at the expense of less frequent or newer participants.
  • Items have a fixed point cost. When an individual loots an item, those points are deducted from his or her total and redistributed to the other people present on the raid.
  • Note: We have added upgrade pricing to the system, so the points paid for class set items will vary depending on whether someone is upgrading from a prior piece looted under our system in the past.
  • Loot distribution is proportional to the time you spend raiding. Individuals can enjoy steady progress for each raid they attend without experiencing the ceiling of a weighted random system or the strict turns of a list system.

The system is subject to change at the discretion of the raid leaders, and changes may be retroactive to the inception of BRP. This document sets out the system in place as at 03 January 2008.

The BRP systems are managed by a dedicated website. The address of the site is listed in the Guild Information tab on the Guild Pane in-game, and we are avoiding listing it here or on our forums for security reasons. The system presently includes 25-man raids in The Burning Crusade (HKM/Gruul, Mag, SSC, etc.).

Earning points

When an item is looted, the looter pays the points value of that item. That value is then divided by the number of raiders present, and awarded to them.

So basically, you earn points by being on raids where items are looted.

Spending points

When an item drops that is to be distributed by the BRP system, the loot leader will announce the item on teamspeak or in the raid channel (/ra), and invite calls. You should call need if you need that item on the toon you are playing on that raid. Note that there is a limit of one piece of contested loot per boss.

After waiting an appropriate length of time (not generally more than 30 seconds or so) and trying to ensure that all calls have been made, the loot leader will check the BRP tables and announce the winner, who will be the person with the highest number of current BRP.

If nobody calls an item, it will either be disenchanted (if it is a bind on pick-up item), or held by the loot leader (if it is a bind on equip item) and distributed via the forums, using the BRP system.

Banker

The Banker is a dummy toon who exists in the BRP system to ensure that zero-sum is preserved. He will buy all items that are looted but not awarded to a character present on the raid (eg fiery BoE items not won on the raid, Nexus crystals etc). These items will be distributed on the forums as follows:

  • BoE items: Over a specified period of time (eg, a week), people will place their requests in a forum thread. At the specified close time for that auction, the winner will be selected in the usual way using the BRP system, and the item mailed to them. BRP will be charged against the system in which the item was looted.
  • Nexus crystals: People may request these for specific purposes through the forums thread. Distributions will be made periodically, according to current BRP totals, and items mailed to winners.

Item values

Item values are calculated according to the following formula (if you are curious as to where this comes from, you may like to read this reverse engineering thread:

BRP value = iLvl^2 * (Slot Mod * Quality Mod) * 0.025

Explanation of terms:

  • ilvl is the Item Level. It is squared to make higher-level items cost disproportionately more.
  • Slot mods are as follows:
    • Head – 100%
    • Neck – 54%
    • Shoulder – 74%
    • Back – 54%
    • Chest – 100%
    • Wrist – 54%
    • Hands – 74%
    • Waist – 74%
    • Legs – 100%
    • Feet – 74%
    • Ring – 54%
    • Trinket – 68%
    • Shield/off-hand – 50%
    • Wands - 45%
    • 1h Weapon – 70%
    • 2h Weapon – 110%
    • Ranged Weapon - 70%
  • Quality Mod is is the modifier for loot quality (1.2 for a purple, 0.8 for a blue), again from the reverse engineering thread above, tweaked to reflect the relative values of blues and purples.
  • The 0.025 is a constant that scales the values back down to something approaching sensible BRP values.

This formula makes higher-level items cost disporportionately more as we get into harder and harder instances that drop epics with a higher base item levels. We pay more to reflect the increased difficulty of the instance and the dedication we have to put into our toons to be able to contribute to a boss kill that can drop an item of that level.

List of values

Old Zul'Gurub and AQ20 prices