Talk:Salvage
Salvage[edit]
Does rarity have anything to do with the salvage quality of an item? I beleive the merchant value does, but I don't know about gold vs blue items. SystemisFlawed
- I've never got a rare material from a white or blue item, but i've got plenty of them from yellow itens. So my bet is on "yes".--Drake of Storms 18:24, 23 February 2008 (UTC)
- Yes you can get rare salvage items from white or blue items. During the recent weekends with the drops my runs take me to outside the sanaterium with Grawls and Hulking Stone Eles. All that is dropped is white and maybe blue items (sometimes purp). I have gotten steel, leather squares amoung other rare items from them. So yes you can salvage rare crafting items from white or blue items. Chris 98.209.30.104 11:28, 25 March 2008 (UTC)
Salvaging mods from non-salvageable items[edit]
There are items that are not salvageable, but mods added to them are. I haven't found a note mentioning if there is a chance of destroying a non-salvageable item if you try to salvage a mod off of it. I might have not looked hard enough, but it's an issue that was on my mind and I was curious what's the answer to it. Krothal 10:05, 24 March 2008 (UTC)
- You can destroy the item unless you use a perfect salvage kit. This is mentioned in the notes for all tormented items. --Lensor (talk) 09:14, 25 March 2008 (UTC)
- Shouldn't this note be included here as well? Krothal 13:00, 16 May 2008 (UTC)
ERROR - salvaging rare materials[edit]
I believe the sentence "The materials, runes, and upgrade components that can be obtained from salvaging cannot in turn be salvaged." is wrong, as you can expert-salvage (haven't tried common s.) some rare materials into common materials. Confirmed with spiritwood -> glitter (accident), coal -> wood (accident), leather -> cloth (purpose, trying to confirm). I think this sentence needs to be altered to reflect this, but I am too blond to write it in a way that would make sense. Can someone try to find out what those rare materials that cannot be made by artisans will turn into? Ecto-salvage anyone? 79.67.3.47 19:23, 16 January 2009 (UTC)
- There is another error concerning rare materials, this time when trying to get them. Certain items will always salvage into the rare material when salvaged with an expert/superior kit. Example: for me, anyway, spider webs (whether from Pre-Searing or elsewhere) always produce silk, unless I use a standard kit (when I get dust). Example: the Bladed Recurve Bow seems to always expert-salvage to steel ingots, never iron. I don't know whether the web->silk thing would work with a Charr Salvage Kit, to allow you to get silk in Pre-Searing... (Not that it would be good for much of anything there, but ... And, yes, I think 1plat - normal price these days for one charge of CSK - is a bit steep for such an experiment.) Cynique 16:05, 18 January 2011 (UTC)
50% base chance[edit]
I am friggin sure I have seen a 44% somewhere when I salvaged a mod. I am so sure. I'll get a screenie of this, as you won't believe me yet, but you will :P
- Lucky Title.. --Neil2250 , Render Lord 21:37, 28 April 2010 (UTC)
- I've seen the 44% myself, but recently I seem to be getting a much lower success rate compared to some months ago - did Anet change something? 60.48.229.12 12:04, 2 May 2010 (UTC)
- Lucky Title.. --Neil2250 , Render Lord 12:08, 2 May 2010 (UTC)
- Ooookay, so what about the Lucky Title Neil? A quick skim of that page doesn't show anything about salvaging things... And the only title listed on Salvage is the Wisdom Title. If the Lucky Title affects salvage somehow it should be noted on both pages. --Rainith 12:18, 2 May 2010 (UTC)
- Nothing.Dont worry. btw, Ever heard of Shamwow? --Neil2250 , Render Lord 12:29, 2 May 2010 (UTC)
- First off, don't edit other people's comments, use
strikeoutif you want to change something you said. Second, the person said that they had seen less than 50% success rate and Wisdom shows that you should only have more than 50% from the title as you advance in it... --Rainith 12:36, 2 May 2010 (UTC)- You know, the "btw, Ever heard of Shamwow?" kinda implyed why i did it.--Neil2250 , Render Lord 12:47, 2 May 2010 (UTC)
- You guys are tards. THE UN-LUCKY part of the LUCKY title. Its not that hard. IT DECREASES CHANCES OF SUCCESS RATE. THINK. 71.61.80.135 16:22, 25 May 2010 (UTC)
- Wisdom and Treasure Hunter increase your chance to retain after salvaging, but the number you actually see is the chance that the item will break. In other words, seeing a number below 50% in the salvage window is normal. Maybe this is the cause of confusion? --Irgendwer 18:35, 25 May 2010 (UTC)
- You guys are tards. THE UN-LUCKY part of the LUCKY title. Its not that hard. IT DECREASES CHANCES OF SUCCESS RATE. THINK. 71.61.80.135 16:22, 25 May 2010 (UTC)
- You know, the "btw, Ever heard of Shamwow?" kinda implyed why i did it.--Neil2250 , Render Lord 12:47, 2 May 2010 (UTC)
- First off, don't edit other people's comments, use
- Nothing.Dont worry. btw, Ever heard of Shamwow? --Neil2250 , Render Lord 12:29, 2 May 2010 (UTC)
- Ooookay, so what about the Lucky Title Neil? A quick skim of that page doesn't show anything about salvaging things... And the only title listed on Salvage is the Wisdom Title. If the Lucky Title affects salvage somehow it should be noted on both pages. --Rainith 12:18, 2 May 2010 (UTC)
- Lucky Title.. --Neil2250 , Render Lord 12:08, 2 May 2010 (UTC)
Identification[edit]
I've seen it suggested that identified items salvage for more than similar, unidentified ones. Is there any evidence in support of this? --Irgendwer 01:16, 13 May 2010 (UTC)
- ID'd items never seem to salvage more for me. --Aldarik 01:45, 13 May 2010 (UTC)
- Given that, as it is mentioned in the top section, the merchant value of items effects the quantity of materials you recieve by salvaging something, and identifying something will usually increase the item's value by a reasonable amount, it could therefore be concluded that identifying the item would thus improve the amount of materials you recieve from it. Hypothesis, not fact. Radthor Dax 21:01, 18 May 2010 (UTC)
I've only done a little testing on this so far, but this also caught my eye. So far it seems ID'd stuff is usually more materials. Now I need more things to smash. Previously Unsigned 05:24, 20 December 2010 (UTC)
Rarity of item on amount of materials yielded[edit]
I've been attaching Measure for Measure to many Great Conches lately to maximize my Piles of Glittering Dust and I've noticed something. These conches were all varying requirement, 16 AL shields. There was no correlation between the requirement and how much dust I salvaged. Blue and purple items yielded around half the amount that golds did. I'm wondering if anyone else has noticed this; if so, one should think before trying to salvage from blue and purple items if they have a goal like mine in mind. I will of course be willing to refute the hypothesis if I find contrary evidence. --Axis 04:18, 26 May 2011 (UTC)
- Gold items have a higher merchant value. The quantity of material you recover from a salvaged item depends on its merchant value, so yes, gold items will yield more materials, but not directly because they are gold items. 92.147.17.187 05:42, 26 May 2011 (UTC)
- Axis' experience matches mine; 92.147's experience does not.
- I've been buying up gold unIDs for a while now and attaching Measures to Ruby Mauls (among other things). I get the same amount of granite (within 2-3 slabs) regardless of the merchant value. That's consistent with the improved sale value inscription increasing value of gold items about the same regardless of the original merch value. — Tennessee Ernie Ford (TEF) 05:52, 26 May 2011 (UTC)
- It's entirely possible that both theories are correct. For instance, rarity could come into effect only when applying the inscription. I was curious to see if requirement was a factor, but I found it wasn't, both in rare and common tests. Naturally, I have nowhere near the volume of data to be desired, but I have noticed in the few that I salvaged without the inscription/mod that they were relatively close together. I was only willing to do this with a couple of shields, as my goal is to get the most dust, but I found that two common conches yielded 23 and 15 piles, unmodded. Two rare conches yielded 24 and 19 dust, unmodded. The interesting part here is that the first rare was ~270 gold, and the second was ~240 gold. This small amount of data lends credence to the IP's idea. It also, in a way, partially refutes my theory, at least insofar as salvaging without the highly salvageable mod. Because I have determined that requirement seems to have little to do with the results, I can focus on such things as merchant value, and further test my own theory at the same time. Anyway, it may be some time before I'm able to get more data, as the inscription is somewhat rare for me lately and I refuse to buy it. --Axis 06:27, 31 May 2011 (UTC)
- Ruby Maul Salvages This seems relevant at least to highly salvageable items. If anyone collects data on gold or purple max items without the HS mod, in a similar format with all that info, that would go a long way to finding the answer. Hopefully farmed from the same area, same foes would even be more constant variables. --Axis 23:10, 12 June 2011 (UTC)
Since when[edit]
can you NOT salvage stuff off hero pvp armor? I had a bunch of things on them but I can't salvage anything off :( Yeah great, it's not mentioned ANYWHERE. Wasted like 30 runes. Previously Unsigned 22:08, 28 May 2011 (UTC)
"PvP equipment cannot be salvaged in any way." — Salvage#Notes
I confess I missed that, too. I thought it would be great to use PvP heroes to store runes and insigs (since PvP heroes otherwise have no use). I'll update the note so that it's more obvious that PvP equipment also means heroes. — Tennessee Ernie Ford (TEF) 09:15, 29 May 2011 (UTC)
Basic vs Expert for rare mats[edit]
What's the % chance of getting rares from an Expert kit? Does it pay off to use the Expert every time, or is it more sensible to hoard the common mats and upgrade them at an Artisan? Does it matter what the level/quality of the item is with regard to chance of producing rare mats? 76.253.0.17 20:41, 9 July 2011 (UTC)
- The chance for rares varies with:
- The item: some items always give rares when expert-salvaged. Noteworthy in this list are spider webs of all sorts, which give Silk 100% of the time when expert-salvaged. One of the bows that yields Iron when normal-salvaged always gives Steel when expert-salvaged (i.e. never Iron).
- The rarity: golds seem to give more than purples, then blues, then whites. However, this may be because of...
- The merchant value: the higher the merchant value, the more materials you get, and the more often you get rares if you use an Expert kit.
- The armour value of salvage armour, although this may also be because of its effect on the merchant value.
- Conclusion: Identify items before salvaging them, since this raises the merchant value. Some materials aren't worth getting other than from an Artisan, such as Parchment. It is so cheap to craft these from wood, and wood is so easy to acquire (I refuse to use the word 'get' here...), it's not worth buying parchment.
- Bah. Cynique 09:04, 26 July 2011 (UTC)
- I support Cynique's rules-of-thumb with these minor addenda:
- Most of the soft rare mats are more easily obtained through other sources (e.g. crafting by Artisans from common mats) or are so cheap at the rare mat trader, they aren't worth the trouble/expense.
- Very few hard rare mats will drop from items (mostly steel); whether it's worth it to use expert sal to get steel depends on how much you need (e.g. caster professions won't need much).
- Items with a gem in the name (e.g. Ruby Maul) do tend to be worth the trouble (especially if highly salvageable or upgraded with Measure for Measure); even when they sal to common mats, the amount/value is usually enough to make it worth the trouble.
- I have never gotten Jade or Amber from items using those as adjectives in their name (e.g. Amber Bow or Jade Wand), no matter the value or the mods.
- I have found the drop rate for spider web → silk to be best on Istani and pre-Searing webs, but drops outside of those areas; I only try to get silk from the newbie area webs.
- — Tennessee Ernie Ford (TEF) 16:02, 26 July 2011 (UTC)
- I support Cynique's rules-of-thumb with these minor addenda:
- Addendum to what I said earlier: as noted much higher up this page, the bow that usually/often gives steel is the Bladed Recurve Bow. Question for TEF: have you tried using a Charr Salvage Kit on a pre-Searing spider web, in pre-Searing? Cynique 16:34, 26 July 2011 (UTC)
- I haven't been able to bring myself to spending 1 pre-searing gold for the sake of science. I do, however, ship spider webs to post and use the expert sal kit on them. (I believe I have recorded the drop rate as well above 90%.) — Tennessee Ernie Ford (TEF) 16:46, 26 July 2011 (UTC)
- OK, "in the interest of science" it is. I'll give it a go tonight. I've only got 5 or so available, so it's not going to be a definitive experiment, but it will be interesting to see... (For what it's worth, I've exported webs to post as well, and have had a high Silk rate. I haven't done it for a while, so I don't recall the rate... :( ) Cynique 03:33, 27 July 2011 (UTC)
- Good luck! (I also should have mentioned earlier that I don't see the need to use expert sal in pre, since there's no use for rare mats there.) I suppose it's possible that Charr Kits will convert mats differently from Expert or Superior Sal kits...but it seems unlikely. 05:09, 27 July 2011 (UTC)
- About the only reason that I can see for using a CSK in pre (other than removing runes/insignia from Charr armour objects) is if you accidentally put a rune or insignia on your starter armour and want to transfer it to your collector armour. On the other hand, the damage calculation rules suggest that the collector armour will only reduce incoming damage by 3.4% (1 point for every 30 or so) compared to the starter armour, so maybe it isn't worth worrying about it... Anyway, enough of that. I'll let you know tonight/tomorrow morning what happens. Cynique 07:07, 27 July 2011 (UTC)
- What happened is that the market price of a CSK has gone up to 2 per charge, and there weren't any for sale either. Bah. It might be worth 1K to try this a bit, but not 2K. Perhaps I'll have to go hunt some Charr... Cynique 07:50, 28 July 2011 (UTC)
Leads to Disconnection in Pre[edit]
Hey guys im in pre getting LDoA and have a habit of salvaging everything into common materials. Once in a while when I'm in an explorable area, I try to salvage something and get disconnected. I reconnect and try to salvage a different item: same thing. Basically something happens and attempting to salvage something results in my disconnection. Anyone else got the same problem? - 208.126.193.103 04:10, 25 July 2011 (UTC)
- I used to do the same thing (when mats weren't readily available through other sources) and never had a problem. Try disposing of any current salvage kits you have... or at least try a new one. (It's a long story as to why that should matter, but it fixes 99% of the cases I've heard about.) — Tennessee Ernie Ford (TEF) 04:12, 26 July 2011 (UTC)
- On some days when the server/my internet is particularly laggy, there have been times where I couldn't salvage anything at all or risk a dc. On other days I'll use the same salvage kit on the same item and it'll be perfectly fine, so it seems pretty random. Salvaging very quickly also produces the same effect, but that doesn't seem to be the case. Anyways, the problem is pretty common, you aren't the only one :)–alistic 07:25, 27 July 2011 (UTC)
- More anecdotal evidence just to clarify that it is not just Pre-Searing: I was fast salvaging some trophy items I received from Winds of Change (double clicking, then item, then double clicking before the game updates with amount) in my guild hall. It was only about 20 of them, but it DCed me (on a fresh salvage kit). Perhaps the speed alerts as macro/bot-like behavior? Related: Sometimes if I switch characters too much/too fast and go to my guild hall, the game logs and I'm left with two empty character slots (until I restart GW). Again, speed-related booting. --Axis 22:58, 28 July 2011 (UTC)
Loot mode affects salvage quantity for trophies[edit]
I didn't find any reference to this in the main page nor in this talk page. I want to believe that the community IS awared of this. Example: Dark Remains obtained in Normal mode gives 3-4 units...while Dark Remains obtained in Hard mode gives 12-16 units. This documentation will be vital for a future update in the Guild Wars Wiki:Formatting/Items which will also improve the Salvage STDT to this Guild_Wars_Wiki_talk:Formatting/Items#How_about_like_this.3F and this Guild_Wars_Wiki_talk:Formatting/Items#Salvage_table Confirmation of this topic will be used as concensus determination under "common practice". Yoshida Keiji talk 10:58, 22 May 2012 (UTC)
- That strikes me as bullshit. I suspect you're confusing Shadowy Remnants and Dark Remains. (the former salvages for 16, the latter for 3). File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 12:03, 22 May 2012 (UTC)
- No, no, no. I do FoWSC almost on a daily basis and between 3-6 runs. I have a stack of Dark Remains in my storage to re-supply with Glittering Dust when the stack at the material slot is fully used. A stack of Dark Remains equals 15 stacks of Glittering Dust but in one single storage slot. Yoshida Keiji talk 12:09, 22 May 2012 (UTC)
- You intend to tell me you do fowsc in nm to obtain remains that salvage for less? :p File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 12:26, 22 May 2012 (UTC)
- LOL I am addressing a Formatting change and you come with jokes? FoWSC Manly Spike is in HM, Normal mode looting when I run people for Obby Armor. Yoshida Keiji talk 12:55, 22 May 2012 (UTC)
- Well I don't believe the initial statement, and so I think there is zero point in having N/H mode columns for trophy salvage data. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 13:30, 22 May 2012 (UTC)
- Luckily, the Wiki doesn't stand on beliefs. Go check yourself. Yoshida Keiji talk 15:33, 22 May 2012 (UTC)
- The claim is that an item that stacks can give two different salvage rates depending on its source. That seems so easy to prove that I recommend screenshots showing a HM dark remain yielding 3x the dust as NM. Or show that a HM dark remain does not stack with a NM one.75.37.18.94 16:23, 22 May 2012 (UTC)
- Luckily, the Wiki doesn't stand on beliefs. Go check yourself. Yoshida Keiji talk 15:33, 22 May 2012 (UTC)
- Well I don't believe the initial statement, and so I think there is zero point in having N/H mode columns for trophy salvage data. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 13:30, 22 May 2012 (UTC)
- LOL I am addressing a Formatting change and you come with jokes? FoWSC Manly Spike is in HM, Normal mode looting when I run people for Obby Armor. Yoshida Keiji talk 12:55, 22 May 2012 (UTC)
- You intend to tell me you do fowsc in nm to obtain remains that salvage for less? :p File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 12:26, 22 May 2012 (UTC)
- No, no, no. I do FoWSC almost on a daily basis and between 3-6 runs. I have a stack of Dark Remains in my storage to re-supply with Glittering Dust when the stack at the material slot is fully used. A stack of Dark Remains equals 15 stacks of Glittering Dust but in one single storage slot. Yoshida Keiji talk 12:09, 22 May 2012 (UTC)
Charr Kit and pre-Searing[edit]
I found that weapons (with blue upgrades) naturally dropped in presearing cannot be desirably salvaged with a Charr salvage kit. The weapon instantly turns to common crafting material with 1 less use of a Charr kit. I feel this warning should be given to players reading up about salvaging items in presearing. (I haven't tried it with a purple drop yet). 124.170.96.67 06:42, 23 July 2012 (UTC)
- Did you identify the item first? 76.253.0.17 03:58, 24 July 2012 (UTC)
- Blues in Proph can include inherent mods, which cannot be sal'd. – Tennessee Ernie Ford (TEF) 04:18, 24 July 2012 (UTC)
Disconnecting while salvaging[edit]
I think it might be useful to note somewhere, that if you salvage items too quickly, and salvage the next item before the previous has completed, you can sometimes cause the salvage kit to become buggy - at which point it just disconnects you when you next use it - and this will repeat. The way to fix it is to drop the kit on the ground and then pick it up again. (or sell/delete it and buy another) -Chieftain Alex 19:08, 1 February 2014 (UTC)
- It is very useful to know that it is the kit that is buggy, and that it can be fixed simply by dropping it and picking it back up.
- Oh, so that's why I ran into that problem, good to know. But I was also able to fix the issue by logging out of the game and logging back in. 67.248.86.3 23:36, 16 June 2014 (UTC)
Max salvaged quantity[edit]
So far i got dust 92; iron 63; leather squares 4. Search ongoing--82.240.45.162 16:55, 18 March 2015 (UTC)
- I think I remember getting over 100 iron or dust off one item once or twice... Jeree95 (talk) 20:43, 19 March 2015 (UTC)
- i've got 127 as seen in the following picture[[1]] --62.195.178.106 13:21, 15 July 2015 (UTC)
No salvage window[edit]
This scentence right here "For Expert, Superior, and Perfect Salvage Kits, a salvage component selection window appears, displaying all possible salvage components that can be salvaged from the item." - is it supposed to be true whenever you use one of these kits? Because I had the experience of accidentally salvaging one of my staffs with a superior salvage kit, getting only materials. There was no pop-up or anything. Basically what happened was that I was tired and confused and thought that my "Clairvoyant Staff" contained an insignia (nevermind the fact that staffs don't contain insignias, lol) - so I tried to salvage it. I was under the impression that at the very least I would get a box telling me what I could possibly salvage and then choose. However, I got no box and I ended up salvaging my staff for only 28 wood! I was thoroughly disappointed, especially since I expected the box. Had it shown up I would've noticed I could only get materials and realised my mistake.
So basically, bug or did I misunderstand how this salvage window is supposed to work? Jackie File:User JackieDiJackJack Heart.gif 10:48, 18 June 2015 (UTC)
- No bug in that. The salvaging window only appears if an item has salvageable components: prefixes, suffixes, and/or (non-inherent) inscriptions. I'll see if I can rephrase it for a more holistic explanation. - Infinite - talk 10:57, 18 June 2015 (UTC)
- But what about salvage items then? When I used my superior salvage kit on an Am Fah Cape which had no salvage components, I still got the window with the option to salvage for materials or not. I can live with it working that way, I just think it's a bit strange. Jackie File:User JackieDiJackJack Heart.gif 11:06, 18 June 2015 (UTC)
- As long as the item is purple or gold, i think you'll have the window, even if there's no salvagable mod/rune/insigna in it.--Ruine Eternelle 11:16, 18 June 2015 (UTC)
- I can also say it works with blue items. I'll add that note, too. It's an anomaly, I think. - Infinite - talk 11:26, 18 June 2015 (UTC)
- My staff was blue though, and no window there. I think it's more specific to some type of items. Jackie File:User JackieDiJackJack Heart.gif 11:29, 18 June 2015 (UTC)
- On a tangent, you mentioned that you salvaged a Clairvoyant Staff into Wood Planks? - Infinite - talk 11:35, 18 June 2015 (UTC)
- Yeah, that's true. Not normal? Jackie File:User JackieDiJackJack Heart.gif 21:13, 18 June 2015 (UTC)
- On a tangent, you mentioned that you salvaged a Clairvoyant Staff into Wood Planks? - Infinite - talk 11:35, 18 June 2015 (UTC)
- My staff was blue though, and no window there. I think it's more specific to some type of items. Jackie File:User JackieDiJackJack Heart.gif 11:29, 18 June 2015 (UTC)
- I can also say it works with blue items. I'll add that note, too. It's an anomaly, I think. - Infinite - talk 11:26, 18 June 2015 (UTC)
- As long as the item is purple or gold, i think you'll have the window, even if there's no salvagable mod/rune/insigna in it.--Ruine Eternelle 11:16, 18 June 2015 (UTC)
- But what about salvage items then? When I used my superior salvage kit on an Am Fah Cape which had no salvage components, I still got the window with the option to salvage for materials or not. I can live with it working that way, I just think it's a bit strange. Jackie File:User JackieDiJackJack Heart.gif 11:06, 18 June 2015 (UTC)
- If I remember right, blue items with no salvagable mod/rune/insigna are immediately salvaged without displaying the window--Ruine Eternelle 11:37, 18 June 2015 (UTC)
- Yeah there definitely seems to be some kind of anomaly at least. Jackie File:User JackieDiJackJack Heart.gif 21:13, 18 June 2015 (UTC)
- I think what these gents are trying to say, is that you salvaged a staff with an inherent mod that can't be salvaged (not a removable inscription). Therefore, since the item was blue, no window was supposed to pop up. Jeree95 (talk) 21:39, 18 June 2015 (UTC)
- I understand what they're saying, Infinite however claimed earlier that he could verify that the anomaly does happen with blue items. Which in that case, isn't true for all blue items but only some of them. Jackie File:User JackieDiJackJack Heart.gif 22:41, 18 June 2015 (UTC)
- I think what these gents are trying to say, is that you salvaged a staff with an inherent mod that can't be salvaged (not a removable inscription). Therefore, since the item was blue, no window was supposed to pop up. Jeree95 (talk) 21:39, 18 June 2015 (UTC)
- Yeah there definitely seems to be some kind of anomaly at least. Jackie File:User JackieDiJackJack Heart.gif 21:13, 18 June 2015 (UTC)