# User:Gaz Lloyd/sandbox731

 This section or article is incomplete and could do with improvement.Reason: missing data for many categories - please submit data here!You can discuss this issue on the talk page or edit this page to improve it.

This is a list of all tradeable items that can give Magic with the effective cost per Magic.

Notes
• The formula used to calculate cost per material is ${\displaystyle {\frac {{\text{item quantity}}\times {\text{GE price}}}{{\text{matqty}}\times {\text{chance of mat}}}}}$
• where ${\displaystyle {\text{chance of mat}}={\text{chance without junk}}\times (1-{\text{junk chance}})}$
• GE prices may be inaccurate - we can't really do anything about that
• Untradeable items are excluded, with some exceptions

In the table:

• The raw chance column is the chance per non-junk material to get Magic when disassembling the item
• The Avg. number column is the number of Magic you should expect when disassembling the item; this represents the junk chance and the number of materials in addition to the raw chance. It is listed as a percentage, to reduce decimal places needed.
• For example, if an item has an average number of 0.13%, you should expect that you'll get 13 materials in 10,000 disassembles - or 0.13 per 100 disassembles, or 0.0013 per disassemble
• The materials per hour column is based upon performing the ideal 3,000 disassembly actions per hour. In reality, it will probably be less due to connection latency, server latency, and human error. The column also makes no attempt to account for buy limits or availability.
• The average number and cost is given for no junk reduction by default, but this can be changed with the following drop-down menu (requires Javascript):
Please enable javascript to be able to change the junk reduction used, or switch to auto disassemblers. Until then, the table displays values for no junk reduction with no machine only.

Total items: 483
Showing items 1 to 483