Gold Per Hour Calculator
Estimate net in-game gold/hour from route yield, run time, drop value, repair sinks, listing fees, consumables, uptime, and market variance.
Model note: Use in-game gold values only. The calculator treats direct route yield and sellable drops separately, subtracts repair, listing, and consumable sinks, then adjusts the hourly result for uptime and market variance.
Calculation Breakdown
Route Stability
Current Route
Uses your active route yield, drop value, sinks, uptime, and variance assumptions.
No Listing Sink
Removes in-game sale fees to show how much the market layer trims the route.
Full Uptime
Shows the route if every planned minute remains productive.
Fast Reset
Cuts reset and travel time in half to reveal route cleanup value.
| Route type | Cycle range | Drop pattern | Watch item |
|---|---|---|---|
| Gathering loop | 6 to 12 minutes | Many small stacks | Spawn competition and travel time. |
| Dungeon clear | 12 to 25 minutes | Direct gold plus drops | Repair sink and instance reset time. |
| Elite camp | 8 to 18 minutes | Rare drops with steady trash | Variance and empty pull streaks. |
| Crafting batch | 3 to 15 minutes | Input conversion | Listing fees and sell-through rate. |
Use these ranges as sanity checks when a route estimate looks unusually high or low.
| Sink | Where it appears | Calculator field | Planning note |
|---|---|---|---|
| Repair sink | Combat routes and clears | Repair per run | Average it across a full session. |
| Consumable sink | Food, potions, bait, teleports | Consumable per run | Include only consumed items. |
| Listing fee | Market board or auction sale | Listing fee and cut | Raise it when relisting is common. |
| Time sink | Travel, queue, bank, reset | Travel and reset time | Small delays scale across every run. |
| Variance | Market read | Range effect | Use case |
|---|---|---|---|
| 0% to 8% | Stable commodity | Tight hourly band | High-volume herbs, ore, cloth, or shards. |
| 9% to 20% | Normal movement | Moderate range | Most materials and routine drops. |
| 21% to 40% | Swingy market | Wide range | Rare recipes, cosmetics, event materials. |
| 41%+ | Speculative route | Very wide range | Low-volume drops and reset-limited items. |
| Preset | Profile | Strength | Weak spot |
|---|---|---|---|
| Herb Loop | Gathering route | Stable small drops | Node competition. |
| Daily Dungeon | Dungeon clear | Strong direct yield | Repair and reset time. |
| Elite Camp | Elite camp | Rare drop upside | Market variance. |
| Crafting Batch | Crafting route | Repeatable output | Sell-through rate. |
| Net gold/hour | Route reading | Best adjustment | Before farming longer |
|---|---|---|---|
| Under 5,000g | Low-yield or high downtime | Shorten travel or raise drop value | Check whether direct gold is missing. |
| 5,000g to 20,000g | Steady farm | Improve uptime | Track actual sell-through for one session. |
| 20,000g to 75,000g | Efficient route | Reduce listing and repair drag | Watch market variance across resets. |
| 75,000g+ | High-output route | Validate with actual run logs | Confirm drops sell at entered values. |
Until you crunch some real numbers, gold farming look easy. A player sees a juicy item on a drop table, maybe a rare herb, maybe some raid loot. They think they’re earning big bucks per hour. But there’s a downside that cut into that revenue stream. There is fees for repairs. Fees for selling items in guild shop. There is travel time to and from town. Market prices changes. The calculator factor all this in, giving a sense of net profits rather then a gross estimate.
Players is usually more concerned about the number of item they can get from their runs than net profit. Net is what they keep after transforming loot into gold. In a dungeon, where gear deteriorates faster due to combat, repairs adds up. Spending gold for gold doesn’t make sense if you don’t account for the cost of repairing your equipment. You has to enter how much money each run costs in repairs, so your expectations matches what the tool tells you.
The Hidden Costs of Gold Farming
Second, there’s time. Sometimes you can take a route with great results, except it takes you forever to get there. Waiting in line and traveling feel like minor details, so you don’t realize how easy they cause you to underestimate your total travel time. It’s just walking back to town or waiting for your portal, but those idle minutes accumulate across multiple hour. The calculator counts all non-productive time as an expense against your yield.
Drop tables don’t capture market dynamics. Just because you have lots doesn’t mean it will sell quicky for top dollar. Player demand and your server’s economy determine sell-through. When you list things when nobody want them, you make less money no matter how much you’ve farmed. Your estimate should of use a sell-through percentage to avoid overvaluing your stock based off theoretical maximums.
Averages are nice, but variance matter too. Some routes is based off commodities, like ore and basic herbs. The prices of such goods will be consistant. They aren’t very profitable, but at least they’re easy to predict. Others involve risky rare drop whose prices vary a lot. This increases variation and thus expands the expected hour range. This means there’s great reward potential, but also great risk. Use reference tables to group risks and pick accordingly; do you want stable payouts or wild swings?
Farming is about minimizing friction. It is not always about doing the rarest drop ever. Oftentimes it’s about taking the most boring run with decent sales but little travel time/repair cost. Overhead loss show how much you lose to costs like repairs and fees. Retained gold shows your net profit. Use this to contrast between routes!
Take one of your existing runs as it is now. Log everything. Mount up, run around, bank, time it all. Next, log how much you spend on consumables and repairs actualy. Plug that into the model. What’s your actual income? Once you account for these hidden costs, perhaps that complex dungeon clear isn’t worth it. Perhaps your simple gathering loop is naturaly superior. Knowing the true cost per minute spent in game help you farm smarter.
