It's not going to happen. After 2 years it has become very clear that if you make a high risk-high reward item, it will ALWAYS be priced assuming the high reward is always occuring, otherwise it runs the risk of being game breaking. So high risk-high reward is a failed deign concept within the constraints of this project.
I'm thinking a random/risk where everything can be useful, but in certain instances or combats, it could be more useful than others.
So the risk is that you may not get what you need, or you may.
But from a pricing standpoint they are more or less equal (it depends on the particular matchup of each situation to determine the usefulness)