What you have to do is constantly subtract a small constant (something that represents your 9.8 m/s) from your yVector. When the ball is going down (yVector is already negative), this would make it go faster. When it's going up (yVector is positive) it would slow it down.
This would not account for friction, so the things should bounce pretty much for ever.
edit1: To account for friction, whenever it reverses (and you reverse the sign), lower the absolute number a little. Like if it hits at yVector=-500, when you reverse the sign, make it +480 instead of +500. You should probably do the same thing to xVector to stop it from bouncing side-to-side.
edit2: Also, if you want it to react to "air friction", reduce both vectors by a very small amount every adjustment.
edit3: About the thing rolling around on the bottom forever--Depending on how high your numbers are, it could be one of two things. Either your numbers are large and it just seems to take forever to finish, or you are rounding and your Vectors are always 5 or something. (90% of 5 is 4.5, so it may round up to 5).
I'd print out a debug statement and see what the Vector numbers are like. If they go to somewhere around 5 and just stay there, then you can use a function that truncates your fraction to 4 instead of rounding back to 5. If it keeps on going down and eventually stops, then you might have to raise your friction coefficient.
If you can't find an easy "rounding" function, you could use (0.9 * Vector) - 1, subtracting 1 from your existing equation should do the same thing.