CH Hunting Log 12 JamRaider

Hello there!

Here’s 12th part of hunting log series.

Daily routine 3-6 hours or 2000-4000 kills per day. In total roughly 20 hours or 13.5K kills.

This is not meant as guide but rather raw datapoint directed to new players.

Finaly had chance to test out 1 shot 1 kill grinding method in situation where i considered it to be justified. IF you are unaware of what i mean by this please check out @PreyNaika thread.

PreyNaika isn’t active on this forum and all he’s thread have fallen under “System posts”. At the moment i cannot fix “thread” Link.

Been wanting to try this out ever since i started to play the game. You may compare this log to Diripi log, both are 4.1K PED cycle. Diripi was done with Frontier Hunting Rifle, Adjusted min maxin DPP and this was done with EWE LC-200 Scout, CDF Edition (L) min maxin kill speed. Weaponry choise was purely based on the least cost and availability to me at the moment.

This hunt provided me enough empiric experience and data to make educated decisions when ever to use this method in certain situations. Couple examples could be limited time spawn during event such as this was. Skilling quicker to reach certain profession lvl. Mob that has no MU but i am grinding Codex ranks anyway.

Short term i see no issue with this method TT return wise but i’d dare to say long term you are prolly losing on MU. Sure if you hope for extremely rare drops, could be profitable but i dont count on those alone. Average MU matter the most. Can i recommend this method to lvl up quicker and save time? YES but only if you truly know what you are doing and have bankroll to do it. I’d like to add that my situation was not something what is ideal for this method. It was just ideal to me. :slight_smile:

I’d like to point out that this method made me global like crazy, but that didnt change the end results what so ever. I’v been thinking from day 1 that globals and hofs mean nothing and you cant measure people returns, succes or knowledge based on global numbers. (Just wanted to remind you of this)

  • TT return % (No noticeable difference between logs)
  • MU (Dont expect to gain much in MU)
  • Globals (You global more, returns are same as always)
  • Loot Composition (Shrapnel heavy loot as expected)
  • Volatility (No noticeable diffrence between logs sample sizes)
  • Overkill (Overkill is paid back in shrapnel to certain extend)
  • Skilling (With right HP/LVL you can skill way faster)
  • Limitations (Requires dense or quick respawn spawn)
  • Budget (Without sizeable bankroll or no MU target you burn thro your money quicker)

This hunt combined both data collecting, empiric experience and my “current situation”. Since i am working on under 10K cycle demanding codexes, i wanted to complete this Codex and avoid the need to wait for next robot event to enable the spawn. Always consider your situation and budget. :slight_smile:

Equipment: Ares Ring, Perfected, Hermetic Ring, Perfected, EWE LC-200 Scout, CDF Edition (L), ArMatrix Extender P20 (L), Restoration Chip, Frontier Stimulant Pill X1

Stats: Before/After

Total skill points 77025/79576
HP 132/133
Laser Sniper (Hit) 47/48 lvl
Ranged Laser (Dmg) 42/43 lvl
Animal Looter 23/24 lvl
Mutant Looter 13/13
Robot Looter 9/12
Evader 19/19 lvl
Biotropic 17/17 lvl

What is my take away from this hunt?

  • This spawn is available only during robot events
  • No healing required
  • This mobs become unreachable with too low dps (Case)
  • Dont get stuck to single minded thinking.
  • Track, observe, experience, test and only then draw your own conclusion.
  • Earlier take aways from previous hunt logs still count

What next?

Work on Codexes that demand +4K PED cycle to reach 25 rank.
Plan to grind atleast one codex with ZX Sinkadus to get compareable data on effi and dpp values.

Mob maturity: Gen 01 to Haywire
Location: Jason Center → /wp [Calypso, 75486, 80223, 117, Waypoint]
Time spent: 20 hours
Globals: 45
Codex rank: 25 Done

Disclaimer: Due to tracking tool issues at times, mob variance and kill steals. I’d say there is margin of error 13-130 kills in these stats.

Number Kills TT Cost TT Return
1 1000 306,88 259,86
2 1000 306,20 277,76
3 1000 305,55 286,09
4 1000 308,35 279,44
5 1000 308,17 284,85
6 1000 308,16 294,88
7 1000 306,12 301,10
8 1000 308,80 298,42
9 1000 308,58 287,25
10 1000 309,23 278,83
11 1000 309,62 286,89
12 1000 306,10 283,32
13 1000 308,38 280,99
14 500 171,06 165,59
Total 13500 4171,20 3865,27

All together:

TT Spent Healing 0,00
TT Spent: 4171,2
TT Return: 3865,27
TT Loss: 305,93
TT Return % 92,67 %
Kills 13500,00
Hours: 20

Loot Composition:

Name TT
Shrapnel 3564,08
Belkar Stone 113,56
Robot Low-Loss Link Cable 93,84
Socket 1 Component 29,80
Socket 2 Component 29,30
Isis LLP 1 (L) 12,60
Infrasound Emitter Component 8,00
Lacerating Attack Nanochip 1 (L) 6,28
Regeneration Chip 1 (L) 2,82
Diluted Mineral Extractor 2,04
Superior Cloth Extractor 1,63
Basic Mineral Extractor 1,32
Entropia Unreal Token x2 0,00
Total 3865,27

Want to see more logs? Click here

Have questions or tips? Spotted error? Looking to buy something? Feel free to PM/mail me here or ingame! Happy hunting! :slight_smile:

9 Likes

Just a suggestion overkill is paid back in shrapnel but try not to over do it like it still has a cap like it will compensate upto certain amount of overkill .

Eg certain amount of overkill is ok you don’t have to switch to lower dmg weapon to get the perfect kill .
But avoid using too heavy weapons on small mobs like i used mod nano on 10 hp punya on ark just to test it out for few 1000 kills ? and it stayed at cap 50% tt return .

2 Likes

Makes sense. Thanks for feedback :slight_smile:

Onehit farming/ skilling makes sense only if you plan push levels fast in a very specific level range , the purpose is skilling only

You constantly have to adjust the minimum damage and the mob to your level, for example :
Sabakuma (10hp) min 10 dmg
Arret(20hp) min 20 dmg
Ubo or merp (50-60 hp) min 50 dmg
In order to lvl fast constant

Why ?

More damage usualy means more spend
More spend means more skills proportional to the input.

TT stays same depening on your looter and Efficiency. (Aslong you dont do some crazy stuff like 1 ped spend on a mob that usualy costs only 20 pec to kill)

Lvl HP ratio like Acolyths or nexnecis turn superior after you cant benefit from the oneshot advantage.

However, mu wise its usefull if for example all you can sell is animal oils with 101% because converting shrapnell for 101 is worth the same but you dont pay auction fees

Hope this helps :slight_smile:

2 Likes

Makes sense especialy MU part. Thanks for feedback! :wink:

Appreciated. Nice log again. Makes me more confident to try oneshot killing myself and not to worry about overkill too much. I got to hesitate after around 1000 kills under 75% returns with weapon that max dmg is same than mob hp. But was just coincidense I guess

1 Like

Yet another nice write-up! 1% MU will hurt your ped card long term, but I guess it can be worth it early on to boost looter skills. And it’s fun to one-shot stuff :smiley:

1 Like

This log has been edited.

This is due: PlanetCalypsoForum.com to Entropiauniverse.com forum/server migration.

Edit: Information here is now fixed and links are working again.