Whether you are a day-one beginner, a returning veteran, or an experienced Uber player, I’ve put together a comprehensive video guide detailing how hunting mechanics and the Loot 2.0 engine actually work in Entropia Universe.
took us a lot of time and hopefully we will help a lot of folks still wondering about mechanics of how it all works.
feel free to let me know via discord if you have any or some constructive criticism, is always welcome
Key Topics Covered in the Guide:
Effective DPP vs. Nominal DPP: Why the base Damage Per PEC printed on your weapon isn’t the full picture, and how total operational costs (armor wear, healing decay, mob regen, and overkill) dictate whether you get high-markup loot vs. raw shrapnel.
Weapon Efficiency & Looter Skill Level: How weapon efficiency and your specific looter profession level work together to unlock up to a 14% TT return boost.
Minimizing Overkill & Defensive Costs: Why you should never shoot an unmaxed weapon, the importance of keeping mobs below your evade level, and utilizing proper finisher weapons.
Gear, Buffs, and Rings: The impact of passive stats like Critical Hit Chance (e.g., Easter Ring '22) and Reload Speed on your bottom line.
The Consumable & Markup Trap: Why burning high-markup pills and enhancers can ruin your returns unless offset by specific high-markup event drops or defensive savings.
Wave Mechanics & Dynamic Events: Understanding wave intervals and how mindfully timing your high-DPS / high-efficiency weapons can maximize markup.
Market Mastery & Selling Strategy: How oversupplying auctions drives prices down for everyone, and how to properly read market graphs, orders, and timing to double your markup profits.
However, regarding the “only hunt with maxed weapons”-part I’m missing SIB of non-maxed items being mentioned. I agree that the skilling part is a different story, but it’s not like that the misses are completely lost. Skills somewhat accompany the loot and also have a value, so every line of skill increase in the log reduces the TT-value of the loot by a fraction. I’m not saying that the returned skills completely cover the lost TT-value of the loot, but it’s not a good idea to simply forget about them neither.
Please note that it’s not my intention to start a discussion about this here, because there have been many other threads and opinions about this over the years.
I’m sorry I couldn’t resist, I was thinking about this today too. I searched through some of those old threads and it still seems super controversial. Did anyone manage to confirm whether popping skill pills reduces TT returns?
They have exactly zero value. All the value of skills is markup, you cannot extract a skill without an esi. TT value of skills (which isn’t TT value but required TT value of skill chips) would put us all in profit otherwise.
Not using SIB is a good rule of thumb, there are very few cases when you can argue using a weapon that is unmaxed. Either just going YOLO or when the efficiency of the new weapon outweighs the loss due to lack of HA.
You’re right as far as selling is concerned, we are free to value certain skills higher than others.
However, when we finish a codex we can select a certain PED-value of a skill. Even if we can’t put a price on skills, MindArk does (0.0001 Evade probably has the same value as 0.0001 Aim at their same level).
A long long time ago people would say “You need 100 skill implants for 8k skills”. Then we got the big ESIs so we as a community started to measure actual amount of skills in how much of an ESI it fills making it so that we had a metric for it.
Mindark decided to do the same. It isn’t 25 ped of dexterity, it is “dexterity equal to the amount of a 25 ped dexterity implant”.