How Loot Returns Work as Function of Looter Level and Efficiency, Based on Actual Data, as of March 3rd, 2022

From such a lofty vantage point It must be getting ever harder to take anyone else seriously. Don’t you still want your café? When is it enough to make the move and realize your dream? Probably the only one left with anything to offer would be the mortgage advisor in your bank. I wish you success.

Thank you OP for this sincere and solid effort. It is reassuring to see it conform with expectations one could draw from official statements. There would be a problem if it revealed a major misunderstanding.

The question I’m interested in most is, what is the actual cost of getting your looter prof “up there”. That is, leaving out fluctuating markups for loot and skills, how much do you need to cycle overall.

About the disadvantage of lower levels, there is one advantage also: Since progress gets harder exponentially, your throughput for getting past the first levels is by orders of magnitude smaller than for the later ones. Also, your chances of getting better markup for your loot are much higher at the small quantities produced there. They don’t scale up well once you arrive at needing to unload thousands of peds worth of common stackables quickly. Therefore, the same still applies as already before the loot system change, it’s the mid levels paying the most.

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sound like calling the work useless as of being so uber it does not matter
oh, it’s meessi never mind :slight_smile: egomaniac is the winners way

on topic, thanks for the always excellent work and glad to contribute to research with my puny 106 looter

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Thank you for these little screens, i saved them on my computer, will prove useful (y)

For the low looter level i am (17 / 12 / 7), raising to high looter levels will certainly bring up many opportunities to spend my money :flip:

Good ! I was worried i could profit from this game.

entropia_forum_signature

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you better give em away for free.
I know someone who would be kind enough to take care of your items.

Regarding your Looter lvl. I would reccomend chipping out to a level closer to 69.

@zho thank you so much for this. very informative read :slight_smile:

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Sucks to be noob :smiley:

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How many peds cycled it takes to get 100 looter? How many thousands usd it costs to get almost your owns back? Even if you get 99% back with 20k cycle you still have to pay 20$ everyday in tt loss. Is it worth to even buy your loot you get or is it foolishess to buy anything else than UL gun/bp/mining stuff? How many years you gonna grind this game? I think this game could use some auto-pilot grinder mode for people who dont want to sit on pc for 8+ hours everyday to benefit from their “investment” Is it worth it? I guess you all who have played this game for many years, should afk-farm mayhem with keyboard and take a break during mayhem to spend time on other things, like hang out with jesus :wink:

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Not sure how much you need to cycle to get to lvl 100 looter - But it would be worth it. You will never constantly make TT profit, profit will come from markup, but the closer you can come to 100% TT profit, the smaller is the gab you need to cover with markup.

If I was to hang out with imaginary people I would hang with Santa :slight_smile:

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I’ve suspected this for a long time and spoken about it on stream a few times but never had a way to test it properly. Thankyou for doing the legwork and, and double thankyou for sharing it with everyone instead of keeping the information for yourself.

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Does higher looter profession keep shrapnel to non-shrapnel ratio the same?
I have a funny feeling that looter professions does increase TT return in a weird way such as getting more “bonus shrapnel” instead of actual good loot.
Also minimum/maximum multiplier is not that robust, I’d suggest 25%-75% range for future tests.

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Thank you very much for this whole testing and work done (y)

MindArk loves the number 7. You’ll find it everywhere.

Thank you for the data points.

TT Returns:
~7% for EFF
~7% for Looter
~86% to ~100% Total Scale

Now onto loot composition testing of DPP and Item Roll numbers?

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Unfortunately, there are problems with this thread that one should keep in mind once you get past the graphs. You cannot simply just throw a graph showing correlation (which is true, btw - people have been saying that in discord for over a month now) and then come to a list of conclusions based on that. That’s not how it works. You can propose theories (the final conclusion), but unfortunately, people here and newcomers and seasoned folks alike will treat it as gospel and go astray. The final conclusions make for a general baseline, but results WILL vary. You must keep that in mind and don’t be disappointed when it doesn’t turn out that way. You can use this as a general baseline but don’t buy into paying your house value for a high-efficiency item. There are many ways to skin the cat.

  1. loot distributions under 1x do not necessarily correlate to overall net TT return. It simply tells you a rate of drawdown. (see #2) It is merely a snapshot of the overall loot rolls. A 0.5x multi is not the same as a 0.5x multi in the next roll, and so on - because of dpp. (See #3)
  2. we don’t know the effect of looter in a competitive space, but many folks (including myself) have seen drastic swings in point in time when hunting near or around people with a higher looter. This may or may not include the looter + eff additives or it might not. This needs tangible testing - and that is very difficult. However, the effects are very consistent.
  3. There are multiple factors and variables to consider - we have no idea if there are kickback mechanisms at play that account for the frequency of the upper band of multis. I can also tell you that the band of multis differ between mobs. That is the fun of doing data analysis and discovery.

Not everything is black and white nor is it entirely complicated.

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This is great research and all. However I really think you lot over complicate this.

The loot system won’t (to some degree can’t) be this complex.

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Statement with no substance. Care to elaborate why and explain your analysis and data points of the loot system futher? Also, please heavily elaborate on the ‘can’t’ portion.

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You just proved my point with this.
Although I assume this is sarcasm..
Overthinking

anyone who cycles hundreds of thousands of ped every month could have told you about the linear correlation between looter and efficiency. but as i’m sure others are going to point out, looking at baseline multipliers on a loot-by-loot event is only going to give you a partial answer without a lot of assumptions being made. but if nothing else, it helps show how eff/looter can help stave off losses in the short term.

regardless thanks for the effort on this study and hopefully it keeps some people out of the “all hail lootius,” “depo to get hofs,” and other tinfoil hat theories.

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People actually think lootius isnt a meme? lol

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I proved a point, which was never made, because you never actually stated anything. What did I prove by questioning you, that you have no answer? Yes I think so too.

Thankyou for the data, just what I was looking for.

As a new player it is obviously futile being a hunter. Low level looter is a HUGE handicap. I will just invest in deeds and let others lose money playing.

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So, when Mindark introduced the looter profession they lowered the base return rate and made returns worse for new players? To my beginner eye it looks like the game was more balanced and fair to new and mid level players when only weapon eff was taken into account and 1-2% was the difference between most players.

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