If it cost 100ped to finish one rank for others it will cost 100 ped for you too .
Unless he is the chosen one!
https://youtube.com/clip/Ugkx1-UkvmiYbqDoNhOOt2KstJ_UImncuuRQ
Placed the whole video below cause the forum doesnât like the new youtube clip feature.
Well done Zho and respect for putting this detailed analysis of multipliers together.
I would however like to point out that just like those who look at each loot they get, looking at the multipliers is only the second layer - you can hit a nice multiplier on a mob that you killed with a single crit and minimum cost just like you can hit a bad multiplier on a mob that evaded you ten times in a row.
You can also only loot from mobs/in areas what others including you have lost there before.
Looking at the spread of multipliers in the short and mid term can only tell you a tendancy in which direction the system supports your baseline, it doesnt tell you anything about wwhat the other hunters in your area on your mob type are hitting, how much they leave or take and how that affects you.
Early on this year i managed to cycle about 500k ped with a 7% efficiency weapon while having over 100% tt return, going to the million ped cycle i was down to 97% over this 1 million. Returns are very much amplified with such low efficiency and extremely bad dpp and it puts pressure on your average tt return in the midterm - i had to cycle another million ped to see my TT return climbing back to where they should be/had been while still being out quite some of what i dropped using the loweff/dpp weapon before.
You dont see it in multiplier analysis or short term loot analysis but there is an average return modifier that slowly âshiftsâ over time - something that decides when your good multi hits an expensive mob when you are âdueâ/âqualifiedâ and in a better overall âpositionâ then the other 5 hunters next to you.
Also when looking at return tables depending on efficiency lets not forget that the efficiency is not an overall modifier it is an inherent attribute of the weapon you use, this means it can only impact the ped you turn over with said weapon, it can not influence the returns of your armor decay, your fap decay, your inefficiency of killing a high regen mob in less then the optimal time (this would be were dps/dpp provide a direct improvement).
Even with a high efficiency weapon you can be facing mobs that evade you again and again, high dpp/crit chance/crit dmg directly counter this impact in the long run averaging out the bad with the good.
Based on TT cycled not TT returnedâŚ
⌠I checked exa codex and the figure I would personally trust is a total spend stage 1-25 of 5175 peds. The suggestion of it costing approx. 700 peds less is about 13.5% lower cost, which is well outside what I could conceivably see as tolerances.
As I said, for me when I tested, the stages were always close enough to what I expected to not really need to individually add up ammo+weap decay+heal+armour decay any more, but I did still compare often just to make sure. It was more like having a second way of getting to the same answer, thus reducing the chance of mistakes.
Sounds more like someone using a loot tracker setup wrong or not including all expenses. The error is just to big.
Unless you have an amp on, then you can have better efficiency value when using eco enhancers, but if it realy works, Iâm not sure there. ![]()
Codex is simple⌠0.5% of Spending comes back in skills (normal tier)
some correction in multipliers come off for Kind 2 and Kind 3 (reduced because more âimportantâ
so⌠1000 Ped kill cost = 5 Ped Skills.
This is but several of the many factors omitted from the OP.
One should not oversimplify important points.
Hello Don. I have never stated I would publish the data. Because I wouldnât. There are a few people that I âtrustâ within the community for which I have shared these findings with and collaborated on the results. They can freely corroborate the story here if they desire, but no obligation to do so. I have periodically published data, findings, or written long articles for the community when I have found it to be imperative - the bankroll management, the Arkadia instance scam/trap, the amp decay test, and the multitude of unmaxed and/or hunting logs. I no longer publish related information unless it is already in the public space. The level of information gathering and intel that I gather is not something I would freely share as there are a TON of people in this game that I would not want to benefit from it - and that list is growing.
This game at its heart is a PvP game. The phrase: donât teach the fishes - is very important here. Teach the fishes - and you become the suckerfish.
Just wanted to say thanks very much for putting in so much time and effort to publish great clear-cut statistics. Inspired some great comments here too. From personal experience it seems very accurate and also confirms my personal experience between looter and efficiency and explains why my TT returns have actually improved moving from a 88% eff weapon down to 70% weapon as my looter levels have grown greatly during that time between the two different weapons, data points.
One cannot argue against that. It is, however, the most complicated and elaborate pvp game outside of RL Iâm aware of. You have to marvel at its engineering.
Our human mind i snot made for âextremely smallâ and âExtremely largeâ numbers.
a stupid example i made to colleagues in Italy:
if we put shoulder to shoulder the whole italian population can we expect to cover the fuil perimeter of the sea shores?
and in positive cases how many times?
The answer is surprising⌠many think we can not many say that we can one and a half times.
we got 59.300.000 (2021) ppl, 8300 Km coasts⌠using just 50 cm average shoulder widthâŚ
the distance is made of (8.300 *1000 * 2) = 16.600.000 Peole⌠so 59300.000 / 16.600.000 = 3.50 times.
if we speak about virus, and i say "if we line up 100 Corona virus, can we see them ? answer 90% is âsure those little bastardsâ
biggest viruses are 150/1b Meter so in millimeters = 0.00015 ⌠100 of them are 0.015 millimeter and we can not see it with bare eyes
The same works for large sample randomizers distribution.
Entropia has a randomizer cycle that is really long. ppl name the number 7⌠it can come in our mind that look for a pattern (we are programmed to find a pattern, to adapt our past experience to the future) as a "most common result of a 2 dice roll)⌠it can be a 7 state randomizer (there is a study on that on a post on a RT instence roll).
i wrote already "do not use Student T in entropia). the world of entropia is (statisticallyu speaking) Leptokurtic and etheroskedastic.
we have high peak and fat tails, and the model is Skewed to the left side (higher losses)-
It is like the distribution (canonical) of equity markets and its brownian motion is in some extent GARCH imho.
i was a professional option trader for 19 years and i experienced similar paterns.
Entropia is fractal, we ahve small, medium and large randomizer cycle. i am gaming jsut since 2 year and cycled less than 4m PED so my sample is relatively small but killing small creatures (under 3 ped kill cost) made me collect almost 1m loot instances and the Deception of âcoin flippingâ is a reminescence of the past.
the is a âdogwalk effectâ and a âmean reversion effectâ in the returns.
Baseline is that we need to aim to collect 3% average markup on kills and 6% in crafting⌠OR sell lourt skills to balance the cost. each skill tick is about 1 pec value and game reward skill as part of the âreturnâ. if we account skill manufactured loot is about equal to decay (codex gifts us 0.5% to returns, iron mission âgiftedâ less for lower ones. Rocktropia, older iron we can finalize in other planets, traeskero, rex and leviathan and all storyline mission are âdouble dipâ and lead to profit.
OP is solid numbercrunching but is overvalued because caps at 100⌠need to take off MA and PP slice⌠so we can expect game to be capped at 98.5âŚ99% return (PLUS SKILLS).
i personally think that interaction between Looter and Eff and not just a sum (or a new player with a grindhouse should expect 85% returnsâŚ
but in this case it is âgut feelingâ and falls into âdeceptionâ too.
Very interesting post. i take it as âexpect return between 93 and 99â and keep shooting looking for some sellable MU ![]()
Without reading fully, surely you know the fractal question: How long is a coastline?
Youâre still in the free edit time windowâŚ
(nice to see a more in-depth use of knowledge being shared here though)!
The pounding heart of EU remains its loot mechanics. There have been, and are, glaring problems with the wave dynamics, but overall it has stood the test of time well, whether mobs, mining, crafting, harvestingâŚ
What is then done with the loot - and thus its mu - is also a battleground ![]()
This is good info. The difference between ~60% eff weapons and 75+ eff weapons was not as high as I had assumed. I can reasonably aspire to 100 looterâŚsomedayâŚbut i cannot ever see myself in possession of a weapon equal to half my annual salary ![]()
Worth a bump right about nowâŚ
A couple pointers:
[ul]
[li]TT return is capped below 100%; no matter what gun you use. You can use Marcoâs dev gun and still get 98% TT return.[/li][li]There is such thing as a personal lootpool, donât care what MA says. It safeguards against losses to much to quick and moreso it makes sure you donât get multiple multipliers in a short term. This is what they did to fix the mining amp exploit and they basically expanded it to all professions.[/li][/ul]
So while the scale might be true. If you fall below you are going to be compensated in the long run to get to 90% return and if you outperform it you will be capped.
MA chooses its words carefully. A bucket is not the same as a pool of water. What MA tracks IMHO is our tt. MA gives us smaller and larger buckets to fish out water with. We donât get our own pools, we get buckets, sized at whatever the algo tracking our returns determines. If we get fish or crabs when they are added to the pool (mu), MA doesnât care. They just care about the volumes we collect and add back inâŚ
I donât believe that is true. 99%+ is defo possible. Looter is still too new to draw any conclusion about what happens over level 100 with only handful of players above that level.
Iâm even starting to believe theres no such thing as fixed tt return like a fixed number that your returns should converge to.
It may even work like: all people spent 1000 ped last minute. The next minute there are 990 ped to claim between all people based on their efficiency+looter.