JohnCapital
Slayer
- Joined
- Jul 19, 2006
- Posts
- 9,831
- Location
- Colorado
- Society
- Freelancer
- Avatar Name
- John Teacher Capital
Why would they build a system where the loot requires keeping track of what kind of tagger, main weapon and finisher (plus kill boosters like arso chips while using some blp pistol or shortblade) they use and how to really take that into consideration? Nope, too hard to code and adjust as new weapons/types/etc. it's just "how much health did they hit on this mob, and what's in it's loot table?"I could see this working laser vs blp, unamped vs amped, melee vs firearms vs mindforce, high decay vs low decay. But eco vs. non eco makes, for me, no sense. MA rewarding with quality items if you spend less.
What? Let's not leap to conclusions without hard evidence.
Oh, you mean like my too big amp test, and other tests I've done over the years, many of which I've posted on this forum?I'm referring to this ridiculous notion that DPP in and of itself somehow works as depth does in mining, and causes different items to appear in your loot window.
Yes, there is evidence to suggest that the weapon you use (or more specifically, the amount of weapon decay/ammo you used) does affect things, and not just in the "more eco = better loot" way.
Skills only come into play when dealing with non-maxed weapons, evade/dodge, etc. which was very important in the first few years of the game, when most of us weren't able to have maxed weapons becuase we simply weren't lvl 100 yet. (sample tests here and here), but say with the Terminator, it doesn't matter if you are level 50 or 150 hit/dmg. (Except the obvious difference in health/evade,etc. but in raw weapon result, nope. Excess skills mean jack on maxed weapons.)skills might also influence returns over time which could corrupt the data..
And with all (or vast majority) of us using maxed weapons, it's more a matter of hunt style, not just eco.