-CUHOF Dungeons strictly give a 100% return based on MU data, so TT+MU=100% return
I haven´t run a single CUHOF instance, yet I know that this statement cannot possibly be true. If you had said "CUHOF instances have a set return rate, and players that frequently run CUHOF is using this to their advantage by keeping MU at a profitable level" I´d be more inclined to believe you. MU is what other players are willing to pay for what you produce (or likewise, what you are willing to pay for someone else to produce) if no players would pay what it took for a CUHOF instance to break even in MU, you wouldn´t be able to break even on CUHOF (Friendly note, the same applies to ANY area or mob in the game)
-I find it interesting though that killing a whole bunch of mobs at once (presumably) gives the average return of 96/% while killing 1 mob or fewer mobs that take longer to kill would be random because of the kill mobs faster for more stable loot returns. I remember reading from the notes that efficiency determines whether or not you get an TT, meaning the TT return is increased, that you are more likely to get a single item with a higher tt value, resulting in higher likelihood of getting a item, but the MA person did not explain it the way the notes explained it.
The notes herein specify nothing at all about the timing of kills, it simply states that if you want stable returns, kill many creatures. I'm not going to make it more difficult than it has to be, but if you want stability, killing as fast as possible is not the way to get there (necessarily). This has nothing to do with the game, but just mathematics.
If you read somewhere in the notes that efficiency increases your chance to get an item, you either misread or misinterpreted.
-Also, interestingly enough. There is actually an equation that always comes out as the weapons efficiency number when you calculate the Ammo, Decay, and Dmg of a weapon.
There is no equation that "always comes out as the weapons efficiency number when you calculate ammo. decay and damage".
-I don't think the land area note is very explantory. Pretty much just says, Yes. Land owners get money from hunting and mining. :/ Based on everything else said about loot, it is like saying, anywhere you hunt whether on a LA or not on a LA, you are being taxed for all LA in the game... But not.
The LA note is very explanatory. LA takes whatever percent is set to from your loot instance. If you get a 15000 PED loot on non-taxed area that would be reduced by 3% on a 3% taxed area to 14550 PED. All other costs are the same.
Now, IDK if I am right or what, of which is based on what I read in the Developer Notes, as for what this person said, it is like shoving the reality to the side and saying that what you think is happening happens and as for your question about how what you know is happening happens, "Not enough data provided".
But it also raises questions that I addressed above about the legitemacy of straightforward answers as a lot of this information is redundant to the other half.
I don´t know what you think this is. This is a compiled list of official statements. A list of quotes from official sources. These quotes were collected from threads in which people had questions regarding what was in the Developer Notes, and the developers were kind enough to reply. This is not any one persons thoughts and ideas about how the game works. This is what we KNOW about the game.
IF YOU READ ANYTHING IN THE DEVELOPER NOTES THAT CONTRADICTS ANYTHING IN THE OP, YOU EITHER MISREAD OR MISUNDERSTOOD THE DEVELOPER NOTES AS THESE WERE STATEMENTS MADE TO CLARIFY SAID DEVELOPER NOTES. (if those developer notes were published before the quote date)
-So, What Efficiency do I need to get that 96% return rate if I am killing a large number of mobs in a small amount of time so that I get higher average TT Returns? I wonder what level my looter profession would have to be to get that too since the data from 2017 was referenced as "Ubers" although someone was saying that Loot Profession didn't exist at that time.
That is up to you to figure out, in one way or another. Looter professions were not implemented at the time of posting the statistics, and we have not been given any official statement on what, if any, impact the implementation of looter professions had.
-Returns were greater before they "brought back" healing/decay returns, lol.
That is definitely possible that this is true for you or any other number of players. If that is the case, I suggest you look at what you were doing differently back then and go back to doing that. Just because "some to all" healing/armor decay is returned, doesn´t mean you have to (or even should) always wear armor and/or heal
I've seen that in some instances these criteria are false and/or have been disproven.
So after going through all that, the only "disproven" criteria is the following:
But the 100% loot return was verified by like 5 people when I ran the dungeon 7 times and started noticing that the loot was oddly specific.
Your proof is "verified by 'like' 5 people" for instances, that may or may not have been impacted by the loot 2.0 change (as there are still instances that are not working properly as of loot 2.0)