We already have a pretty good understanding that regular loots are based on damage done and therefore have a direct connection to dpp.
For example:
From my tests it matters on mobs without a multiplier; a normal Caperon young will loot 0.80-5.00ped no matter the dpp. So, Mindark is correct in that regard, dmg per pec will produce better loot in that regard. It's a question how globals/hofs are produced: if it is random or based on ped cycled etc. Personally, when using an ml35me+evil at 2.450 eco, my return rate was falling off a cliff one week: then I suddenly received 3 hofs in 5 malcs (magically back to 90%). Coincidence? maybe, such loots are so rare it's hard to test.
So then the question is, does the multiplier calculation algorithm (that generates "non-regular loots") depend on weapon stats or whether it is maxed, or simply something independent of those factors and "dynamic", like a sum of sines?
Yes, because the bolded is fact and statistics and not a personal assumption.
How hard can it be to understand, its in the dev notes, they actually tried to tell us what to do and not to do, but hey yet there is magic involved. Or has to be .. or .. tin foil hat.
MA dont decide much, they set a ecosystem to work and its self regulating in many areas, you really think MA personally sit down and decide day to day loot?
Beeing maxxed is better than not beeing maxxed, having good dpp is better than having shit dpp.
But there has to be mooooore.... Nope.
If loot is bad, dont hunt.
The thing is the dev notes you quoted clearly contradict something that a simple mathematical calculation shows us regarding dpp: that maxing DMG is far better for optimizing weapon dpp than maxing HIT. This is a proven fact--we can take HA and MIN_DMG and calculate exactly the average damage done per pec, and MIN_DMG (ie your Damage profession) is weighted far more than your (Hit) profession in this process.
So what this means is that either
- there is some magic "maxed weapon hit factor" in the multiplier calculation algorithm that affects overall return based on maxing HIT independent of any dpp calculations,
- there is some magic "maxed weapon factor" in the multiplier calculation algorithm that affects overall return based on maxing both HIT and DMG but that weights HIT over DMG, or
- the multiplier loot calculation algorithm has no dependence on your skill with the wapon and MA screwed up when describing HIT as being the biggest factor, instead of DMG.
IMO the latter is the most probable. It's exceedingly hard to test the first two because multiplier events (especially high ones) are so rare.
ETA: Note that this is independent of the question of whether the intrinsic weapon dpp feeds into the multiplier calculation algorithm, which is the real million dollar question.
If it does, then it could mean that weapon dpp is not important (or less important, or even more important... the point is it means that weapon dpp can't be taken at face value).
If it doesn't then dpp is a very important component to success in hunting. Period.
Would be nice if entropedia was a bit more advanced. It could allow for inputting mob, armor, evader level. Let you figure out average overkill, regen costs based on dps, average armor decay based on dps/mob type, etc.
Could give a more realistic idea of DPP and actually take into account various mobs instead of an unchanging value.
Part of the problem with some of these advanced calculations has been a shortage of data on things like exact mob max damage, ratio of damage types, speed, and regen rate. Completing these kinds of data will help a lot.
There also some errors embedded in entropedia that can hopefully be fixed.