Mining fact

No no.....lvl 13 amp good. just need to use 1000 to get stable returns....( Pls buy more lvl 13 amps......Redulite prices are dipping😢)
Its not about the returns, its always been about covering the cost (MA+mu)
 
Unless you craft and sell them instead of using

Crafting those is at another level. Cost so much to chip to get at level 78 metal also attach is a lot double due to gizmo.

Then starting with 0 QR and paying 500% redu and ETC 300% woof. Ya it a huge investment but in time should payout.
 
I tend to mine on and off but when I do, it's usually Level 3 or Level 5. Maybe D-Class if I'm feeling spicy. But the amp's gotta have low MU or I'm basically paying for more swirls which is...dumb.
 
I don't know - terra amp 2, 3, and 5 take the cake as worst, but for crafters. Someone fell on their head from 15 stories high when they made those blueprints.
 
I don't know - terra amp 2, 3, and 5 take the cake as worst, but for crafters. Someone fell on their head from 15 stories high when they made those blueprints.
True. On caly level 6 is bad, quite expensive vs 5/7.
 
The worst mining amp in the game is level 13.
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So you are paying around 110 ped markup per amplifier.
For every single drop, you’re spending 6.47 ped markup.
For every double drop, you’re spending 13.75 ped markup.
For every triple drop, you’re spending 22.00 ped markup.
And only now you’ve realised this fact?! My word, luckily you found out before losing the house 😆.

Ps: please remember that spreadsheets are your friend.
 
index.php

So you are paying around 110 ped markup per amplifier.
For every single drop, you’re spending 6.47 ped markup.
For every double drop, you’re spending 13.75 ped markup.
For every triple drop, you’re spending 22.00 ped markup.
And only now you’ve realised this fact?! My word, luckily you found out before losing the house 😆.

Ps: please remember that spreadsheets are your friend.
I looked at your photo and went blind from the colors. Help?
 
I looked at your photo and went blind by the colours. Help?
It was PRIDE month last month, you should already be accustomed to seeing such vibrant colours 😆. Anyways, cooler colours just mean the least risk and warmer colours mean high risk.
 
Accidental double post.
 
The LVL13 is not a bad amp. Several factors affect the amp/finder/area choice. I imagined a dianthus only area and an LVL13 amp is superior even to an UL LVL7 (no MU)* when aiming at maximum profit per click (time spent). So right time, right place can make that amp work better than other setups.

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*taken dianthus at 200%, TT return 90%, LVL13 MU 135%. No guarantee for calculation errors.
 
Everything is bad into entropia on short term. Issue is someone go mine with a big amp and often even go indoor and wonder "Wtf just happen?". Yeah... Sand paper, 3M tape and Dildo without your permission. Its clear.. Even outside its not great. Cause you use what ? 1-2-3 amp ? rookie numbers. In EU it always been about the number of loot instance. If you dropping less than 500 drops per type in a run, there is no need to cry about bad result. its just normal.
From hunting, mining or crafting. Anyone really still believe that it has to do with more than luck to score a 1000 multi under 5000 loot instance ?
 
The LVL13 is not a bad amp. Several factors affect the amp/finder/area choice. I imagined a dianthus only area and an LVL13 amp is superior even to an UL LVL7 (no MU)* when aiming at maximum profit per click (time spent). So right time, right place can make that amp work better than other setups.

index.php


*taken dianthus at 200%, TT return 90%, LVL13 MU 135%. No guarantee for calculation errors.

No is not a good amp lol. All those indoor minerals have a certain quantity added at some interval and its not same as planet wave. In the current meta there is no way to make level 13 profitable. Been some days when redulite and pyrite were added in high amounts.
 
Everything is bad into entropia on short term. Issue is someone go mine with a big amp and often even go indoor and wonder "Wtf just happen?". Yeah... Sand paper, 3M tape and Dildo without your permission. Its clear.. Even outside its not great. Cause you use what ? 1-2-3 amp ? rookie numbers. In EU it always been about the number of loot instance. If you dropping less than 500 drops per type in a run, there is no need to cry about bad result. its just normal.
From hunting, mining or crafting. Anyone really still believe that it has to do with more than luck to score a 1000 multi under 5000 loot instance ?

Long or short them you can't cover 130% on that amp, simple as that.
 
Long or short them you can't cover 130% on that amp, simple as that.
there are mining resources that could and that thing has 100% efficiency. If someone use that on a f-102 using no enhancers and wonder why its going terrible... You dont put a ferrari engine in a golf cart. Yes I took a terrible mix but even then.. For most people they just dont do it much better than that attrocity mix I just posted.
 
@Alina : You know that just level 5, Terra6 and Dclass have affordable cost.....
 
there are mining resources that could and that thing has 100% efficiency. If someone use that on a f-102 using no enhancers and wonder why its going terrible... You dont put a ferrari engine in a golf cart. Yes I took a terrible mix but even then.. For most people they just dont do it much better than that attrocity mix I just posted.
my man you really didn't mine enough to understand how much quantity of a certain mineral is available
 
I thought there wouldn't be much discussion on this topic. I consider myself an active miner so here is my sugestions to new ones.

You like to chill while mining, without worries about returns and simply enjoy the game with steady gains-> UNAMPED
You like to mine, you got a decent bankroll and you want to have some volume -> Level 5
You want to grind hard, maximize your cycle without go bankrupt and strong heart to handle downswings - > D-class
If you want to try "wave hunting" (i personally don't care about it) -> Terra 6

If you want to gamble indoor with bigger amps consider it a gamble and lost ped. Never complain about returns when gambl-eing. If you cant handle losing it, don't do it.
 
my man you really didn't mine enough to understand how much quantity of a certain mineral is available
Right off the bat Im just gonna plainly say it before being more polite than you and providing content instead of a blind attacks in hope that it stick randomly like someone throwing c4 with his eyes closed dreaming to make it glue on something.

You dont know how much I mine, mined and how.
Im the kind of guy that do mine and when I do, I do enough that it take me generaly a week or 2 of coming on my free time to do my mining runs because I offworld mine and mostly warp my ore/enmatters so I need enough to even make it worth it.
Im the kind of guy who will go mine with ore+enmatter drop for 10 d-class with f-105(+-2000p with all TT decay) and then go do a +- 2000p run with TT finder which is about 13k drop which require nearly 50 hours of playtime to do so it take me weeks and by that time I mapped the whole offworld planet of their common ores and enmatters that are easier to get to find out that you only get 10% of the skill gain on d-class or 10 times more with TT finder on TT spent.

Im the kind of guy who will run behind another miner to not stress him out that Im "drying" his spot to show him I can global or even hof behind his ass to show that the grid system just isnt exactly what people think and that I believe NOTHING actually spawn underground for many reasons including operating cost for MA. It's just cheaper to have hunting, mining and crafting have no loot in mobs, soil or bp and just actually follow a chain of pregenerated results based on a equation related to the mats you use(TT) and the MU is based on the efficiency range your at with the mob/mining area/bp you farm.

I wouldnt even be suprised that even the UL items that we repair use their "creation mats" that are unknown to create loot and that it is distributed on pulling the chains with decay ratio representing the "materials" damaged during the decay process and the reason some amp, armor and gun can give different results.

Exemple of how I perceive loot based on a melee weapon. (I apply this principal to all decay in entropia)*
Blueprint: ArMatrix LB-10 (L) Blueprint (L)
Mat usage for a click
19.6% Basic Sheet Metal (70.59% Narc, 29.41% alicenies)
12% Simple 1 Conductors (85.71% Musc. Oil, 14.29% eye oil)
8% Simple 1 Plastic Springs (76.92% eye oil, 23.08% musc. oil)
12% Cobalt Ingot(100% colbat ore)
12.8% Root Acid(100% acid root)
21% Metal Ruds ( 74.29% ares, 25.71% Musc. oil)
14.6% Nanocube (100% nanocube)
---------------------------------------------------
What does this meal to me ?
Basic sheet metal pull on narc and alicenie chain for 19.6% of the weapon decay which is actualy 13.8% narc and 5.75% alicenies.
Following the same concept, I believe this weapon pull on loot chains as follow:

My concept of how loot return is generated by pulling on individual cryptomining loot concepts which are business wise cheap, efficient and easy to adapt and balance compare to most overly complex theories I see.

Narc: 0.138 (13.8%)
Alicenies: 0.0575 (5.75%)
Musc. Oil: 0.1759 (17.59%)
Eye Oil: 0.0786 (7.86%)
Cobalt Ore: 0.12 (12%)
Acid Root: 0.128 (12.8%)
Ares: 0.156 (15.6%)
Nanocube: 0.146 (14.6%)
------------------------------
100% of weapon decay.

A weapon use ammo ? The same apply by adding its ratio into the mix.
A weapon is UL non craftable ? For MA TT is TT as far as repair... You just dont know what chain(s) it pull on and the material ratio they used to create these stats.
You use armor/heal ? Same concept. Maybe there a penality on armor but I dont think it affect much how loot generate.


I dont think anyone know how much ressources is avalaible and there is shortages sometime. We even see players test the MU of some loot before commiting to a serious hunt to drop the hunt after it start to dry up with weapon they use.(this behavior seen in miners as well). It also doesnt mean that the guy with most efficiency doesnt often run with the MU leaving it dry for the rest even if that player taken a huge loss.
What you said is just like if I replied "You didnt hunt enough at 3.2 DPP+ to understand how much MU is avalaible from hunting". Would be even worse if someone said that to another without even knowing how much or not he mined and it feel like I dont know you so I dunno how you can know me.

*remember that Im not saying this is a fact but it is a very efficient, business way, casino way, inexpensive way, stabilizing way and so on to generate loot over time while keeping randomization with easy inexpensive tweaking and adjustments.
 
I love it when you tell someone he is wrong and they come with the line "you are rude/you are arrogant" and so on...

I repeat minerals have dynamic quantities =>MA plays with the quantity from time to time. This will be seen in price sometimes but other factor is the demand of that certain mineral. When you said that amp has 100% eff doesn't mean anything.
 
Honestly get an opalo sga wack that bad boy on chuck it in a portable repair tool as you face SW and thank me later.
 
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