I am a excusive normal area miner, I cannot stand the excessive nrf on foma and other such places..
But on planet, yes there are still "veins". I think of it as follows. Take a piece of grid paper and cut a square piece out of it. Color in one of those squares and make a copy of the square and place it next to that square , the colored in points are the points in a vein.
They are the same points in a grid that is copied over and over again.
There is no point in making a grid just as there is no point in putting loot in a mob just like in any rpg. They call it equations and loot table. Making a grid cost more money to MA, provide no stability on the return/loss.
Having a non gambling algorithm in EU plausible origin as it's the common sauce of rpg rng loot.(I know..)
I will mention diablo II because they made the revolution used today in nearly all the rpgs with RNG. When diablo II started there was a complaint in the US against Blizzard saying that their Not RCE was a gambling algorithm for a game. Blizzard proceeded to a complete overhaul of the system. Instead of having random loot show up, they would have mobs drop "keys"(pregenerated number tied to the mob). This "key" would try to open from the rarest loot to the most common until that "key" open a chest which could be filled with treasures, filled with garbage or plain empty. Rare mobs such as Mephisto, pindles etc had several keys that dropped and thus could have filled and empty chests.
A key system to pregenerated chest that may not open for years(No longer gambling)
Back to entropia with the "key" system. In entropia it at least feel very similar. The concept of the "key" work in a much similar fashion but is not attributed to the mob. You do an action(Fight, Mine, Craft) and based on weapon/tool/bp/attachment used. You generate a key based on the decay vs mob max hp. As many ubers mentioned in some very good threads made over the year, high DPP gears tend to give more interesting loot. My belief on that is simply the same as Diablo II Monster Level loot Table but in EU is DPP related.
A way loot table of MU options.
Be it the slider of crafting(crafted item count vs res received from craft), using a Mayhem gun vs a Grindhouse(Seeing MU vs shrap only) or a Finder alone VS amped(Finder more often rare vs finding bigger hit of generaly lesser rarity). Do these zones overlap ? Is it possible for anyone to unlock a key for a 3.1 DPP using a 2.5 DPP weapon? I cannot tell but these are credible --->concepts<---(Thats not a fact). I know as far as mining, there are "keys" to some rarer finds that will NEVER show up with a TT finder(I mined with TT so much to map planets common find and I never found Gold with a TT finder. At least 5000 ped to stay in the low. Thats a huge time of play at 0.1523p per drop for both ore and enmatters). Even if some may or not overlap, there 2 things I can see if I consider the key system. The more you spend per action for the minimum spent requirement, the more "Shitty keys" you seem to unlock. Just like a Grindhouse weapons unlock the perk "Shrap only loot" the same way that condition crafting give a lot of res or that amping with a tera 10 will very rarely yield a big hof of lets say Ignisium or Dianthus and that from what I know(could be wrong), Dunkel will never drop with a big amp because it's just impossible to reach that high of a TT on the drop for that enmatter.
Seeing things using other tools to work on your project.
As for your experiment, you should take a look at littlebigmining log. In general, it is very accurate about when a miner can drop a second time at the exact same location for a chance at another find. If the adjusted circle make 100% true... Thats debatable as even if the claim doesnt show up in the small circle, it may just mean that MA made it so it give the same kind of illusion of a slot machine mini game with 5 cards and you can flip 3 for the reward. Regardless which 3 cards you flip in the slot machine does not matter because the key to the results was generated by your spin and they will even flip the cards in a predetermined order. Yup... In a slot machine you can force stop a spin, chose picks of cards or whatever the picks in that mini game and the "history" of what you find will be in the exact order that was decided when you press spin or pulled the lever. In the end, on a slot machine and even EU you can often say "My interaction with the result is just what it will be based on when I given the action to spend and nothing else will change the result at that point".
Conclusion
I explained a lot today on my
PERCEPTION* of loot and this is way closer to an essay than a statistical research. There may be a lot more to it as I do feel that MA implemented what I call the NBA Jam effect.
When you play NBA jam and suck(Play EU and lose lot of peds), your team become of fire(You seem to get more chance at luck in EU) but it does not mean your team will win the game(That you will get your return in EU). This is all theorical of course and based on my brain with it's little autistic nature when it come to numbers. Either way, it can be used to at least understand some of the loot dynamics. Many people talk about wave and stuff but if you flip a coin 1 billion times. There is a high chance that the coin will flip 10-20-30 or even 50 times on the same side. People bitch about it but it's just the nature of RNG even in life. How many Atrox die in 1 minute? (poor atrox...). You get where Im getting at ? Everything happen at some point.
*Big emphasis on perception because I have not provided any facts about NRF in mining, Fail/near success/success in crafting or even what impact the multi number/MU directly on entropian activities. Just observation which make sense, could be fact
but I have not prooven anything today.