ROI vs TT%, improving your logs, and misconceptions - a helpful guide

atomicstorm

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I wanted to share a little bit of insight and have a thread that can be used as reference, as I am DM'd repeatedly by people asking for information and to be fair, I have also been DMing folks to compare notes only to find that their way of calculating is wrong. There are several folks purposefully giving bad advice and misleading information, and feel the need to post this to make sure folks are not led astray, like I have been through the years.

* This is also to say that not all folks sharing their logs or sharing them privately with me without the below information are purposefully giving bad information.

Let's break down a few misconceptions, the way the game works from a simple view, and how to properly calculate returns:

ROI vs TT%

Every few days, we see players say they had 25% returns. This is not possible unless you are condition crafting (gambling) or always hitting the minimum multiplier of every mob on non-taxed land, which is 0.25x.

Why do I say non-taxed land?
Because the lowest multiplier on taxed land is less than 0.25x. This means the lower and upper bounds of your loot is influenced by tax. Shocker! (Not really)

What is the player experiencing then?
The player is reflecting the ROI of his deposits.

Example:
  • Player A deposited 1000 PED. By the end of the week (7 days), the player now has 250 PED. The ROI is -75%. Annualized ROI is -100%, because of obvious reasons.
  • Player B deposited 1000 PED. By the end of the week (7 days), the player now has 2000 PED. The ROI of the capital deposited is 100%. The annualized ROI is 5200% from that 1 week. We know that it isn't always that way, but you should get the idea.
What is the TT% return then?
TT returns by percentage, otherwise known as return to player (RTP), is calculated by the return of funds through turnover/gameplay.

Example:
  • Player A deposited 1000 PED. He plays for 1 week and cycles 5000 PED. He is left with 250 PED. We can deduce that his TT return, assuming they did not buy any items, is 4250 PED. The player's RTP is 85%, otherwise stated, the player had 85% TT. (This is why bankroll management is important). The player's ROI is -75%.
Bottomline
The player will always lose to the house when it comes to RTP. The odds can be increased through improving of levels and efficiencies. The more important metric is ROI, which is influenced on markup obtained - from all activities. Getting 90% RTP but 15% markup is much better than 98% RTP and 2% markup.

Peri Mutuel systems
Entropia Universe runs on a modified form of a peri mutuel system. Racehorse L2 casinos and poker (specifically tournaments) are examples. This is not to say that Entropia IS a peri muteul system, it is that they share similar qualities. If it was a full peri muteul system, it would be illegal in several jurisdictions (even though there are several illegal operations running in Entropia today). This is to say that we are all playing against each other with the house being the controlling house.

While we do not know Entropia Universe's black box algorithm and could be clouded by coding flaws, we do know the general principles behind it.

The what:
Players receive loot in return for their activities, based on the following criteria (RTP impact):
  • Looter levels (animal, robot, mutant)
    • Disclosure: If looter affects Mindark's commission, then it is OK. If it is player competitive, this is a pyramid scheme and would be illegal in all jurisdictions. Which way it is configured is largely discussed and disputed by the community. For this guide, we will assume that it is not competitive.
  • Efficiency of weapon (0 to 100%)
  • Having hit/damage levels for the weapon being used
  • Having necessary QR (and levels) for the crafting blueprint used
  • Exploitation of waves (otherwise known as "knowledge")
  • Multiplier/loot caps based on mob markers
    • Disclosure: There is conversation within the community about certain mobs having upper-bound multiplier caps, such as shared tagged mobs.

Loot composition, good stuff vs. shrapnel (which can be better in some cases) is based on the following criteria:
  • DPP (damage per Pec)
  • Resource caps
  • Waves, most loot is not randomized but is instead, timed.
Damage Per Pec is based on the following criteria:
  • Damage / Cost
  • Armor and healing decay (influenced by Evader/Dodge)
  • Faster kills (influenced by regen rates)
The how:
Mindark and planet partners receive a rake (commission) based on player activity within the universe. The amount of commission is dependent upon several factors:
  • Planet partner agreements where the activity is performed
  • Where the player started
  • Affiliate commissions (several select players through the years plus NFT egg holders have received affiliate links granting them a specific % of referral's rake to Mindark)
  • Revenue instrument impacts (CLDs, NI deeds)
  • Whether or not the player activity is impacted by land area tax
Misconceptions
  • There is no evidence that Mindark influences RTP based on withdrawals in queue.
  • There is no evidence of deposit bonus HOFs or improved RTP because of depositing more vs. withdrawing more.
  • Mindark receives their revenue from player activity, not solely decay, based on a fixed % influenced by RTP influences noted above.
  • Mindark does not receive their revenue from deposits. Deposits are liabilities in their reports, much like banks. Mindark must have players continually cycle their PED cards to generate revenue. Hence the repeated events (despite removing Summer Mayhem to reduce events only to add a dozen more). Deposits are only a means for additional opportunities for player cycle.
Example
  • Arkadia born player hunts 1 PED mob on Calypso with 3DPP (damage per pec). Player receives 0.90 PED back from the loot pool. From the 1 PED, mindark takes X% (we don't know, it is a black box). This is split amongst Arkadia (for the referral), Calypso for the activity, and from the funds going to Calypso, CLD owners will receive their 50% cut.
  • Calypso born player hunts 5 PED mob on an Arkadia taxed LA at 5%. Player receives 0.90 PED back. 0.045 PED (effectively) goes to the taxed LA owner, the commission set (which we don't know) on the 5 PED activity is split amongst Calypso and CLD owners, Arkadia (for the activity), and the 0.045 PED mentioned above for the LA owner.
How to calculate RTP
Whether you use a tracker, a spreadsheet, or both, there's a right way and wrong way to calculate returns. Some of metrics can be shifted depending on how you want to treat mechanics like shrapnel conversions. However, how that is treated creates significant variations between player's reports on their RTP (TT%).

TT return = Total Returns / Total Cost

Why is it not TT In / TT Out? Simply that it is proven that armor and fap decay is returned in loot. Additionally, shrapnel gained from enhancer breaks is also returned in loot. This influences your returns. If you are not tracking these, your returns are misleading (at best).

Therefore

TT Return = (TT In) / (TT Out + Armor Decay + FAP Decay + Attachment Decay + Consumables/Pills [TT] + Mindforce Attachment Decay)


When comparing logs, players tend to not include armor decay and other expenditures. Since you can influence loot from armor decay, this creates a very misleading hunting log. Additionally, it is often that players do not include enhancer costs. The TT of the enhancer breaks are included in your TT In. You can include enhancer MU spent in separate part of the ledger as markup costs that goes against your markup earned. The markup costs of your activity heavily impact your EV (expected value) and in some cases, means you spend more markup than earn.

Your ledger should show:

  • TT In: Loot returning to you
  • TT Out: Weapon Cost, Ammo Cost, Armor Decay, FAP Decay, Attachment Decay, Consumables/Pills [TT], Mindforce Attachment Decay)
  • Markup Earned: Markup of items SOLD, Event Bonuses, Event Prizes
  • Markup Spent: Limited items bought, mind essences (in whole including TT), nutrio bars (in whole including TT), enhancer markup (only, not the TT), markup spent on opening boxes**, as examples.
    • You can include markup boxes as markup spent as long as you add markup earned by items from boxes in the markup earned category. The ledger must be balanced.
Separately
  • Assets (Spent over Sold values)
  • Deposits vs. Withdrawals
  • Box Markup (if you choose to track it separately)

Shrapnel Conversions
Shrapnel conversions are a source of 1% MU of converted (it is much less in practice). Including it in your TT is misleading, but some players may choose to do so for simplicity. However, if you choose to include it as TT, it must always be included as TT if you sell it on auction; where you lose the Markup. This is why it is markup not bonus TT. Different behavior means you have a mismatch.

Example
Player A starts with 1000 PED. The player converts shrapnel 500ped twice at the end of the hunt (or run).
If you are writing on a notepad, it looks like:

Ammo: 1000, 505, 505 (50)
TT: 2000
Shrapnel: 500, 500

What does this mean?
Ammo is converted and thus increasing by 505 each time (500 x 1.01) and the hunt is ended with 50 ped of ammo.
The player had exactly 2000 ped at the end of the hunt.
Player converted 1000 ped of shrapnel and in the markup earned category should put 1000 x 101% or 10 ped of markup.
The player spent the markup of the shrapnel immediately (self-consumed) and was left with 50ped of ammo at the end.

The player had 102% TT from the encounter, assuming no other decays as we're keeping the example simple: 2000 / (1000+505+505-50) = 102%

Expected Value
Expected Value (EV) is the expectation of profit or ruin over a long period based on odds and other influences.

Example
Please follow this example closely, it is important!

Example A:
  • You determine the baseline as player for hunting is 97%.
  • You hunt Smelly Mob Category 10
    • Your overall markup potential is 3%.
    • You enhance 10 enhancers at an average cost of 0.12% per enhancer of markup.
  • You cycle: 10,000 PED
  • Your expected return from the baseline is: 9,700 PED
  • Your expected markup is: 9700 * 0.03 = 291 PED
    • Markup earned (the percentage) is based on TT in because it is:
      • Based on goods you already have
      • Because getting a kickback HOF is always in shrapnel at 1% (we won't get into adjusted overall markups, but this would add or reduce markup based on the likelihood that the difference of baseline is influenced by a shrapnel HOF)
  • Your P/L is -299 PED or -9PED under break even.
  • Enhancer break is approximately 1.2% of your turnover or 120 PED of enhancers, increasing your P/L to -129 PED.
    • Hunting 10 hours for this result, the EV of this is -$1.29/hour over the long term making this activity and configuration a negative EV situation.
    • If you are going to hunt this, for a specific reason:
      • Then it is better to not enhance for an improved EV situation; which would still be negative at -$0.09/hour.
      • Or Improve weapon efficiencies or looter
Make sense? Good!

Downloads
Here's a spreadsheet posted long ago that I made available for use: https://github.com/atomicstorm/EUHuntingLogger

I will make some additional improvements to the spreadsheet above, but you can use this freely, for personal use only, to help guide you along the way.

And lastly: question everything, even what comes from the most trusted of players. (including myself)

Other Resources
 
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Saving 2nd post for other notes and QA
 
Saving 3rd post for any figures
 
Added blurb about EV.
 
While we do not know Entropia Universe's black box algorithm and could be clouded by coding flaws, we do know the general principles behind it.

The what:
Players receive loot in return for their activities, based on the following criteria (RTP impact):
  • Looter levels (animal, robot, mutant)
    • Disclosure: If looter affects Mindark's commission, then it is OK. If it is player competitive, this is a pyramid scheme and would be illegal in all jurisdictions. Which way it is configured is largely discussed and disputed by the community. For this guide, we will assume that it is not competitive.
  • Efficiency of weapon (0 to 100%)
  • Having hit/damage levels for the weapon being used

Thanks for your comprehensive writeup.

I want to point out one thing.

However as stated in the Dev notes #11
"A special hunting bonus pool will be implemented that will distribute funds from various sources, including skill misses, PVP, marketing and special events, which will improve overall loot returns for all participants." So the decay and ammo usage generated by missed attacks can sometimes find its way back to you.
Notice that the included items are not a finite list. It doesnt say "including only", which means there can be more variables. The reason I bring this up is because I have a reason to believe that looter and efficiency works the same way as hit levels for a weapon. i.e. peds lost from unmaxed looter and unmaxed efficency just flow to the bonus pool, just like skill misses do for unmaxed weapons.

In addition to that, I believe that there is a cap to the benefit of looter, but I havent tested it. If you want to test it, here is how I propose such a test could be done.
  • Get two players with over 100 looter (must not be same level)
  • Both players equip identical weapon setups, no armor, no fap, no extra that can affect tt returns
  • Make sure both players kill 1 mob first (can be puny), to ensure any fap or armor decay is not lingering
  • The two players now join together in a shared loot team created by either player
  • One player shoots 1 shot into puny (not killing the puny)
  • Other player shoots 1 shot into puny (killing the puny)
Logic dictates that both players should receive exactly the same amount of shrapnel.

Now, with the above information in mind, I believe that looter does not affect mindarks commission and it is also not a player competitive any more than maxed/unmaxed weapon is a player competitive.

I hope you find this useful.
 
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Thanks for your comprehensive writeup.

I want to point out one thing.


Notice that the included items are not a finite list. It doesnt say "including only", which means there can be more variables. The reason I bring this up is because I have a reason to believe that looter and efficiency works the same way as hit levels for a weapon. i.e. peds lost from unmaxed looter and unmaxed efficency just flow to the bonus pool, just like skill misses do for unmaxed weapons.

In addition to that, I believe that there is a cap to the benefit of looter, but I havent tested it. If you want to test it, here is how I propose such a test could be done.
  • Get two players with over 100 looter (must not be same level)
  • Both players equip identical weapon setups, no armor, no fap, no extra that can affect tt returns
  • Make sure both players kill 1 mob first (can be puny), to ensure any fap or armor decay is not lingering
  • The two players now join together in a shared loot team created by either player
  • One player shoots 1 shot into puny (not killing the puny)
  • Other player shoots 1 shot into puny (killing the puny)
Logic dictates that both players should receive exactly the same amount of shrapnel.

Now, with the above information in mind, I believe that looter does not affect mindarks commission and it is also not a player competitive any more than maxed/unmaxed weapon is a player competitive.

I hope you find this useful.
I only included impacts that we/I are aware of. Not much else that I am aware of that is substantiated at this point. There are tests run by Zho and others regarding looter. I think Mindark has been fairly clear that it impacts your RTP. It would either have to reduce the commission to increase the RTP or be competitive. It is one or the other.

As for the unmaxed hit/damage. It has already been stated by Mindark (would have to find the dev note for it), that unmaxed hits go into the bonus pool. Unmaxed damage does not. This was changed with 2.0 loot where as previously both were problematic. Unmaxed damage levels on a weapon simply lowers your DPP. Unmaxed HIT makes you forgo peds to the bonus pool.
 
Awesome. Thanks for writing this up for the community

Data is only as good as it is accurate
 
I only included impacts that we/I are aware of. Not much else that I am aware of that is substantiated at this point. There are tests run by Zho and others regarding looter. I think Mindark has been fairly clear that it impacts your RTP. It would either have to reduce the commission to increase the RTP or be competitive. It is one or the other.

As for the unmaxed hit/damage. It has already been stated by Mindark (would have to find the dev note for it), that unmaxed hits go into the bonus pool. Unmaxed damage does not. This was changed with 2.0 loot where as previously both were problematic. Unmaxed damage levels on a weapon simply lowers your DPP. Unmaxed HIT makes you forgo peds to the bonus pool.
Yea, I didnt mention unmaxed damage at all. Only unmaxed hit.

Did Zho and others test the way I proposed? Are the results available somewhere?
 
Yea, I didnt mention unmaxed damage at all. Only unmaxed hit.

Did Zho and others test the way I proposed? Are the results available somewhere?
 
Did you bother reading what I wrote? Or just look at my postcount and instantly judge me as an new player?
 
Did you bother reading what I wrote? Or just look at my postcount and instantly judge me as an new player?
I only judge you as being needlessly fussy right now.

I said tests were done with looter and efficiency. Never said anything about whether or not anything was done as you proposed. If it is not in this thread, then the best thing you can do is perform the test yourself.
 
I only judge you as being needlessly fussy right now.

I said tests were done with looter and efficiency. Never said anything about whether or not anything was done as you proposed. If it is not in this thread, then the best thing you can do is perform the test yourself.
Disappointing. I was pointing out a way for you to potentially improve upon specific part of the first post.
 
Do you think the loot waves are a function of the pari mutuel system distributing the bets to participants? As in it's set to do so at certain time intervals or by a number of events.
 
Calypso born player hunts 5 PED mob on an Arkadia taxed LA at 5%. Player receives 0.90 PED back. 0.045 PED (effectively) goes to the taxed LA owner, the commission set (which we don't know) on the 5 PED activity is split amongst Calypso and CLD owners, Arkadia (for the activity), and the 0.045 PED mentioned above for the LA owner.
The only thing I want to double check is make sure that Mindark and Calypso are differentiated. Do we have proof that CLDTs get income from all planets? I was under the impression that MINDARK gets their cut, but none goes into CLDT since the ped was not cycled on Calypso.

Please correct me if I'm wrong, as I'm basing this off this information https://www.planetcalypsoforum.com/...-bits-for-players-from-the-memorandum.291608/
 
The only thing I want to double check is make sure that Mindark and Calypso are differentiated. Do we have proof that CLDTs get income from all planets? I was under the impression that MINDARK gets their cut, but none goes into CLDT since the ped was not cycled on Calypso.

Please correct me if I'm wrong, as I'm basing this off this information https://www.planetcalypsoforum.com/...-bits-for-players-from-the-memorandum.291608/
In my understanding, A Calypso born player generates revenue for calypso also doing activity on other planets so it would be logical that this will be reflected in CLD... but i may be wrong.
 
I wish you went a bit more indepth on some less obvious mechanics, such as lootpools, MU distribution and how tt loss and skills play into that. Why has the loot been... different in the last few months, something changed.
 
would be logical that this will be reflected in CLD... but i may be wrong.
I’d imagine Mindark just pockets that. Maybe not though as I feel like cldt would have made 4 pec each the first week of twen token
 
Great post!

Only suggestion is to spell out ROI to mean “return on investment” to ensure those that aren’t familiar with finance know.

Also, my 2c - this game isn’t a true “investment” for most people in the western world. I thought it was coming in and lost my shirt trying to get big “returns” on my “investment” early. The longer I played the “game” and started to think of it more as a “game” where breaking even was the goal, the more I have done just that or even been profitable. I haven’t deposited now for I think a month, which is actually my longest yet. And I’m cycling more now than I ever have, so that’s part of the fun of this game - being able to cycle high amounts (I.e. play a lot) without having to depo. If you get to where you don’t have to depo at all and maybe even withdraw a bit steadily like some other players who have posted their withdrawals as proof, then maybe you can start to think of the game as an investment. But even at that point, you’re not really “investing” because “investing” means “put something in and hope to get something greater out”…and at that point you’re just taking out and no longer putting in 😂😉
 
“investing” because “investing” means “put something in and hope to get something greater out”…and at that point you’re just taking out and no longer putting in

Some people definitely do profit. Such as Deed owners who have owned for a long time, Granny and their warp service, etc.
 
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Some people definitely do profit. Such as Deed owners who have owned for a long time, Granny and their warp service, etc.
Sure, they do. I wasn't saying that no one profits. Plenty of people DO profit.

I'll re-write what I was saying a different way because this portends that what I wrote initially perhaps wasn't communicated as effectively as desired.

My comment was directed at "expectation-setting". If any player comes into this game and expects to make a great ROI on their "investment"...it's probably best that they reset their expectations.

Can you profit? Yes. Will you profit BIG? Probably not. It's likely to be small at best. As long as you have appropriate expectations, you're much more likely to enjoy the game. If you expect to profit BIG on a low-cost setup, you will be sorely disappointed. Better to aim for small, steady profits (as steady as you can find, anyways), and push forward enjoying the game.

Granny/JBK/deed owners/and others have altered the game for themselves in that they are no longer playing against both MA & the players at the same time, at least not when pursuing their primary income/sustenance stream. They choose to focus on one or the other.
 
I’d imagine Mindark just pockets that. Maybe not though as I feel like cldt would have made 4 pec each the first week of twen token
The cut would be less if the activity is on another planet vs. being on Calypso; and everyone and their mother is on Cyrene.

Event bonuses (such as redulite rewards) and shrapnel conversions will also lower this figure. I did not put it in the original post because it was said to me by a PP official and it is not stated in public. However, we can reflect on the two weeks of MM several years ago when people could double dip event rewards and CLDs did not pay - and that's why. Same official(s) also said they have to pay for their mission rewards (pre-codex) and because of that they were limited. Take it for what its worth. It isn't possible to prove it without their ledger.

Can you profit? Yes. Will you profit BIG? Probably not. It's likely to be small at best. As long as you have appropriate expectations, you're much more likely to enjoy the game. If you expect to profit BIG on a low-cost setup, you will be sorely disappointed. Better to aim for small, steady profits (as steady as you can find, anyways), and push forward enjoying the game.
Managing expectations is important because it is easy to FOMO too far. I've done it before and was able to sell off those assets; they just weren't needed. Getting to net 0 with your "investment" is more important than anything.

It keeps you from being too emotionally reactive to:

1. The people constantly exploiting waves or people.
2. The new Yog 1.0 and Yog 2.0; now know someone I had [sort of] respected doing it and I suspect that's how items are being obtained.
3. Mindark never answering their support cases and then somehow having Pikachu shock face when it is posted on PCF; subsequently demanding to make support cases they never read.

I wish you went a bit more indepth on some less obvious mechanics, such as lootpools, MU distribution and how tt loss and skills play into that. Why has the loot been... different in the last few months, something changed.
I have no information on any of these things. I have nothing substantive on skill impacts, as I've said that it would take a very long time for me to prove it in my tracking - if it did.

Lootpools, only have perspective bias on it. Nothing concrete or proveable. If it were provable, it would be nerfed immediately as everyone would exploit it.

MU distribution - the only thing of importance on this topic are resource caps, replenishment through waves (or timed jobs on Mindark's side), and DPP (the lowering of shrapnel for other goodies).

Loot has been poor the last few months and that can be for a variety of reasons; up to and including, less players, too many top heavy players on the looter/efficiency side, too many players hunting very large mobs, less explosive gambling, or that we could be paying a set amount per unreal token as a means of fundraising (speculative) and Mindark is getting their cut in advance. No one knows.... iT's dYnAmIc right? :dunce:
 
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I’d imagine Mindark just pockets that. Maybe not though as I feel like cldt would have made 4 pec each the first week of twen token
The original deal for CLDs was that Calypso's revenue is split 50/50 between Mindark and the FPC (that was the Caly's Planet Partner), and then FPC pays 50% out of their share (25% of total) to CLD holders. Even though FPC was absorbed by MA and the memorandum that you mentioned says "Calypso born avatar on Calypso gives MA 100% revenue", internally it should still be distributed the old way or we would had seen sharp drop in payouts instantly after FPC dissolution. So a Caly born avatar should contribute 25% to CLDT when on Caly and 12.5% when elsewhere.

If that wasn't the case, with 80%+ of all ped in the first week of twen tokens been cycled on Cyrene, CLDTs revenue would have dropped below 3 instead of holding at 4.
 
The original deal for CLDs was that Calypso's revenue is split 50/50 between Mindark and the FPC (that was the Caly's Planet Partner), and then FPC pays 50% out of their share (25% of total) to CLD holders. Even though FPC was absorbed by MA and the memorandum that you mentioned says "Calypso born avatar on Calypso gives MA 100% revenue", internally it should still be distributed the old way or we would had seen sharp drop in payouts instantly after FPC dissolution. So a Caly born avatar should contribute 25% to CLDT when on Caly and 12.5% when elsewhere.
Ah cheers, good to know
 
The cut would be less if the activity is on another planet vs. being on Calypso; and everyone and their mother is on Cyrene.
And all their alts
 
deserves an extra bump; starting to see fake/misleading data again
 
Nice guide, now write one on how to pull rare mayhem tokens since your clearly the leader in that field with seventeen...
 
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