Blackjack
Stalker
- Joined
- Jan 28, 2007
- Posts
- 2,274
- Location
- Harker Heights, Texas
- Society
- The Disturbed Ones
- Avatar Name
- Jaxon Blackjack Crowley
Ok, since I've been reading EF I've seen several very good loot theories so I figured I'd toss my own out there. If this kind of thing bores you, then by all means move along,nothing to see here. I am interested in generating some discussion about how this works, but personnally I don't think that we'll ever really know for sure. Still it's fun to speculate so here goes.
BTW, I just read Nightbirds post prior to reading this and there are some very good ideas in there. If I shamelessly stole any from anyone my apoligies, it wasn't intentional.
Loot pool
MA’s cut is the repair of items. Nothing more, nothing less.
Everything else spent in EU is cycled into the lootpool.
So if you deposit and receive 1000 peds the breakdown would look like this.
1000 ped:
700 ped ammo
300 ped repairs (decay)
The 300 ped decay is gone. This goes to MA as profits/operating costs/etc
The 700 ped spent on ammo is placed back into the lootpool to be looted by others.
The lootpool is probably broken down by percentages. The exact numbers are OFC unknown but here is an example:
700 ped:
400 ped – standard loot
200 ped – global loot
100 ped – Hof/ATH
Each of these 3 lootpools is assigned a percentage which acts similar to a skill modifier and is applied to each individuals odds of receiving a particular loot.
Each mob has a timing modifier which changes based on the time of day and slightly increases or decreases your chances of receiving loot.
Each server has a timing modifier which changes based on the time of day and slightly increases or decreases your chances of receiving loot.
So it would look like this:
Server #5 @ 5pm +5%
Berycled @ 5pm +6%
Standard loot +5%
Global loot +2%
Hof/ATH +1%
So if you are hunting Berycled on server #5 at 5pm, your base modifier to receive a hof would be +12%
This would explain the loot cycles that anyone who has camped a mob or simply watched global chat sees.
Now to explain the what the modifier is modifying
All avatars start with a baseline percentage, lets call it 2%.
This number is for an avatar with no skills and no equipment.
The more skills you have which relate to a particular activity, the higher your baseline is for that activity.
Equipment also has a small modifier which is added to your avatar modifier when it is equipped.
Each mob in addition to the timing mod, also has a difficulty rating which when compared to your avatar baseline serves to modify that percentage depending on how close you are to equaling the mobs rating. If you are above the mob rating (stronger), then your baseline is decreased, if you are below the mob rating (weaker) then it is increased.
To simplify, this states that if you hunt a mob which is a proper match for your skill and equipment, and you hunt that mob at the right time and place you will maximize your chances of receiving loot.
Now for the Lootpool itself….
This would be a standard percentage which by itself does not fluctuate unless adjusted by MA. Lets say it is a sliding scale of 5% - 20%. Ma would want to leave it alone for the most part because the effect of changing this would be fairly dramatic and large changes would likely be visible to the customer base. I would suggest that this is probably only adjusted during events. It is likely that this is also particular to each server and not just one scale for all of entropia. So lets say that the standard is 10%.
So our avatar (lets call him Mike) is a mid level player with a baseline modifier of 2%
He is equipped with mid level gear which gives him a modifier of an additional 0.75% to his baseline.
This gives Mike a baseline of 2.75%
He is hunting a berycled stalker which has a difficulty rating of 200
The optimum difficulty rating for a mob Mike is hunting is 275 so he is a bit over strength for this particular mob. This results in the difference (0.75%) being subtracted from his baseline Which brings it down to 2.00%.
Mike is hunting in server #5 at 5pm and is hunting Berycled so he receives an 11% modifier which is added to his baseline for a total of 13%. Add to this MA’s standard percentage of 10% return and his chances of receiving loot are as follows:
Standard loot – 28%
Global loot – 25%
Hof/ATH – 24%
Now as I’m writing this and calculating the numbers, I can see that something is not right, 24% chance of an ATH? I don’t think so!!! But I think that is more a question of the math involved (I hate math) and the ideas behind it are still valid.
So here’s where you lot come in – if you think it looks fine the way it is, you’re probably insane and should stop reading here and seek treatment. If you think the theory sounds right but the math is off, I’d love to see what it looks like with the proper numbers! And if you think I’m full of shit and don’t have the foggiest idea what I’m talking about your spot on but feel free to post your theory and we can compare notes to see who is craziest.
Blackjack
BTW, I just read Nightbirds post prior to reading this and there are some very good ideas in there. If I shamelessly stole any from anyone my apoligies, it wasn't intentional.
Loot pool
MA’s cut is the repair of items. Nothing more, nothing less.
Everything else spent in EU is cycled into the lootpool.
So if you deposit and receive 1000 peds the breakdown would look like this.
1000 ped:
700 ped ammo
300 ped repairs (decay)
The 300 ped decay is gone. This goes to MA as profits/operating costs/etc
The 700 ped spent on ammo is placed back into the lootpool to be looted by others.
The lootpool is probably broken down by percentages. The exact numbers are OFC unknown but here is an example:
700 ped:
400 ped – standard loot
200 ped – global loot
100 ped – Hof/ATH
Each of these 3 lootpools is assigned a percentage which acts similar to a skill modifier and is applied to each individuals odds of receiving a particular loot.
Each mob has a timing modifier which changes based on the time of day and slightly increases or decreases your chances of receiving loot.
Each server has a timing modifier which changes based on the time of day and slightly increases or decreases your chances of receiving loot.
So it would look like this:
Server #5 @ 5pm +5%
Berycled @ 5pm +6%
Standard loot +5%
Global loot +2%
Hof/ATH +1%
So if you are hunting Berycled on server #5 at 5pm, your base modifier to receive a hof would be +12%
This would explain the loot cycles that anyone who has camped a mob or simply watched global chat sees.
Now to explain the what the modifier is modifying
All avatars start with a baseline percentage, lets call it 2%.
This number is for an avatar with no skills and no equipment.
The more skills you have which relate to a particular activity, the higher your baseline is for that activity.
Equipment also has a small modifier which is added to your avatar modifier when it is equipped.
Each mob in addition to the timing mod, also has a difficulty rating which when compared to your avatar baseline serves to modify that percentage depending on how close you are to equaling the mobs rating. If you are above the mob rating (stronger), then your baseline is decreased, if you are below the mob rating (weaker) then it is increased.
To simplify, this states that if you hunt a mob which is a proper match for your skill and equipment, and you hunt that mob at the right time and place you will maximize your chances of receiving loot.
Now for the Lootpool itself….
This would be a standard percentage which by itself does not fluctuate unless adjusted by MA. Lets say it is a sliding scale of 5% - 20%. Ma would want to leave it alone for the most part because the effect of changing this would be fairly dramatic and large changes would likely be visible to the customer base. I would suggest that this is probably only adjusted during events. It is likely that this is also particular to each server and not just one scale for all of entropia. So lets say that the standard is 10%.
So our avatar (lets call him Mike) is a mid level player with a baseline modifier of 2%
He is equipped with mid level gear which gives him a modifier of an additional 0.75% to his baseline.
This gives Mike a baseline of 2.75%
He is hunting a berycled stalker which has a difficulty rating of 200
The optimum difficulty rating for a mob Mike is hunting is 275 so he is a bit over strength for this particular mob. This results in the difference (0.75%) being subtracted from his baseline Which brings it down to 2.00%.
Mike is hunting in server #5 at 5pm and is hunting Berycled so he receives an 11% modifier which is added to his baseline for a total of 13%. Add to this MA’s standard percentage of 10% return and his chances of receiving loot are as follows:
Standard loot – 28%
Global loot – 25%
Hof/ATH – 24%
Now as I’m writing this and calculating the numbers, I can see that something is not right, 24% chance of an ATH? I don’t think so!!! But I think that is more a question of the math involved (I hate math) and the ideas behind it are still valid.
So here’s where you lot come in – if you think it looks fine the way it is, you’re probably insane and should stop reading here and seek treatment. If you think the theory sounds right but the math is off, I’d love to see what it looks like with the proper numbers! And if you think I’m full of shit and don’t have the foggiest idea what I’m talking about your spot on but feel free to post your theory and we can compare notes to see who is craziest.
Blackjack