FYI: SIB vs Non-SIB skill gains with a V-rex 2000 SGA

Hijacker27

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Intro

Well, I don't think anybody has ACTUALLY ever tested whether SIB gives more skill gains than non-SIB (on the same weapon, with the same set-up, on the same mob). So I'm going to test it.

I will be in SIB for hit for this rocket launcher in a few more hunts (dmg is nearly maxed, and will be by the time hit is in SIB), and will do many runs with it on merp, tracking my skill gains for explosive projectile weaponry and support skills until it is maxed. I will then repeat the same amount of runs after it is maxed to see how my skill gains have differed, if at all.

Pending on the decay being correct on entropedia (not sure if it is), each run will be 65.65 PED of decay and 252.5 PED of ammo.

Edit: Decay is less than was listed, making each run 65.68406 PED decay and 257 PED of ammo.

Starting Skills:
3971.90 Explosive Projectile Technology (66.58 TT)
3618.29 Support Weapon Systems (51.29 TT)

41.08 Grenadier (dmg)
36.00 Grenadier (hit)

Run Data

See the next post

Conclusion

Small mobs give more skills per PED spent than larger mobs, and SIB gives a very small skill boost (~15%)
 
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Merp Runs

Runs while in SIB

First half of SIB
Skills

1. +2.88/+2.21
2. +2.50/+1.94
3. +2.99/+1.96
4. +3.03/+2.28
5. +2.70/+1.94
6. +2.56/+2.38
7. +2.55/+2.10
8. +2.74/+1.90
9. +2.35/+2.12
10. +2.35/+2.06

Explosive Gains : 26.65 TT
Support Gains: 20.89 TT

Second half of SIB
Skills

12. +2.64/+2.47
13. +2.89/+2.60
14. +2.43/+2.53
15. +2.65/+2.06
16. +3.10/+2.45
17. +2.95/+2.06
18. +3.16/+2.39
19. +3.03/+2.44
20. +2.80/+2.48
21. +2.44/+2.61

Explosives Gains: 28.09 TT
Support Gains: 24.09 TT

Runs while not in SIB

Non-SIB
Skills

1. +2.65/+2.49
2. +2.40/+2.12
3. +2.80/+2.23
4. +2.63/+2.50
5. +2.54/+2.02
6. +2.88/+2.21
7. +3.15/+2.44
8. +2.66/+2.49
9. +3.04/+2.38
10. +3.03/+2.05

Explosive Gains: 27.78 TT
Support Gains: 22.93 TT


Drone Runs

Runs while in SIB

First half of SIB
Skills

1. +0.90/+0.58
2. +0.89/+0.63
3. +0.89/+0.95
4. +0.73/+0.88
5. +0.87/+0.60
6. +0.72/+0.66
7. +0.99/+0.68
8. +0.70/+0.77
9. +0.96/+0.62
10. +1.21/+0.72

Explosive Gains : 8.86 TT
Support Gains: 7.09 TT

Second half of SIB
Skills

11. +1.05/+0.81
12. +0.74/+0.59
13. +1.07/+0.73
14. +0.92/+0.79
15. +0.67/+0.64
16. +0.76/+0.84
17. +0.74/+0.55
18. +0.92/+0.60
19. +0.90/+0.78
20. +0.97/+0.82

Explosives Gains: 8.74 TT
Support Gains: 7.15 TT

Runs while not in SIB

Non-SIB
Skills

1. +0.81/+0.84
2. +0.72/+0.61
3. +0.83/+0.74
4. +0.85/+0.54
5. +0.67/+0.64
6. +0.79/+0.55
7. +0.81/+0.66
8. +0.74/+0.49
9. +0.65/+0.71
10. +1.01/+0.53

Explosive Gains: 7.88 TT
Support Gains: 6.31 TT
 
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good project, subscribing
 
Tragic thing is that even after this text... you will still be a nub :(
 
You might consider tracking all the skills for the hit & damage professions. I noticed considerable variation when I tracked nerve-blasting skillgains--but if I added up all the skills from the profession, there was much less variation.
 
Problem is, skill volume gain is not a smooth curve. For example (not real numbers), you could go from 3950->4000 with 3 ped tt, then 4000->4050 with 2.5 ped tt. But maybe with enough skill volume in and out of sib the test could be mostly valid.
 
Tragic thing is that even after this text... you will still be a nub :(

Shup you!

You might consider tracking all the skills for the hit & damage professions. I noticed considerable variation when I tracked nerve-blasting skillgains--but if I added up all the skills from the profession, there was much less variation.

I may do this, but since I'll be using other weapons on other mobs, my other skill gains may introduce unwanted unreliability into the results.
 
Problem is, skill volume gain is not a smooth curve. For example (not real numbers), you could go from 3950->4000 with 3 ped tt, then 4000->4050 with 2.5 ped tt. But maybe with enough skill volume in and out of sib the test could be mostly valid.

That's the idea, to track skill TT gains over tens of thousands of PED of ammo turned over :D
 
Tragic thing is that even after this text... you will still be a nub :(

the funniest part is that he could kill you with half a hit, from this gun. :laugh:

but seriously - Jacker - that lime green font is awful. :eyecrazy:

good luck with your project .. and I wanna touch that gun when I max it ..... pretty please ! :p :cool:
 
Just a bit of unverified claims ---

As a new sword user I have used 3 blades: Castorian Combat Blade EN-A, Killian Broadsword, and Loughlin Cutter 3 (L).

I had no idea what SIB was when I bought the Killian, and I used it enthusiastically, and never noticed a dip in skill gains when compared to the EN-A. After learning a bit about the economy of the Killian, and discovering that per PED spent a SIB blade was a better investment, I bought a Loughlin Cutter 3 (L). Again, the skill gains are not substantially different from when I used the Killian.

I am now rank 11 with these 3 weapons, and SIB is not a concern when it comes to advancement. I simply havnt seen any noticable difference in anything other than hit success, and thus PED cost per kill.

There's likely a very small increase in gain, however unless youre keeping meticulous records I simply dont think its worth noticing.

Besides, your other attributes and skills end up being much lower than the skills SIB focuses on, so your effective level is still low as it seems to be based off an average of many values with different weights, not simply a single attribute.

I could be wrong... Im still only on my 2nd week of playing.
 
Subscribing, will be interesting to see your results.

My prediction is that you will see no difference, or a very minimal difference.

Immortal did some testing on FAPs some time ago but I don't think I've ever seen a proper test for weapons.
 
interesting ...subscribing too. Btw jdgre didn't test that already ?
 
yay sounds nice, go for it!
 
Hit level 36 (hit) last night, putting me into SIB on this launcher, and I did a decay test as well (12.779 pec decay instead of 13). I updated my OP with this data, and will start my runs later tonight when I get home.

I will also try to keep track of the armour decay, tt of loot, and total amount of blazars collected (and any unusual loots as well).
 
I think you are going to find out that SIB still only means "Suckered into buying". Any benifits sib weapons may have had when this concept was shiny and new are now greatly lessened by time and updates by MA just like every thing else has been nerfed.

I can not be sure and will not waste ped checking but I am almost 1000% certain that the bigger the weapon / tool the less skill is gained when in sib.

I mainly use a 105 finder and do use a maxed tk320 on ocassion. I also tried a used VRX2000 that I am now in SIB with and to be honest it is the worst thing I have invested in yet in EU. It rarely finds a claim let alone gives a skill gain and when it does the claim AND the skill gains are negligable.

I would never reccomend an sib anything once you are past level 15ish to be honest. (Not that I recomend sib at all realy.)
 
I'm wondering now if we've ever heard anything from MA that would indicate that "Skill Increase Bonus" means faster skillgains? I guess I always thought that--even though I found any bonus was quite small.

Maybe the SIB period is simply the period during which you move rapidly (compared to non-SIB) from "totally crappy" with a tool or weapon to "maxed."
 
I'm wondering now if we've ever heard anything from MA that would indicate that "Skill Increase Bonus" means faster skillgains? I guess I always thought that--even though I found any bonus was quite small.

Maybe the SIB period is simply the period during which you move rapidly (compared to non-SIB) from "totally crappy" with a tool or weapon to "maxed."

This may be the case, and is what I intend to find out
 
Shup you!



I may do this, but since I'll be using other weapons on other mobs, my other skill gains may introduce unwanted unreliability into the results.

:scratch2: You will not be tracking skills per session?
Might be a good idea to do a scan before and after a session, that way you will see the overal TT gain also and not only for explosive projectile and support weapon.
If SiB really increases the skill gain, those two should be affected mostly, but would not show if the other skills are not affected as well. Also could quite possibly be, that you gain more in other related skills in one session than in another run.
 
I'll follow this thread with interest.:)

Keep up the good work!
 
So nothing has ever been officially said just what SIB is?

hmm.,.. worth watching this any case.
 
Still you cannot compare.

When U miss more shots u will gain less skill as u get less kills, less kill bonus and on a mis a the chance to gain skill is lower.

So It wont be a complete accurate comparison in the end..
 
Run 1 - MERP

Ammo: 257 PED
Rocket Decay: 65.68 PED
Armour Decay: 27.64 PED
Total Costs: 350.32

Skills at start:
41.09 Grenadier (dmg)
36 Grenadier (hit)
3971.91 Explosive Projectile Technology (66.93 tt)
3618.91 Support Weaponry Systems (51.50 tt)

Skills at end:

41.32 Grenadier (dmg)
36.29 Grenadier (hit)
4012.42 Explosive Projectile Techonology (69.81 tt)
3673.54 Support Weaponry Systems (53.71 tt)

TT of loot: 277.54 PED

Blazars collected: 351

Gains:
2.88 TT of EPW
2.21 TT of SWS

Down 72.78 PED in tt (650 PED merp hit right next to me), and I started with 3.0 HA, so this is acceptable.
 
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Tragic thing is that even after this text... you will still be a nub :(

Nope....sorreeeeee. I hold that title :laugh:.

You're safe HIjack :p, GL with test.
 
Run 2 - MERP

Ammo: 257 PED
Rocket Decay: 65.68 PED
Armour Decay: 31.42
Total Costs: 354 PED

Skills at start:
41.32 Grenadier (dmg)
36.29 Grenadier (hit)
4012.42 Explosive Projectile Techonology (69.81 tt)
3673.54 Support Weaponry Systems (53.71 tt)

Skills at end:

41.51 Grenadier (dmg)
36.58 Grenadier (hit)
4045.96 Explosive Projectile Techonology (72.31 tt)
3731.34 Support Weaponry Systems (55.65 tt)

TT of loot: 226.54 PED

Blazars collected: 336

Gains:
2.50 TT of EPW
1.94 TT of SWS

Was a horrible run.. down 127.54 PED :(
 
Still you cannot compare.

When U miss more shots u will gain less skill as u get less kills, less kill bonus and on a mis a the chance to gain skill is lower.

So It wont be a complete accurate comparison in the end..

I've wondered if any skilling bonus is designed to make up for the points you make. So even if the SIB skill total is the same as the maxed skill total, it would seem the SIB does have an effect.
 
Well, I don't think anybody has ACTUALLY ever tested whether SIB gives more skill gains than non-SIB (on the same weapon, with the same set-up, on the same mob).


Ahem.

https://www.planetcalypsoforum.com/...t-entropia-entropia-universe-wikitools-8.html Some Sword tracking (a bit vague that i was testing SIB vs nonSIb, I didn't understand the numbers at the time)

https://www.planetcalypsoforum.com/forums/skills/114929-sib-healing-tools-experiment.html
Comprehensive evidence that gains in paramedic skills are higher when SIB=Not Anymore

https://www.planetcalypsoforum.com/...-sga-hunting-return-wrap-up-pretty-graph.html
A follow up of the tests done in the above thread, tracking thousands of peds of fap used
 
Run 3 - MERP

Ammo: 257 PED
Rocket Decay: 65.68 PED
Armour Decay: 30.46
Total Costs: 353.14 PED

Skills at start:
41.56 Grenadier (dmg)
36.59 Grenadier (hit)
4046.36 Explosive Projectile Techonology (72.31 tt)
3731.34 Support Weaponry Systems (55.65 tt)

Skills at end:

41.76 Grenadier (dmg)
36.90 Grenadier (hit)
4088.45 Explosive Projectile Techonology (75.30 tt)
3790.54 Support Weaponry Systems (57.61 tt)

TT of loot: 257.05 PED

Blazars collected: 372

Gains:
2.99 TT of EPW
1.96 TT of SWS

Another 96.09 PED to MAs coffers :p
 
I've wondered if any skilling bonus is designed to make up for the points you make. So even if the SIB skill total is the same as the maxed skill total, it would seem the SIB does have an effect.

At a cost waay higher ;)
 
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