Yeah, you know what i mean. The reason the probable outcome is better with mod merc is that more mobs are looted at the same cost. Not because the modmerc enhances the loot. The "nature laws" of the game MA plays with pretty open cards (except for example the enhancer breaking), it's the part about what happens in the moment the system pays back we are talking about here. Im just saying the nature laws could very well be the reason this game is not classed as gambling and not because there is a non random loot-mechanism.
Yeah i wish i was here to see how it worked back in the days with that timer. I would have lost alot of trust in this game if something like that was revealed.
Well, I guess we have a different p.o.v how things work.
Imo we interact with the system, creating a build up in values, that is payed out by a wave-like triggering.
With too few interactions and/or too unefficient value in build up, you get no loot.
With right amount of interactions and/or efficient value in build up, you get loot.
A example to this: If I hunt Feffs with a certain combination of weapon and amp, and only shoot
a certain maturity and up, I never get a no loot. Haven't got a no loot on these since april last
year, and I guess it worked earlier too, just that in april last year I began to notice the lack of no loot.
If I go down in matúrity, I begin to get no loot occasionly. If I change amp, but still have same total
maxdamage, I also get no loot occasionly.
Another example of interactions. If I go for a small mob I can take down before it hits me, the
outcome is a bit different than if I run up and tank the mob while killing it. Exact same equipment,
exact same type of mob, but not exact same amount and types of interaction.
Yet another example. Same weapon, same mob, different amps but same total damage.
I get different ROI with the two setups, but also different stuff in loot.
I have more examples, but I think haven't done enough of runs to say that I see patterns
in those. The feff-runs aren't extreme in amount either, but enough to see the pattern.
Nr 2 and 3 have been done for years so easier there.
These patterns can still just be circumstances, so I can't say "this is THE way it works"
but after a LOT of runs over the years, it must be quite freaky circumstances if they
are the reasons for outcome.
So, imo, killing a mob is just a question about decreasing a value down to 0 related to
a object, when we also increase a value that is one part for the payback, with help
of interactions.
When using same item in those interactions, the cost per interaction is the same,
but reduction in the value on the object can be different, it can even be a value
of zero (= MISS).
So, just my observations and my thoughts, not saying it MUST working like this...