Ok folks here it is the Final Part of my system, this is the conclusion of my 5 Year study of how the system in my interpretation works.
Part 7 - Ultilizing the Risk Management System to get the best chance at Loot Return
a) In my thread i have been explaining the fundamentals with saving ped using my Hunting System, and thats its all based on Risk Management, in conclusion this will work with all 3 core professions (Hunting/Mining/Crafting), many people have based loot theories from using the wave system, in fact i agree with what some theorists and will use there information and interpret it in my opinion.
b) The Wave Effect - When to hunt and when to quit
In my opinion every different weapon combination, ore distribution and crafting QR and the slider has its own wave effect. Details as follows.
* this table is based on the median average of a fully skilled efficient avatar using eco weapons or crafting on full quantity with QR BP of 100, mining without amps with eco setup.
Variations happens to the wave if buff up the costs or decide to risk more as follows
As you see from the above table this is the projected outcome when extreme risks are used, you notice more chance to profit in little time , but on the other side of the coin you can hit those red areas pretty easily and also more black areas so chance after hiting rock bottom to profiting is minimal compared to the first table.
So in my interpretation loot works like a sine wave , if you use a crystal oscillator the higher you turn it up the more sine waves and the faster it gets, same works in Entropia with the loot system risk more cost spent in TT in the area (based on avatar activity) the faster the waves act, the lesser the avatar activity in the area is the slower and more chance to save ped, than wasting it. Eco setup is the key.
c) Multipliers (aka Peaks , Minis - Globals - HOFS - ATHS)
Every Weapon Combo, Mining Combo, Slider % on BP has multipliers, Multipliers are seperate from average loot whereas average loot, eco plays its part, but with multipliers its all based on X amount of cost for the kill, probe, craft and multiply by X amount. Seems fair and square
However..
MA has a secret formula on multipliers for each item , this enables eg.. a level 13 amped miner is restricted on multiplier options compared to an unamped miner. This is also used on rare resources (eg. Redulite, Rugaritz, Kanerium), this is done to control the market and loot pool in Entropia, people thinking , I use a bigger gun i got chance of a bigger loot, can think again . Each setup in Entropia has its own multiplier options .. eg .. A 103 finder amped with OA-105 (now Level 8) on FOMA is restricted from getting certain loots as shown below
as you can see after many many loots . with a Level 8 amp you get only the following on FOMA (up to XX)
Ample IX
Sizable XI
Great XIV
Plentiful XVII
Massive XX
* NOTE : Tax on the land can effect the loot output and give a lower level find. It happened to me when a Plentiful was downgraded to a Substantial
When it comes to multipliers the loot system awards X multiplier to that specific loot, however if your setup does not have that X multiplier that balances with the loot multiplier either a no resources found (mining) near success (crafting) and average loot (hunting) you will ONLY get awarded a multiplier loot if both multipliers (loot) and (item) multiplier balance. A noob weapon will have ALL multiplier options available (thats why noobs get lucky loot with cheap guns) anyone uses a TT finder unamped also will have all multiplier options available, multipliers can also be near successes on crafting high TT items or L bps.
*A Katushi Determination has alot more available multipliers than a Genesis Rainbow Sword
*A Dagger 3C has alot more multipliers available than a Genesis Prism of Destruction
*All L weapons have more multipliers available than there UL counterpart.
*The more cost of the weapons the lower the amount of multipliers available.
*The more you slide the bar in crafting the less multipliers available.
*Each amplifier or enhancer you add to your equipment modifies the multiplier amount
this is where eco can play an important role in multipliers
The best way to increase your available multipliers is by using more cost effective setups , yes.. many uber weapons have good eco however.. MAs multiplier formula is based on cost in TT per use of the item, not the external results after loot window is activated. means on fresco an imp21 unamped (take ages to kill lol..) will have more multipliers than a mod merc with a204 amp.. also (has been tested lol - a dasplator with a mann mph has a hell of alot more multipliers than a foeripper Tier 5 with evil amplifier) but i think thats a bit extreme lol, but thats how this part of the loot system works.
d) Area Based Hunting (can be adapted to mining and crafting terminal areas)
The final part of understanding efficient hunting maximising your chance at finding good loot, is your work area.
Loot Pool is area based and not mob based after much study of dozens of different systems and setups over this 5 year period, the best way of hunting your run, is choosing your work area for the run. Loot maybe server based, sub server based or even spawn based. Every mob in that spawn is all part of that area.
Eg. Go to the spider LA W of Cayuze, notice that the bristlehog , itumatrox and the Spiders are bonded in that spawn means if there is no spiders within the vacinity and a bristlehog or itumatrox are around kill the itumatrox or bristlehog and im positive a spider will respawn, same if your down on big scips in the area and have annoying gradivores , kill the grads and im sure a scip will spawn nearby.
Now first things first before you hunt choose an area and mark a waypoint where you want to hunt. Important to note try concentrating your hunting within the area of that waypoint (dont rely on perception as it doesnt always work) where your waypoint is is your work area, until you hit a RED (explained below) run. I explained how to setup your run in detail on the previous page of the thread so all the info on your hunting setup using our Risk Management System is on that page.
After you have finished your run in your work area, lets work out whether to continue or not.
Now look at your wave table at the beginning of this post
*GREEN (keep hunting) - According to the wave effect loot is currently on the crest of going up or has reached the peak. Go back to your work area and keep hunting within that area (try not to go out of range)
*BLUE (keep hunting) - According to the wave effect either loot has hit its peak and is about to slide down (thats the risky part) or loot has started its acent up to a green level (thats why i recommend you keep hunting)
*RED (Advise Leaving the Area) - According to the wave effect loot is on the slide, I strongly advise you finish up and move to a different area , if the second area is RED as well (if you decide to hunt within the same server) I suggest leaving the server and try a different server.
*BLACK (keep hunting - risky but worth it) - Loot has hit rock bottom you have breached your maximum risk , depending on how long it will take to hit the blue or even green area, in most cases loot cant get any worse and can only mean going back up.
TIP : Note that the more expensive your setup is the less blue areas you will have and the more chance of hitting red is more likely , its recommended not to use enhancers in my opinion, it effects your multiplier options and it makes it harder to profit or break even. Look at my charts with enhancers in earlier posts , I may use enhancers again in the future but my bankroll cant cover for the red runs.
Run Results At 40PED risk
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Green : 20.00+
Blue : -20.00 to 20.00
Red : -20.00 to -40.00
Black : -40.00+
TIP : Small runs are Better than Bigger Runs
* Why ? better chance at a nice respawn of mobs within your workspace.
anyway thats it - 5 years of research completed , i believe ive worked out everything i need to to continue playing entropia, this in no way guarantees profit but is a guide to using our Risk Management System to enable you to saving ped without relying too much on Markup (helps if you are on other worlds). Only spend what you can afford , if you cant afford a 40ped risk then do 20 or 10 (just make sure you can cover at least 20 mobs). Im always open for questions and your ideas, but this is it - all finished, bit dissapointed on the outcome cause i cant hunt they way i used too, but it was a learning experience, but its all about having fun as well as saving PED.
Good Luck and happy hunting
I will keep this log updated and hopefully this campaign continues on and on.
my motto is hunt blue , dont hunt red, green is best
Cheers
Agis
NB : Run 103 was a green run not a blue one as listed