We killed a hundred or so using 80 dps setup (a team of 2 LC-120 (L)+A103), and loot was utter crap. I suspect the system has protections against (relatively) too low cost to kill.
(I realize "a hundred or so" is a very small sample. Maybe we'll try some more some day
)
this actually made no sense
ever since 1 year ago, i'v been trying to figure out cost to kill vs returns
I come to noticed something very interesting...
now I'm not very experience but I'm sure many ppl would also disagree with my findings , ultimately its up to you to decide
at the basic level of understanding, gun do not matter, doesnt matter what you use to kill (it may if view differently, explain later)
regeneration aside
a gun that does 50 dps vs a gun that does 40 or 60 ..
40 dmg / 50 dmg / 60 dmg
the eco rating ....
2.9/2.9/2.9
but lets use 3.0 for easy calculation
makes the gun dmg, / dps / pointless in loot calculation
there is no such thing as "system has protections against (relatively) too low cost to kill"
atleast not in this instant...
say the mob has 600 hp
at 60 dmg @3.0 dpp (dmg per pec) * 10 shots // [ 600/60 = 10] // 10 * 60 / 3 = 200 pec cost to kill
is the same
600 hp
at 40 dmg @ 3.0 dpp // [ 600 /40 = 15] // 15 * 40/3 = 200 pec ...
the eco gives u the cost to kill regardless of dps ..
so for future simple calculation just take mob hp / eco and u get your cost to kill
return is base on cost to kill (decay) * loot and or multiplier * fee ratio
this is my own simplest formular but it could be a lot different but roughly the same idea
you spedn 2 ped to kill, your loot will be a multiplier x fee ratio 5 % maybe 0.95
if the multiplier is 0 then u get no loot ,
if its 1 then u get 95 % of 2 ped ...
2 then 95% of 2ped x 2 and so on...
----------
now the part I say its interesting, is it gets complicated
what determines the loot that is return may not be so simple
you look at a particular gun
even if the eco is 2.9 between various guns (similar eco, = cost to kill is the same)
but that gun you use has 2 special attribute that is varied
1) the TT decay
2) the ammo cost
tt decay + ammo = cost to shoot that gun (plus amps if you need)
high decay gun low ammo = low decay gun high ammo = same cost to shoot
but IF loot is computed base on decay and not cost of ammo
then a high decay gun may have a high multiplier potential compare to a low decay gun
but because of the final outcome of cost to shoot , most people ignored this very crucial part,
tho I myself have no idea which is the one or if they are even consider at all or I'm just thinking too much
I do know however, a non -sib gun with extremely high decay and e-amp 15 also big decay
has a higher rate of global ... even tho the eco is very low...
you pay more to get the same return (useful during events like HSL or ML )
vs
u pay less to get the same return (eco guns)
there is also the idea that a multiplier is random ...
supposed u have random multiplier through the day
and u chance a upon one that gives 1000x Decay
a high decay x1000 = more loot return
vs
a low decay x1000 = less loot return
note decay, not total cost
this is only true if decay makes sense in above
maybe the ammo is considered also or maybe a smaller percentage of ammo
example ...
10 decay gun 20 ammo = 30 pec to shoot
20 decay gun 10 ammo = 30 pec to shoot
loots return maybe 70 % decay 30 % ammo (assumption only)
multiplier hit 1000x
10 x 1000 x 0.7 + 20 x 1000 x 0.3 = 13000 pec loot
vs
20 x 1000 x 0.7 + 10 x 1000 x 0.3 = 17000 pec loot
so both guns cost 30 pec to shoot, one has a potential of 130 ped one has potentionof 170 ped
go figure?