Mob loot is supposed to be the cost to kill it or lower, OR 3x or more. The 1.01-2.99 x cost to kill loots aren't supposed to exist.
I have, however, seen 3 ped eviscerators drop 4-5 ped loots after they have beaten on me for a long time (for example 2-3 are on me at once). This would seem to suggest that the damage done somehow effects the upper limit of loot return. However, I don't know if this is based on armor decay, damage done by the mob, number of hits, healing done during the fight, etc.
I also know that there was an ATH mulman looter elite that was from a player who spent forever trying to kill it, which might suggest that his multiplier appeared higher only because this particular mob had a higher base cost to kill given it had so much time to cause damage.
Just my 2 cents.
-Sityl
After a hiatus of four years I have returned to Entropia, and I am slowly piecing together a ghost set with 5b armor plates. I was always a firm believer in armor decay being returned in hunting loot, but never went about proving my hypothesis.
I believe loot, simple put, has a longterm formula of damage inflicted + armor decay absorbed. However, I am not certain of it, it's just a hypothesis I set forth. I was wondering if anyone had ever tested whether what I suggest is correct or incorrect?
One piece of circumstantial evidence I submit, to support my hypothesis, is the following, where a player, using supremacy and armor plates, can max the return rate of a player using the most efficient heal tool in the game, and who has virtually no defense costs.
Not able to log in next days, but would this be a solid test scenario?
1. Take a friend with weapon and your armor and visit a shared loot mob that will decay your armor
2. Let mob work on your armor to create decay >1pec
3. Ask friend to kill the bugger
4. See what you get
Ever since I got a resto chip & mod2350 I hunt naked 80% of the time, and my loot hasn't changed a bit (the healing cost is < 20% of what the armor repairs used to be).
All decay is factored into your loots and the code will literally remember how much decay it generated, however this doesn't mean that all of the decay will get returned to you.All decay is factored into loot. However, that doesn't mean it will come back to you.
Im controveraial maybe but all my best loots (its been a few the last years, BL1950, lc-625 gleamer, 37k eomon, perfected tr6 and some old arso ten and caly2 ten esition) have all been in full armor, and I hunt a small part of my time in full armor
PS: full armor = full supremacy
Yes, armor decay is returned in loot.
1. equip armor(plates are not needed but can be added if you want, keep in mind you will probably be sweating a mob for cca 50 min, sync chip also not needed but if you plan to use it I suggest you use plates as well).
2. find a spot and sweat dry some atrox(im just using trox for an example as I did thise test on them), choose maturity acording to your evade lvl, if youll go too small, you wont get hit as often so not enough decay will be done to see a clear result. 10 kills should be enough.
3.do the same amount of kills without sweating the mob, without armor
Cant provide results of my test, as ive lost the complete data somewhere on my previous computer, but the results were soemthing like 2 peds return on an unsweated trox and cca 10 ped avg return on a mob sweated dry.
Didnt get any globals during the test and excluded no looters from avg return calculation.
no, pls....no..no....
what no?
it seems like you havent hunted enough yet to recognise a non standard return.
Or maybe youre able to explain, how out of 10 troxes killed every one will return from 8-12 peds in loot, please elaborate
I think 10 kills is by far not enough. I did ones a test and tracked all loot value from a mob (more than 300 kills). It ended up in some kind of a gaussian curve (standard distribution).
10 kills will end up in many different returns
(FYI: I killed totaly 30k mobs, more or less)