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View Poll Results: What is Quality Loot ?

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40. You may not vote on this poll
  • A) Quality loot is every stackable except shrapnel

    19 47.50%
  • B) Quality loot is every stackable over xxx%

    7 17.50%
  • C) Loot Table items: Quality loot is items that loot periodically

    8 20.00%
  • something else, please explain

    3 7.50%
  • I don't care

    8 20.00%
Multiple Choice Poll.
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  1. #21
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    Quote Originally Posted by Stefan 008 Bond View Post
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    Naomi, your use of the term "bonus loot" is confusing, misleading or off...

    We have efficiency which directly affects tt returns up to 7% (presumably on all loots)

    We have bonus shrapnel loots which are always all shrapnel and comes from a separate pool from skill misses and pvp...
    ok, so the bonus shrapnel is different from the bonus loot?
    damn this shit is complicated...


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  2. #22
    Elite Naomi's Avatar
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    most ppl have voted A in this poll, being, 'Quality loot' being any stack other then shrapnel.
    This means that often 'quality loot' will be worth less then your shrapnel, which is at least 100.5 - 101%


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  3. #23
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    As the poll does not include my personal theorie about loot quality let me explain:

    Every mob has a loot table, which holds comon, uncomon, rar, extremly rar loots.

    If you get higher efficency, you should more often uncomon, rar or even extremly rar items/stackables.
    That isnt necessary higher MU.

    Example:
    Comon = Shrapnels 100,5% (101% if converted) + Muscle Oil (104%)
    Uncomon = Paint Can maybe 200%
    Rar = Melee weapon that sells at 101-102%

    In this scenario it would be best to have the uncomon loots, with highest MU, and rar would be even worse than comon Muscle Oil.

    Here it is important to know about what is in the loot of a mob, and maybe hunt not with max efficence to avoid the rar (but crab) loots.

  4. #24
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    Optimal loot is just all that can be sold at over 105% even 105% is lame and I would prefer something with more MU . But as Goni said you can loot a 400 ped weapon that sells at 101% , IF somebody will buy it , some are never buyed. So it’s TT loot. Tbh shrapnel is better in this case.
    sorry I corrected my self,optimal loot I meant to say

    quality loot is everything that goes over 160% MU , UL stuff and stuff
    Last edited by livius; 06-06-2018 at 15:37.
    Bam ! Im out !

  5. #25
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    Quote Originally Posted by livius View Post
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    Optimal loot is just all that can be sold at over 105% even 105% is lame and I would prefer something with more MU . But as Goni said you can loot a 400 ped weapon that sells at 101% , IF somebody will buy it , some are never buyed. So its TT loot. Tbh shrapnel is better in this case.
    sorry I corrected my self,optimal loot I meant to say

    quality loot is everything that goes over 160% MU , UL stuff and stuff
    Are we talking about what MA defines as loot quality? Or what players define as quality loot?

    Two very different things...
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  6. #26
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    Quote Originally Posted by Naomi View Post
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    On the other hand, increasing your DPP will reduce your item quality loot. DPP decreases your input/mob, resulting in a lower tt return for each multiplier. The lower the tt return/mob, the less chance you have on looting that L item, since it won't fit inside your tt return.
    if a blown up DPP would result in 90% "input" per mob, but you still stick to 100% mob HP, this would be true.
    but usually you select the mob maturity matching to your "input". so selecting a new matching maturity with 111% HP would result in 100% "input"/mob ratio again AND the sought after (L)-item fits in your scheme again.

    dont mistakenly compare 2 different "inputs" (with / without FB) with a singular mob HP - then you certainly see differences in results.


    Quote Originally Posted by livius View Post
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    Optimal loot is just all that can be sold at over 105%
    this is YOUR definition of "quality loot".
    i assume MA defines everything but shrapnel as "quality loot".

    quite likely every droppable item in loot has a certain chance to drop, from common (e.g. thyroid oil, maybe once per 5 looting events = 0,20) to extremely rare ([Thunderbird Arm Guards (M)] maybe 1 per 100.000 = 0,00001).
    and a 25% higher DPP would bring up that thyroid oil chance from 0,20 to 0,25 per looting event, as it increases chance on arm guards to 0,0000125.
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  7. #27
    D) Quality loot is all non-shrapnell loot.

  8. #28
    quality loot is simply anything that is not shrapnel.

    whether or not this is actually beneficial to you is up to debate. in many cases it would be better to shoot mobs with lower dpp to receive all shrapnel as the "quality" loot is worth less then shrapnel. this is where mob choice and what you are shooting comes into play.

  9. #29
    Prowler Miles's Avatar
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    Voted A and C

    Logically, MA won't consider mark-up, only rarity, in their loot processes.

    Anything that drops beyond shrapnel - item or stackable - is loot that could be worth more than 101%, and has the potential to be highly valuable.

    Peace, Miles
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  10. #30
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    Charlie|MindArk MindArk Official 09-29-2017, 14:26
    DPP affects loot composition and critical hit/damage etc affect the DPP.
    Efficiency directly affects average TT return by 0-7%.

    So

    7/100= 0.07
    Eff x 0.07 + 92% (+ up to 1% from looting skill) is what your average TT return is ?

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