Hi everyone, i decided to share my loot theory.
First of all i want to make a little debrief about how i arrived to it and id like to say its just for hunting.
I recently purchase a land at that freaking cold place and i had chance to talk to many hunters and listening to the stories of the most succesful ones and mixing them with my personal experience i arrived to the following theory.
My theory consist in 3 magic numbers, we can call them 3 different multiplier
1st number : we call it player multiplier (added in loot 2.0)
this is the actual money a player spend, by decay and ammo consumption, while killing monster, it increases while consuming pecs, and decreases proportionally on every spawn trigger.
2nd number : we call it spawn multiplier (was there b4 loot 2.0)
this is actually the mob multiplier, the more mobs gets killed, the more this multiplier increases. Pay attention that each spawn, and not each mob, has its own loot pool, and the so called "trigger mobs" they could either tend spawn randomly in a sort of "placement grid" or could just be the number X mob of that spawn killed. this means that hunter should prefer Land areas with more dnas inside, as long as they have the possibility to trigger more than one pool in a short lass of time, increasing esponentially eventual profits on good runs, and increasing the chance to trigger at same time spawn pool and global pool. also means that hunter should prefer 1dna only areas during events, as long as every mob killed is part of the same pool that everyone is grinding, in the second case, kill till a global, then stop killing for the lass of time u think its required to restore the pool.
3rd number: Global pool, this is a timed global pool, with its own cap and multiplier that is very dinamic and variable (probably setted by mindark according to his avaiability). if u manage to trigger a spawn and at the same time u hit the timed pool (it happens when u loot, not when u kill) ull add a further multiplier to the spawn multiplier u already triggered and this loot will be only shrapnel (the famous shrapnel bonus)
How does 3 numbers fits together? the working is very simple. If u loot the trigger mob, and ur multiplier is higher than spawn multiplier, u get payed the spawn multiplier, and ur own player multiplier decreases, if at same time u hit also the global pool, then u get payed the a further multiplier as shrapnel bonus. If u loot the trigger mob of that spawn, and ur multiplier is lower, nothing appens, and the spawn multiplier goes to next tier.
it could happen that ur multiplier is very high but the spawn ur hunting on is even higher because mobs got triggered by lower multipliers and spawn got to higher tier, either then change spawn, keep hunting trying to trigger another dna if in player owned land, or keep hunting trying to get ur multiplier higher. U can global over a spawn and ur multiplier is still higher of the same spawn mob or of the dna next to it, so u can actually potentially score over 6 globals in short time if ur in a land with 6 dna set up.
In loot 2.0 base mob loot is not calulated anymore over the mob hp, but over your damage per pec. The lower ur damage per pec the higher the base loot of the monster. Global occurr when loot is over a certain amounth according to the spawn u hunting in, its just a graphic thing. if u spend everything calculated(armor decay counts too) 3ped to kill a mob, every loot under 3ped*"ma stated return %" will raise ur multiplier, every loot over 3ped*"ma stated return %" will lower ur multiplier proportionally. Global loot pool will not affect ur multiplier at all, but still to trigger it u gotta trigger the spawn one that lower ur multiplier proportionally to the spawn multiplier but not to the bonus shrapnel.
Conclusions
-better hunt is very big spawns and in player owned land with as many dna as possible.
-better do events in land with only one dna or one dna per type of mobs, as long as u can try to predict the timing of triggers from how many players and globals timing
-better hunt in areas with loads of traffic (more chance of higher spawn tier so more chance to hof)
-if you score big, cycle two or 3 times the score on lower level mobs, even punies, possibly with high mu loot to restore ur lost multiplier, if u keep hunting at high mob ull lose everything and fast. Remember that server restarts only reset spawn multipliers (to avoid ath on low level spawn cuz theyre tier is too high) but it doesn not resets the player multiplier.
-mindark states that the average return is over 90%, true, but with the only combo of the first 2 multiplier.
-keep ur dps as high as possible and use loot pills or loot pets or ring, the higher the dps the faster the kill, the faster the kill the more chance of timing the bonus pool.
-do not play on shared mob or in team with people that usually hunt less than you do or u dont know, ull be sharing ur higher multiplier with the lower of others.
-dont tt loot, noone knows if tt terminal affects somehow or not the player multiplier, but we do know for sure that auction doesnt, plus we also get some mu over it.
First of all i want to make a little debrief about how i arrived to it and id like to say its just for hunting.
I recently purchase a land at that freaking cold place and i had chance to talk to many hunters and listening to the stories of the most succesful ones and mixing them with my personal experience i arrived to the following theory.
My theory consist in 3 magic numbers, we can call them 3 different multiplier
1st number : we call it player multiplier (added in loot 2.0)
this is the actual money a player spend, by decay and ammo consumption, while killing monster, it increases while consuming pecs, and decreases proportionally on every spawn trigger.
2nd number : we call it spawn multiplier (was there b4 loot 2.0)
this is actually the mob multiplier, the more mobs gets killed, the more this multiplier increases. Pay attention that each spawn, and not each mob, has its own loot pool, and the so called "trigger mobs" they could either tend spawn randomly in a sort of "placement grid" or could just be the number X mob of that spawn killed. this means that hunter should prefer Land areas with more dnas inside, as long as they have the possibility to trigger more than one pool in a short lass of time, increasing esponentially eventual profits on good runs, and increasing the chance to trigger at same time spawn pool and global pool. also means that hunter should prefer 1dna only areas during events, as long as every mob killed is part of the same pool that everyone is grinding, in the second case, kill till a global, then stop killing for the lass of time u think its required to restore the pool.
3rd number: Global pool, this is a timed global pool, with its own cap and multiplier that is very dinamic and variable (probably setted by mindark according to his avaiability). if u manage to trigger a spawn and at the same time u hit the timed pool (it happens when u loot, not when u kill) ull add a further multiplier to the spawn multiplier u already triggered and this loot will be only shrapnel (the famous shrapnel bonus)
How does 3 numbers fits together? the working is very simple. If u loot the trigger mob, and ur multiplier is higher than spawn multiplier, u get payed the spawn multiplier, and ur own player multiplier decreases, if at same time u hit also the global pool, then u get payed the a further multiplier as shrapnel bonus. If u loot the trigger mob of that spawn, and ur multiplier is lower, nothing appens, and the spawn multiplier goes to next tier.
it could happen that ur multiplier is very high but the spawn ur hunting on is even higher because mobs got triggered by lower multipliers and spawn got to higher tier, either then change spawn, keep hunting trying to trigger another dna if in player owned land, or keep hunting trying to get ur multiplier higher. U can global over a spawn and ur multiplier is still higher of the same spawn mob or of the dna next to it, so u can actually potentially score over 6 globals in short time if ur in a land with 6 dna set up.
In loot 2.0 base mob loot is not calulated anymore over the mob hp, but over your damage per pec. The lower ur damage per pec the higher the base loot of the monster. Global occurr when loot is over a certain amounth according to the spawn u hunting in, its just a graphic thing. if u spend everything calculated(armor decay counts too) 3ped to kill a mob, every loot under 3ped*"ma stated return %" will raise ur multiplier, every loot over 3ped*"ma stated return %" will lower ur multiplier proportionally. Global loot pool will not affect ur multiplier at all, but still to trigger it u gotta trigger the spawn one that lower ur multiplier proportionally to the spawn multiplier but not to the bonus shrapnel.
Conclusions
-better hunt is very big spawns and in player owned land with as many dna as possible.
-better do events in land with only one dna or one dna per type of mobs, as long as u can try to predict the timing of triggers from how many players and globals timing
-better hunt in areas with loads of traffic (more chance of higher spawn tier so more chance to hof)
-if you score big, cycle two or 3 times the score on lower level mobs, even punies, possibly with high mu loot to restore ur lost multiplier, if u keep hunting at high mob ull lose everything and fast. Remember that server restarts only reset spawn multipliers (to avoid ath on low level spawn cuz theyre tier is too high) but it doesn not resets the player multiplier.
-mindark states that the average return is over 90%, true, but with the only combo of the first 2 multiplier.
-keep ur dps as high as possible and use loot pills or loot pets or ring, the higher the dps the faster the kill, the faster the kill the more chance of timing the bonus pool.
-do not play on shared mob or in team with people that usually hunt less than you do or u dont know, ull be sharing ur higher multiplier with the lower of others.
-dont tt loot, noone knows if tt terminal affects somehow or not the player multiplier, but we do know for sure that auction doesnt, plus we also get some mu over it.
Last edited: