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  1. #1
    Mature ihazbackup's Avatar
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    Question Need advice on mobs, budget, and gears for my level

    Hi,

    I want to gather advices from fellow hunters. I am a very low-level hunter (Lv 9 laser sniper) and am currently looking for recommendations/advices on my hunting activity.
    • The highest gun I have is the Z12 Barb from Gold pack
    • I usually cycle 40-45PED ammo as hunting budget for 1 session with my Z12+Sink
    • With Z12+Sink, I usually hunt mobs at HPs between 60 - 90 (e.g. Proto Drone, Proto Droka, Combibo, Merp young, Exaro, etc)
    • Lower mobs like 20-50 HPs, I usually use my adj bukins + ZX
    • For Punies, unamped tt pistol or any looted rubios/EWE EP-2
    • Finisher is either a TT pistol or TT knife
    • Returns were, well... let's just say I'm in the red below 90% return from my last 6 hunting sessions, even with MU.


    So, the questions are:
    1. What may possibly go wrong with my setup?
    2. Is my setup too high for th emobs I am hunting?
    3. Am I killing too few mobs to warrant 90%+ tt return?
    4. Any advice on how to improve?

  2. #2
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    Since loot 2.0 there doesn't seem to be such a need for a finisher any more, loot is directly related to the cost to kill, so a little extra cost on the last shot should be returned in your loot anyway, also use your most efficient setup, (based on the efficiency stat) more efficiency = more loot.

    Your long term average should end up around the 90%, but with low turn-over and bad runs this has some pretty big short term variations (you need to compare over 1000s of mobs not 100s). Also do remember a portion of those losses are essentially transferred into skills, so not totally lost.

    If you can manage it, I would add an A101 to your toolkit, it will work well on your adjusted-bukins, and at some point if you opt for an Ozpyn Chon S1X1 in preference to the TT pistol, it will match that very nicely too.

    The real trick is to try and find MU items in your loot. In this respect watch the drops of the mobs you hunt and make sure they are not having a tight day, if they are switch. Maybe consider Arkadia, some mobs there have decent MU on the hides when compared to Caly.

    Most of all, play because it's fun, a challenge, or just has good company, if you play to a budget of expected losses you stress less about the whole "trying to win" aspect, and when you have a great run it feels even better.

  3. #3
    Alpha Orion's Avatar
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    MindArk draws new players with the advertizing promise of "getting paid for playing a game".
    Well, they dont exactly say it this way, but they clearly try to implant this idea.

    But after all they run a business here and they roghly withdraw ~5% of the turnover in game.
    So overall you have to live with loosing ~5% of everything per turnover.
    In the long run 95% return rate is okay, and "in the long run" means to watch your numbers over tens of thousands of killed mobs (= loot events), including a global every 100-500 mobs, a rare HoF every 10.000-100.000 mobs and maybe a more or less unique ATH every 1.000.000-10.000.000 loot events.

    Consider those 5% loss to be your subscription fee.
    By limiting your turnover you can decide, if you play for 5$ per month or 500$ per month.
    Whatever your wallet allows you to do, or your addiction forces you to...

    Your gear can alter your overall return rate by maybe 2-3%.
    Your current gear is already quite okay for your level of playing. The said A101 would be a good addition.

    Go for Efficiency % in first place, secondary go for Damage Per PEC ("DPP").
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  4. #4
    Mature ihazbackup's Avatar
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    Quote Originally Posted by Gollum_42 View Post
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    Since loot 2.0 there doesn't seem to be such a need for a finisher any more, loot is directly related to the cost to kill, so a little extra cost on the last shot should be returned in your loot anyway, also use your most efficient setup, (based on the efficiency stat) more efficiency = more loot.

    Your long term average should end up around the 90%, but with low turn-over and bad runs this has some pretty big short term variations (you need to compare over 1000s of mobs not 100s). Also do remember a portion of those losses are essentially transferred into skills, so not totally lost.

    If you can manage it, I would add an A101 to your toolkit, it will work well on your adjusted-bukins, and at some point if you opt for an Ozpyn Chon S1X1 in preference to the TT pistol, it will match that very nicely too.

    The real trick is to try and find MU items in your loot. In this respect watch the drops of the mobs you hunt and make sure they are not having a tight day, if they are switch. Maybe consider Arkadia, some mobs there have decent MU on the hides when compared to Caly.

    Most of all, play because it's fun, a challenge, or just has good company, if you play to a budget of expected losses you stress less about the whole "trying to win" aspect, and when you have a great run it feels even better.
    Thanks for the advice. I set aside buying new UL weapons/amps before due to insane MUs they have, but I can consider A101 in the near future.

    Seeing bad/good mobs might be hard since I cannot find a clear indicator when a mob is going bad or good (and I'm a sucker for completing missions ). Do you perhaps have any advice on how to at least recognize if the loots from certain are going bad or good? Also different mobs makes it harder for me to stack items.

  5. #5
    Mature ihazbackup's Avatar
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    Quote Originally Posted by Orion View Post
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    Go for Efficiency % in first place, secondary go for Damage Per PEC ("DPP").
    Does eff affects loot variation and DPP affects loot return or is it the other way around?

  6. #6
    Quote Originally Posted by ihazbackup View Post
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    Does eff affects loot variation and DPP affects loot return or is it the other way around?

    Efficiency does not affect loot variation. It affects the tt value of loot.

    DPP does indirectly affect loot variation (or optimal loot if you will). If you one-shot mobs, DPP doesn't matter, because the cost to kill will be anything from 70-200 % of theoretical minimum. If you use 10-20 shots to kill a mob, DPP does factor in, because every kill will cost less, which means there will be less shrap in loot.

    Optimal loot = low cost to kill = minimizes shrap, maximizes other stuff in loot.
    Last edited by LavaSparks; 06-13-2019 at 13:46.

  7. #7
    Quote Originally Posted by ihazbackup View Post
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    Thanks for the advice. I set aside buying new UL weapons/amps before due to insane MUs they have, but I can consider A101 in the near future.

    I would just skill up until you can use a weapon that takes A102 or even A103. Way cheaper to buy than A101.

    Seeing bad/good mobs might be hard since I cannot find a clear indicator when a mob is going bad or good (and I'm a sucker for completing missions ). Do you perhaps have any advice on how to at least recognize if the loots from certain are going bad or good? Also different mobs makes it harder for me to stack items.
    You will have to find an indiactor that works for you. Bad loot for 1 hour? Stop hunting, wait a few hours perhaps. Some say they need a 2-3 hour session to hit those "loot waves", but not sure if that works. Regarding stacking: yeah, stick to one mob until you have a pile of oil, skins, whatever that's big enough to be put on AH (or try selling on trade channel to avoid AH fee, whatever you like best).

  8. #8
    Mature ihazbackup's Avatar
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    Quote Originally Posted by LavaSparks View Post
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    Efficiency does not affect loot variation. It affects the tt value of loot.

    DPP does indirectly affect loot return. If you one-shot mobs, DPP doesn't matter, because the cost to kill will be anything from 70-200 % of theoretical minimum. If you use 10-20 shots to kill a mob, DPP does factor in, because every kill will cost less, which means there will be less shrap in loot.

    Optimal loot = low cost to kill = minimizes shrap, maximizes other stuff in loot.
    This is interesting. So, the more shots you deal to a mob, the more variation the loot has. Then, it's better to use the lowest possible dmg gun with high DPP to kill a mob? since more variation of loot means more chance to get uncommon/rares?

  9. #9
    Slayer Spawn's Avatar
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    Ride the wave. Prototype droka drop a lot of b101 Amps , azuros and other noob weaponry. You may have noticed that when you loot An azuro, the next Mob also contains a noob weapon or amp. This is because those weaponry and Amps all drop at once in like 10 minutes.
    So the more dps you do when they drop, the better.

    Efficiency ,smeshishiency
    Eco, shmeco

    You Just need to know when to Hunt and make sure to have as much dps as you can when you do. ( Best is to oneshot the proto droka, so you can herd all the noob Gear.

  10. #10
    Alpha Orion's Avatar
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    The aim for most players is to close the gap of your return rate (maybe 95%) to 100% ( = "free to play"), to play longer for the $.

    It is widely believed that the "base return rate" of weapons is 90%.

    Efficiency adds 0%-7% extra TT loot value (0%-100% Efficiency, or 0,07% extra loot per 1% Eff) to the 90% Base = up to 97% TT value return rate.

    Damage Per PEC (DPP) alters the composition of the recived TT loot value.
    Higher DPP yields less "Shrapnel" and more "Quality Loot". The combined TT value is not altered.

    Shrapnel converts 100:101 into Universal Ammo (UA)
    So shrapnel can be valued with 101% Markup.

    Quality Loot is defined to be everything what is not Shrapnel.
    Like looted hides, components, weapons, paints, etc.
    Quality Loot often sells for more than 101% Markup (MU%) on the market, if you collected enough of them to create a worthwhile stack.

    So a high DPP can yield you more stuff that sells for more than 101%, thus giving you some profit on its sales, which further narrows the gap to 100%

    Depending on mob type the huge majority of Quality Loot may be some sort of hide wich is more or less TT fodder, hence 100% MU.
    Dont forget to consider auction fees (at least 52 PEC). So a stack of 100 PED TT value should sell for more than 101,52% (101,52 PED) on first attemp to be more profitable than Shrapnel.
    It MIGHT be less loss-making, to prefer more 101% shrapnel in this case. Do your own calculations.
    Last edited by Orion; 06-14-2019 at 20:58.
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