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  1. #11
    Dominant mspatterson's Avatar
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    Quote Originally Posted by Darth Revan View Post
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    Please elaborate on this theory?
    The Efficiency parameter is not affected by avatar skills.
    The largest components by far in loot value calculations are costs, such as weapon deterioration, ammo consumption, armor deterioration, healing costs, etc.
    The Efficiency parameter is a relatively small component in loot calculations (no more than 7% of total loot value).
    The displayed Efficiency parameter for a given weapon does not correspond to expected overall loot return.

    https://www.entropiauniverse.com/bul...-Follow-Up.xml

    theres more but im exhausted from trying to explain it lol. I shouldn't have opened my mouth here =p
    Last edited by mspatterson; 07-11-2019 at 23:54. Reason: spelling
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  2. #12
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    I will tell you what I have discovered about "efficiency" There is no formula to determine the efficiency of a weapon unless you are using one of those level 0 to 100 requirement weapons.
    The efficiency of a weapon in killing a mob is based on your utilization of the weapon, not based on the weapon itself.
    It was mentioned in the Developer Notes for Loot 2.0, efficiency, or loot gained from a mob, is determined on how well you show knowledge of the game mechanics. Quickly killing a mob, not overdamaging a mob, and utilizing tools efficiently instead of obsessively increases your loot increase chance(as mentioned in the Developer Notes), and playing productively rather than randomly increases your loot increase chance, "efficiency" such as contributing to skills and loot. A weapons "Efficiency" which is actually given on the weapon, is only a 7% loot increase chance. Nothing more.
    So, in turn, whether or not a weapon is considered "efficient" and the equation related would be,
    Does the weapon do enough damage and a DPS that eliminates the target within an efficient timeframe? Am I overkilling? Did I need to heal?
    Keep in mind,
    Such as with the level requirement 0 to 100 weapons, You should be asking yourself, is it worth it and am I getting good results from my use of gameplay with the weapon.
    The developer notes said that your weapon stats should be maxed 10/10 to get the best results from a weapon, it reduces misses, evades, and low dmg hits. I personally believe that there is a manner of putting oneself in the game that also reduces miss/evade/ and low dmg chances. This could increase the volatility of a level requirement 0 to 100 weapon as well as solid level requirement weapons.
    DPS,
    Health of Mob,
    Don't overkill,
    Kill the mob as quickly as possible,
    Heal as little as possible, (take advantage of stacking duration heals and not over-healing)

    I mean, I will try to think of more,
    But i don't think that weapons actually have a naturalized "ECO" rating that can be determined by an equation. Though there is one gun that says in the description "The gun is best used hunting animals"

  3. #13
    Old Alpha Darth Revan's Avatar
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    Quote Originally Posted by mspatterson View Post
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    theres more but im exhausted from trying to explain it lol. I shouldn't have opened my mouth here =p
    Probably not, considering none of that relates to your theory: "that reason I suspect is compensate for low dpp performance with loot2.0"

  4. #14
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    The following thread discusses these issues as well with some good explanations:
    http://www.planetcalypsoforum.com/fo...ncy&highlight=

  5. #15
    Thanks to everyone for the answers ... the formula of the combination of amplifier and weapon has been very useful.

    Regarding the fact of efficiency, well, someone pointed at the beginning about another post where they had obtained the formula ... my curiosity has been satisfied.

  6. #16
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    Quote Originally Posted by Dante Inferno View Post
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    Thanks to everyone for the answers ... the formula of the combination of amplifier and weapon has been very useful. Figured I would make it easily accessible to read for people who didn't catch it.

    Regarding the fact of efficiency, well, someone pointed at the beginning about another post where they had obtained the formula ... my curiosity has been satisfied.
    I actually really wanted to know the equation that determined how the efficiency of Amplifiers stack on the efficiency of weapons,

    Here is the post to make it more easily traceable.

    Quote Originally Posted by Kerham View Post
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    EFF (set A+B) = ((EffA*CostA)+(EffB*CostB))/(CostA+CostB)

    where "Cost" is in the entropiawiki sense, decay+ammo, whatever is spent per shot/swing etc. Obiously in tt terms only. If the decay is L and costs MU, is your place to do the math if is worthy.

    Example:

    Armatrix LP-55 eff 66 cost 17.2 pec
    A 104 eff 82.3 cost 3.039

    Eff LP-55+A104= ((66*17.2) + (82.3*3.039))/(17.2+3.039)

    = (1135.2+250.1)/20.23= 1385,3/20,23= 68.5 (for actual exact result you need to do the math with 5 decimals and apply the rounding to first decimal)
    But if someone knows, Would be great if we could get the Equation for determining Efficiency stack on weapons with the efficiency from Scopes/sights also, as scopes and sights also have efficiency and can be put on weapons and I assume have less of an effect than Amps.

  7. #17
    Old Alpha Darth Revan's Avatar
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    Quote Originally Posted by Kain Dewey Fall View Post
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    Equation for determining Efficiency stack on weapons with the efficiency from Scopes/sights also, as scopes and sights also have efficiency .
    Wouldn't the scope/sight be the same formula as amp? as they have a decay even if its quite small.
    + (eff*cost) ... or does that not quite work out when applied? i think most scopes/sights have a very small influence on efficiency because they do not have a very high decay.

  8. #18
    People are misusing the word 'stack' the real term should be dilution or averaged. Each item, and it's efficiency, decay and ammo use is a singular item and the output paid back at it's designated efficiency. Adding a 70% eff amp to a 90% eff gun, where both have the exact same ammo consumption, decay, will ofc print 80% eff on your combo. They have, in no way, stacked. They have averaged.

    Adding an 80% scope isn't making your gun gain eff. You're just using an 80% eff item in addition to your existing weapon.

  9. #19
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    Quote Originally Posted by Slyk View Post
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    People are misusing the word 'stack' the real term should be dilution or averaged. Each item, and it's efficiency, decay and ammo use is a singular item and the output paid back at it's designated efficiency. Adding a 70% eff amp to a 90% eff gun, where both have the exact same ammo consumption, decay, will ofc print 80% eff on your combo. They have, in no way, stacked. They have averaged.

    Adding an 80% scope isn't making your gun gain eff. You're just using an 80% eff item in addition to your existing weapon.
    Yep. Only semi exception is extenders
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  10. #20
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    Quote Originally Posted by Darth Revan View Post
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    Wouldn't the scope/sight be the same formula as amp? as they have a decay even if its quite small.
    + (eff*cost) ... or does that not quite work out when applied? i think most scopes/sights have a very small influence on efficiency because they do not have a very high decay.
    You are probably right, I had been awake for like 30 hours when I made that comment >_<

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