Evey
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- Oct 7, 2006
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- Eve Everglades
Prior to loot 2.0, DPP used to determine the tt return on each loot. Above a certain value, hunters could tt profit.
After loot 2.0 the DPP parameter helps with loot composition, according to MindArk:
There is still a great deal of debate and every player has their own take on this. Mine is simple. DPP affects how much more or less shrapnel you will loot on top of what you were getting from the mob anyway.
For example, a great DPP will drop you a Mayhem Token, a strongbox and 1 PED TT shrapnel. A bad DPP will will drop you a Mayhem Token, a strongbox and 1.2 shrapnel. The composition of the first loot instance is obviously better. But that's it. It will not get you more stuff over the same time. Which is a thing some people may seem to believe.
I will not go into low efficiency & high DPP much because I'm not curious of testing because of a simple reason: cycles are too big, in order to have a clear data over a decent cycle woudl mean shooting half of year (over 4-5 million PED on a high DPS/cost tool). A tt loss on 5 million ped of 1.5% tt (due to 20% less eff) would mean 75k PED.
So the test we did was between two tools, on a combined cycle of approx 4.5mil ped, one high dps and high dpp and another less dps but still high and lower dpp. Not too low, but low enough to be considered an argument in some debates, and after such a debate on Discord I thought of writing the numbers down considering I have solid cycle. The actual number is hidden but the percentages are accurate.
Pretty obvious the amount of tokens and boxes is tied up to the dps. The DPP is a great perk whne EFF is high enough and DPS is the highest possible. Either of these 3 parameters alone with the other two being too low will make a significant hole in the pockets of a high cycle grinder imo. A good balance of the DPS and Eff is desirable because loot 2.0 weapons have high enough DPP to not be an argument. Some may have higher DPP but that was added so in order to soften a little the lack of Eff. If I were to underline the importance of each parameters in the overall outcome of a tool, I would say Eff is 40%, DPS is 40% and DPP is 20%.
After loot 2.0 the DPP parameter helps with loot composition, according to MindArk:
DPP affects loot composition and critical hit/damage etc affect the DPP. Efficiency directly affects average TT return by 0-7%.
There is still a great deal of debate and every player has their own take on this. Mine is simple. DPP affects how much more or less shrapnel you will loot on top of what you were getting from the mob anyway.
For example, a great DPP will drop you a Mayhem Token, a strongbox and 1 PED TT shrapnel. A bad DPP will will drop you a Mayhem Token, a strongbox and 1.2 shrapnel. The composition of the first loot instance is obviously better. But that's it. It will not get you more stuff over the same time. Which is a thing some people may seem to believe.
I will not go into low efficiency & high DPP much because I'm not curious of testing because of a simple reason: cycles are too big, in order to have a clear data over a decent cycle woudl mean shooting half of year (over 4-5 million PED on a high DPS/cost tool). A tt loss on 5 million ped of 1.5% tt (due to 20% less eff) would mean 75k PED.
So the test we did was between two tools, on a combined cycle of approx 4.5mil ped, one high dps and high dpp and another less dps but still high and lower dpp. Not too low, but low enough to be considered an argument in some debates, and after such a debate on Discord I thought of writing the numbers down considering I have solid cycle. The actual number is hidden but the percentages are accurate.
Pretty obvious the amount of tokens and boxes is tied up to the dps. The DPP is a great perk whne EFF is high enough and DPS is the highest possible. Either of these 3 parameters alone with the other two being too low will make a significant hole in the pockets of a high cycle grinder imo. A good balance of the DPS and Eff is desirable because loot 2.0 weapons have high enough DPP to not be an argument. Some may have higher DPP but that was added so in order to soften a little the lack of Eff. If I were to underline the importance of each parameters in the overall outcome of a tool, I would say Eff is 40%, DPS is 40% and DPP is 20%.