FYI: How Loot Returns Work as Function of Looter Level and Efficiency, Based on Actual Data, as of March 3rd, 2022

my answer does answer that question though.


Heal yourself against a mob using an uneco fap for an hour. Put in hundreds of ped, then let someone else shoot it.
 
Ok, but it doesnt answer my main question. Can you "steal" healing decay?
No. Some people heal too much on some mobs, so much that if you kill the mob it will say the loot is claimed by someone else and you cannot loot it so it's just counted towards to cost to kill.
Not sure when or if it resets.
 
No. Some people heal too much on some mobs, so much that if you kill the mob it will say the loot is claimed by someone else and you cannot loot it so it's just counted towards to cost to kill.
Not sure when or if it resets.
So its basically like damage then. And as long as you contributed >50% cost to kill youll get it all.

Edit: wait... im confused. You say "no", but i draw a conclussion of yes... Does healing cost act like a gatekeeper rather than total decay?
 
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No. Some people heal too much on some mobs, so much that if you kill the mob it will say the loot is claimed by someone else and you cannot loot it so it's just counted towards to cost to kill.
Not sure when or if it resets.
Only if cost is above 50% of total right?
 
Maybe im not explaining myself correctly, which dificults the answer.

Specific example:

Player A, healed for 0,4 ped damage produced by a mob.
Player B, did 100% health in damage to the same mob, and killed it (1 ped in decay+ammo).

What will be the Player B base for looting event calculation: 1 ped or 1,4 ped?
 
if the question is referred to a party
case 1. A and B kill a mob. A shot 1 ped B shot 2 ped in the same mob. mob loots 6 ped we split according to ped injected
case 2 A shots 3 ped into a mob B heals for 3 pec mob loots 6, B gets 6 pec A gets some like 4.94

special case: the mob just loots an item. it goes round robin... i would say there are different ways to calculate it but by experience moest "skilled" (looter and eff) player gets item most of the times (lahar personal test) so maybe healer gets more often due to the skills he has.
this is known IMHO and Neverdie projected a DELUXE FAP that cost more than shooting during healing in combat to "pump ped" in.

i think this is why no one likes party.. the round robin (it happens also in shared mobs)
 
However each players wins and losses are tracked to try to bring you to an average.

This is way off topic already, so I'll just keep going with it.

There is no tracking (well there is, but it is in no way used to change your outcome). What is lost is lost, and there is no guarantee you will get it back if you "just keep shooting"

Important to note, however, is that given enough loot instances, you are likely to end up near your expected return (whatever that may be). This is not because of some elaborate database tracking your interactions and deciding that you have lost enough. It is just mathematics.

If we keep pushing the notion that returns are tracked, and altered based on previous result we are going to run into some difficulties. This game works (barely) because it doesn't care about the past.
 
This is way off topic already, so I'll just keep going with it.

There is no tracking (well there is, but it is in no way used to change your outcome). What is lost is lost, and there is no guarantee you will get it back if you "just keep shooting"

Important to note, however, is that given enough loot instances, you are likely to end up near your expected return (whatever that may be). This is not because of some elaborate database tracking your interactions and deciding that you have lost enough. It is just mathematics.

If we keep pushing the notion that returns are tracked, and altered based on previous result we are going to run into some difficulties. This game works (barely) because it doesn't care about the past.
How are you so sure about that? Paybacks feels pretty obvious to me. If there is no tracking, swedish gambling laws would not tolerate this game I would assume.
 
You're wrong, I am correct. It's easy to prove. But whatever.
This is way off topic already, so I'll just keep going with it.

There is no tracking (well there is, but it is in no way used to change your outcome). What is lost is lost, and there is no guarantee you will get it back if you "just keep shooting"

Important to note, however, is that given enough loot instances, you are likely to end up near your expected return (whatever that may be). This is not because of some elaborate database tracking your interactions and deciding that you have lost enough. It is just mathematics.

If we keep pushing the notion that returns are tracked, and altered based on previous result we are going to run into some difficulties. This game works (barely) because it doesn't care about the past.


It is TRACKED and DOES bring you up to average. I win MANY MANY MANY events this way. Get the game oweing you thousands of ped with poor gameplay, then hit a lot of globals to win HSL or most loot events during the payback to average 95%. But once again, you stay in your false believe it only makes stuff easier for me to win.
 
Paybacks feels pretty obvious to me. If there is no tracking, swedish gambling laws would not tolerate this game I would assume.


Here we go again. "Feels". By paybacks i assume we you are referring to the clawback after a major loot instance? You know where the game takes back everything you got? Or the "after a period of losses I got this big hit to balance it out"?

Now if you simulate observed multipliers with observed ratios and variance on input, more often than not you get these situations. (also, it is a right skewed formula, where the majority of loot instances are at or below your input, which only makes the things mentioned above more likely than not)

Tracking is there, but it is not used to "correct" your returns. How am I so sure? Because it was officially stated.

Personal Lootpools - Many of the theories which suggest - inaccurately - that efficiency is unimportant will often employ the concept of a “personal lootpool”, claiming that the “system” will eventually provide a sort of compensation to avatars who have been operating in an inefficient manner. Such theories are very much misguided. There is no such thing as a “personal lootpool” for individual avatars, and there is no system in place which tracks each avatar’s returns over time, or which provides compensation to individual avatars. As a result, long-term results in Entropia Universe are directly related to the choices made by each participant, and those who approach their chosen profession in an efficient manner will find more success than those who do not. Overall this is a very positive thing and an important part of the Entropia virtual universe concept, as it allows those participants who spend the time and effort to approach their activities within Entropia Universe in a smart way to improve their chances of becoming successful, just like in the real world.

Please do note that the efficiency mentioned here is referring to efficient gameplay (using maxed items, minimizing cost to kill) not the Efficiency parameter on weapons.
 
It is TRACKED and DOES bring you up to average. I win MANY MANY MANY events this way. Get the game oweing you thousands of ped with poor gameplay, then hit a lot of globals to win HSL or most loot events during the payback to average 95%. But once again, you stay in your false believe it only makes stuff easier for me to win.

When you manage to provide an example that cannot be explained by statistics, I'd be inclined to change my mind. Until then, I go with "What is easiest to implement (functionally) is most likely what is implemented"
 
Here we go again. "Feels". By paybacks i assume we you are referring to the clawback after a major loot instance? You know where the game takes back everything you got? Or the "after a period of losses I got this big hit to balance it out"?

Now if you simulate observed multipliers with observed ratios and variance on input, more often than not you get these situations. (also, it is a right skewed formula, where the majority of loot instances are at or below your input, which only makes the things mentioned above more likely than not)

Tracking is there, but it is not used to "correct" your returns. How am I so sure? Because it was officially stated.



Please do note that the efficiency mentioned here is referring to efficient gameplay (using maxed items, minimizing cost to kill) not the Efficiency parameter on weapons.
There is no feels here... this is data backed but I won't push the truth too hard for you if you don't want to believe it.

Also that quote of yours is false, the real quote is "There is no personal loot pool" because there isn't any pool of ped per person. It does not go past that into detail as your false quote seems to do...

FULL QUOTE:
No, there still is no personal loot pool.
 
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Also that quote of yours is false, the real quote is "There is no personal loot pool" because there isn't any pool of ped per person. It does not go past that into detail as your false quote seems to do...

This is not a false quote. This is from Entropia Universe Developers Notes #2. This is the first official mention of "personal lootpool" that I have seen and as such is a defining what a "personal lootpool" means to MA.

This is later (when questioned if still true post loot 2.0) verified when the statement was made as follows.

No, there still is no personal loot pool.

I will refrain from further derailing this topic, please make s new one if you want to continue this discussion.

Edit: It is also interesting to be accused of making false quotes of official statements when I am always very careful with my wording surrounding this. Thank you, it is refreshing.
 
No tracking individuals loot to compensate unefficient choices... But loot is dynamic for individuals
 
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I just checked other "Developer-notes" links. All broken.

Its pathing issue.
 
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No tracking individuals loot to compensate unefficient choices... But loot is dynamic for individuals
Also to be clear what I am talking about is not in regards to efficiency of guns. I am saying if you go hunt some really big mobs, lose like 3000 ped in that hunt, then go hunt some smaller mobs for an event, you'll be getting some of that 3000 ped back as it tries to even you out to 95% (depending on your recent hunting, and normal spend amounts, that 3000 might have set you to like 80% recent returns, which it will try to rise to 9X%)
 
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Those are the notes from Loot 2.0 btw
and the last one i can find in a series:
 
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And if its not a party and non-shared mob?
who does the most damage gets the loot, the others get NIL
this is why we have the "kill steal" phenomenon that leads to discussions
imagine player "UBER" that uses a LP120 or a TWENSWINE and comes at 1/3 fight and does 51% ofr damage to "noobplayer" that use a BC30... he takes the loot and the smaller player looses all the shoots

this is why IMHO all monsters should be shared so no one can lament a damage... and some "helper that see a player in need can shot or finish a regenerating mob while dead attacker runs or TP's back
 
Regarding rthe OP
in my humble opinion Zho is considering a distribution of returns that is wrong by assumptions and produces a table generated by GIGO (garbage in garbage out) maths.
1. 2017 statistics introduce the "almighty algo" that converges to 98% if you are active AT LEAST 100k in the month (all of us know about payday in which returns are realigning so that there is a "compensation system" or better a "return to the mean" i think its out of discussion.
2. MA regarding looter and EFF stated "it is a small contribution, max 7%". in usual deceptive MA language it is NOT stated anywhere that this is FOR EACH VARIABLE and that IT IS LINEAR PROGRESSING.
3. ALGO is deposited to the gambling commission that certified game is skill based (i read it as a zero sum game but this is me).

these 3 point along MUST cancel any manypulation doubt
now my personal difference toward Zho numbers
a. distribution of return is capped at somewhat near 98.5% (thanks EVE for sharing a 98.42% retrn over 50m ped that confirms my idea
b. mayhem vendor items diminishing eff in favor of DPP tell me that looter and eff sum up and i add there is a cap somewhere of the sum (i used it as 130 based on some emirical legends told me about the "magic 80 looter" that is simply 130 (80+55 1.0 eff in weapons). elaborating a scaling of this (will not share excel they are boring, i came to a 94.25 to 98.50 range over the path 55 to 130 summed numbers. this confirms my return path (i played always very eco) remains into the constrains of max 7% variance (it is in fact 4.25%, it progresses in skill it resolves the loot 1.0 in-famous 3.21 DPP exploit that made some actual Ubers make a free progress, using my (small) 400k cycle confirms a 98% (or some notch below) returns.

point is WHERE IS THE MISSIN 2% (over 1m shot it is 20k ped btw or 1800 euros)
1% is green lines TT skill value (open system panel, there it is) (YES MANY SAY THAT SKILL ARE FREE.. they are not they are part of the loot pool to me
0.5% is codex bonus skill tt (again it is not linear, some skills are more valuable and rewarded with lower tt), on tocktropia mission reward is 0.38% so codex return more
0.5% is GLOBAL LOOT POOL at it is the "tax" we all pay to manufacture HOFs and ATHs (does anyone believe those were from MA pockets? they come from activity pool).

these numbers fit the funcion (with some epsilon) as well as zho ones but respect the constrains above.

Again GAME IS NOT LINEAR, it is Asyntoptic progress so.... the difference between my return at 80 looter and JBK 170 looter are not as distant as mine to mr Newcomer with 2 looter killing caudatergus, are just probably 0.2% distant while mine are 4$ better.

last point is the VARIANCE, there is a SWING in return that is affected by mob level, i never explored it (i hate bigger than 5 ped kills, and once i hated bigger than 1 or 2 pedder creatures). BUT as the creature cost more to kill, swings are bigger or i perceive them so... before stabilizing need at least 500...800 kills depending on what RNG phase you are... and to become stable i would say 4000 to 8000 kills to explore random generator.

As i was toward horn of z'agol i killed for 18 hours shub over 2 days with a 6 hours sleep and i got the shub page so loot events make the random generator explore all returns and also loot rarer items but the magnitude is too hard to test for everyone. look caperon all time globallers, look shub, or other monster to see how many events were collected by old gamers to explore loot distribution (yes again i point to Jbk and Evey statistics... can learn much from top hunters if we are humble enough to listen.... or we can see the sipper videos and learn even more on YT :)
 
Regarding rthe OP
in my humble opinion Zho is considering a distribution of returns that is wrong by assumptions and produces a table generated by GIGO (garbage in garbage out) maths.
1. 2017 statistics introduce the "almighty algo" that converges to 98% if you are active AT LEAST 100k in the month (all of us know about payday in which returns are realigning so that there is a "compensation system" or better a "return to the mean" i think its out of discussion.
2. MA regarding looter and EFF stated "it is a small contribution, max 7%". in usual deceptive MA language it is NOT stated anywhere that this is FOR EACH VARIABLE and that IT IS LINEAR PROGRESSING.
3. ALGO is deposited to the gambling commission that certified game is skill based (i read it as a zero sum game but this is me).

these 3 point along MUST cancel any manypulation doubt
now my personal difference toward Zho numbers
a. distribution of return is capped at somewhat near 98.5% (thanks EVE for sharing a 98.42% retrn over 50m ped that confirms my idea
b. mayhem vendor items diminishing eff in favor of DPP tell me that looter and eff sum up and i add there is a cap somewhere of the sum (i used it as 130 based on some emirical legends told me about the "magic 80 looter" that is simply 130 (80+55 1.0 eff in weapons). elaborating a scaling of this (will not share excel they are boring, i came to a 94.25 to 98.50 range over the path 55 to 130 summed numbers. this confirms my return path (i played always very eco) remains into the constrains of max 7% variance (it is in fact 4.25%, it progresses in skill it resolves the loot 1.0 in-famous 3.21 DPP exploit that made some actual Ubers make a free progress, using my (small) 400k cycle confirms a 98% (or some notch below) returns.

point is WHERE IS THE MISSIN 2% (over 1m shot it is 20k ped btw or 1800 euros)
1% is green lines TT skill value (open system panel, there it is) (YES MANY SAY THAT SKILL ARE FREE.. they are not they are part of the loot pool to me
0.5% is codex bonus skill tt (again it is not linear, some skills are more valuable and rewarded with lower tt), on tocktropia mission reward is 0.38% so codex return more
0.5% is GLOBAL LOOT POOL at it is the "tax" we all pay to manufacture HOFs and ATHs (does anyone believe those were from MA pockets? they come from activity pool).

these numbers fit the funcion (with some epsilon) as well as zho ones but respect the constrains above.

Again GAME IS NOT LINEAR, it is Asyntoptic progress so.... the difference between my return at 80 looter and JBK 170 looter are not as distant as mine to mr Newcomer with 2 looter killing caudatergus, are just probably 0.2% distant while mine are 4$ better.

last point is the VARIANCE, there is a SWING in return that is affected by mob level, i never explored it (i hate bigger than 5 ped kills, and once i hated bigger than 1 or 2 pedder creatures). BUT as the creature cost more to kill, swings are bigger or i perceive them so... before stabilizing need at least 500...800 kills depending on what RNG phase you are... and to become stable i would say 4000 to 8000 kills to explore random generator.

As i was toward horn of z'agol i killed for 18 hours shub over 2 days with a 6 hours sleep and i got the shub page so loot events make the random generator explore all returns and also loot rarer items but the magnitude is too hard to test for everyone. look caperon all time globallers, look shub, or other monster to see how many events were collected by old gamers to explore loot distribution (yes again i point to Jbk and Evey statistics... can learn much from top hunters if we are humble enough to listen.... or we can see the sipper videos and learn even more on YT :)
I got Ai to sum this long post. «Zho is wrong. Here is my feelings about this with nothing backing it up».
 
It is IMPOSSIBLE to back up ANY consideration on loot
i use cap as 130 (eff*100+looter)
assumption is that total effect of skill+eff is 7% (arbitrary of course)
98.5 is cap ... base return is 91.50 (98.5-7)
91.50%+ min(7%,((7/130)*(eff+looter/100))) = Expected return.
have fun testing it on your dataset, below some excel examples

so... a newborn at least averages 94.5 and no one averages more than 98.5
this corrects the fact that Zho could not reach 100% return... and the reasons are above.
just a reduced span and the cap of returns... Zho is not "wrong". just did not fetch in the "activity tax" and uses a too wide variance (in my opinion) as an empirical proof no one "jsut arrived" returns 89% so there must be a combined smaller effect


Base return
91,50%​
EfficiencyLooter
55,00%​
1,00
94,52%​
65,00%​
10,00
95,54%​
70,00%​
20,00
96,35%​
75,0000%​
30,00
97,15%​
80,0000%​
40,00
97,96%​
85,0000%​
50,00
98,50%​
92,5000%​
€ 30,00
98,10%​
 
How are you so sure about that? Paybacks feels pretty obvious to me. If there is no tracking, swedish gambling laws would not tolerate this game I would assume.
Any hit will always feel like a payback since we are constantly working towards a <1 average. People really don't get this and get confused.

A positive day is not above 100%. The cutoff should be your EV, for myself I have it set at 96% based on the most compelling arguments and evidence. This means every day at 96%+ should be counted as a win and colored green in the sheets.

Because of the high variance in multipliers and the sub 1 average we are going to be in a big loss more often than not. A 100 ped global on a weak rextelum will compensate for 25 no looters or 50 0.5 multis.

It isn't gambling since players are in full control whether they want to win or lose long term. Either they argue and are mad or they listen to the players profiting when they choose to share information. There are multiple ways to profit using in game mechanics and this includes TT profit through hunting, profit through rewards and profit through markup. There are a bunch of ways to do it but people choose to play the house.

Edit: I am talking about cents and dollars, not life changing money.
 
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who does the most damage gets the loot, the others get NIL
this is why we have the "kill steal" phenomenon that leads to discussions
imagine player "UBER" that uses a LP120 or a TWENSWINE and comes at 1/3 fight and does 51% ofr damage to "noobplayer" that use a BC30... he takes the loot and the smaller player looses all the shoots

this is why IMHO all monsters should be shared so no one can lament a damage... and some "helper that see a player in need can shot or finish a regenerating mob while dead attacker runs or TP's back
Thank you, that answers my question.
 
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