Thanks a bunch for taking your time with the tests and for sharing them. I will refrain from debating, don't want to come across as negative, the work you did here wouldn't deserve that.
But isn't that exactly the point of the dialogue, why do you give up your position before you have presented it and compared it against criticism? The thread is in the Loot Theory section, which means it's something insecure to work on and improve.
In my opinion, it is more disrespectful to tell someone they are wrong without giving an argument. I'm interested to know why you think Efficiency has no impact on larger multipliers.
The tower test clearly shows that the system always returns no less than 70%, which includes the smallest multiples on which the study is built.
This tower test can also be considered reliable that the Looter profession has an impact "only when searched in the corpse", because it only counts the Weapon's Efficiency, not the Looter level.
When Cyrene adopted the Codex, I hunted a mob that had no other hunters. And for 3 days I was getting ~75% TT return.
By comparison, from my casual experience, I think it is obvious that the system returns a minimum of 70%, and the others are distributed in some other way.
Before I can figure out how that 30% margin is distributed, I need specific values for Efficiency and Looter.
For the Looter profession test, I have several times offered PED to other players of different Looter level to join in a quick test, but my attempts to gather ~5 people were unsuccessful.
Similar to the tower test, I wanted several people to shoot at a large MOB with the same weapons *10 hits each, but with weapons with 0% Efficiency, with a new player without any Looter skills.
Once everyone has taken 10 hits (ie equal bet value)... much more accurate deductions can be made as to how it affects Looter... such as if each takes a different number of shrapnel, it will be equivalent to Looter having impact on your personal profession. But if everyone takes the same value, it will mean that the impact is entirely on the one picking the loot. From which you expect more shooting for the test until the full circle in the group is turned.
I personally haven't been able to get even a small group together to do a simple test on this. Good luck if you make it...
And how do you calculate Looter in your loot, on what basis?
0.07% did you check the credibility yourself before going ahead with some deeper theory.. and how?
DPP/Low bet per shot.
Although I can see the impact of the lower cost in the ratio.. in the end.. in the result. I can't call up exact data until I establish the influence of Efficiency and Looter. Simply because the above tests show that they increase the base by some amount in the bottom TT line. While the DPP analogy is decrease, not increase.
That is, opposite actions involved in the final result. So I cannot include them is my personal research, before I have reliable data from Looter and Efficiency, which seem easier to establish.
Open up a bit, anyway in the new version, there will be changes... so I don't see the point of secrecy in this case.
In my opinion, the multipliers use similar like the Critical Hits pattern.
Normal hit + the weapon max hit.
But in multipliers it's just with more frames that the game gives when certain values are reached...
Normal Loot + Bonus + Bonus + Bonus...
That's why I think Looter and Efficiency only have an impact in the main loot... those normal we took from the most mobs.
I am interested in understanding your arguments.
I am aware that they are built on increasing max losses.... 90% + Effectiveness + Luthor + DPP + Crit Hit + Crit DMG... that is, a vague equation with vague parameters that gives a better result. Do you have any specific values or are the calculations based on "longer run = better".