FYI: How To Survive 2

M Rufen Power

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How To Survive 2 - An experiment to see how long I can play without depositing after an initial bankroll that will help me keep going and hopefully increase my bankroll slowly through markup.

Seeing as the original thread and post can no longer be edited and the thread generated a lot of interesting dialogue I thought as I am returning to the game I would kick start this project again.

I am going to try to make this thread more concise but also read almost like a guide for new players who want to learn about hunting, whilst learning other important aspects to this game.


Weapons - Offence

Here is a table of all the best weapon setups available for a beginner!
Weapon NameAmplifierDecayAmmoCostDPPRangeHitsDPS
Omegaton M2100A1 (L)ZX Sinkadus0.050+158 =1.6302.98526.40M705.68
Bukin's Spare RifleOmegaton A1010.789+131 =2.0992.98057.20M444.59
S.I. HK110ZX Sinkadus0.372+103 =1.4022.97444.00M674.66
Ozpyn Chon S1X1Omegaton A1010.873+123 =2.1032.97424.20M676.99
Bukin's Spare Rifle AdjustedOmegaton A1010.789+155 =2.3392.97166.00M445.10
Ancient Red ScorpionOmegaton A1011.878+140 =3.2782.96860.50M6710.87
Sollomate Onyxo (L)Omegaton A1010.682+166 =2.3422.96839.60M445.10
S.I. ScorpionZX Sinkadus 0.176+123 =1.4062.96630.80M835.77
Z12 BarbarellaOmegaton A1010.672+215 =2.8222.95560.50M486.67
The best gun options are all in the top 4 for economical hunting! Hunting with DPP means you will loot less Shrapnel, however the same could be said about DPS because you are spending less time dealing damage on the mob and receiving damage you'll have to heal up, so the choice is yours.

The top 4 guns configurations and combinations;
  • DPP Primary: Omegaton M2100A1 (L) + ZX Sinkadus
  • DPP Secondary: Bukin's Spare Rifle + Omegaton A101
  • DPS Primary: Ozpyn Chon S1X1 + Omegaton A101
  • DPS Secondary: S.I. HK110 + ZX Sinkadus

Melee Setups

Here is a table of all the best melee setups available for a beginner!
Weapon NameAmplifierDecayUsesDPPRangeHitsDPS
S.I. Psy-SwordMelee Trauma Amp 12.8097582.96904.00M223.06
Maze HammerMelee Trauma Amp 12.8172522.96105.00M223.06
Castorian Combat EnBlade-B (L)Melee Trauma Amp 13.5395502.94607.00M335.73
Laconian SwordMelee Trauma Amp 12.8394112.93804.00M679.31
FalxMelee Trauma Amp 13.8093992.91904.00M519.45
LabrysMelee Trauma Amp 14.2894002.91704.00M449.17
Castorian EnKnuckles-B (L)No Amplifier1.2028072.89103.00M804.63
FalcataMelee Trauma Amp 13.3893892.87104.00M569.08
The best melee options are all in the top 4 for economical hunting! As melee items don't allow for you to attach sights and scopes to augment the efficiency rating, hunting with melee long term isn't great. Skilling melee to increase the Strength attribute, and for some health gains for hunting.


Attachments - Offence

Here is a table of the two best attachments available for a beginner!
Attachment NameTypeQuantitySkill ModSkill BonusDecayEfficiency
Longreach 4Scope1150.90.08383.00%
Bullseye 8Sight2241.70.11083.00%
ArMatrix Extender P10 (L)Extender100.010%85.00%
Thanks to the changes brought in with Loot 2.0, it is now adviceable to attach the above three items unto your pistol or carbine/rifle to increase the efficiency rating to get back higher returns. This is just another reason to not skill melee, but melee has it's benefits as mentioned above.


Weapon Efficiency

Here is a table of all the efficiency rating with and without attachments!
Weapon NameAmplifierEff % BaseEff % AttachEff % Ext
Omegaton M2100A1 (L)ZX Sinkadus65.2% (0.0)67.9% (2.7)67.9% (0.0)
Bukin's Spare RifleOmegaton A10165.2% (0.0)67.3% (2.1)67.5% (0.2)
S.I. HK110ZX Sinkadus64.8% (0.0)67.9% (3.1)68.5% (0.6)
Ozpyn Chon S1X1Omegaton A10164.8% (0.0)66.9% (2.1)67.2% (0.3)


Armour - Defence

Here is a table of the best armour sets available for a beginner!
Armour NameCloseFirearmsExoticDurabilityTT ValueDPP
Harrier Assault, Adjusted060300060012.0020.00
CDF Scout090300180014.5020.00
Pixie, Adjusted230012280028.6020.00
Musca, Adjusted240803280028.6020.00
Rifi Armor ME250010280028.6020.00
Due to very recent changes made to armour this aspect of hunting can no longer be ignored. Armour now has an economical rating of 20 damage per pec absorbed for armour or plate. This is amazing news, as all decay get returned back into the loot that you can hunt without healing!


Healing - Defence

Here is a table of the best healing tools available for a beginner!
Healing Tool NameSourceHealE/ HealDecayHPPTTHitsHPS
Medkit (L)Rocktropia12.0012.000.50024.0000.503006.00
Refurbished H.E.A.R.T. Rank VICyrene36.0031.501.75018.0014.002010.50
S.I. H.E.A.R.T.Cyrene14.0014.000.90015.5609.001904.43
Vivo S10Calypso19.0016.631.35012.3122.003108.59
10-Pulse UnitStarter Pack18.0015.751.48710.5907.002406.30
The best healing tool which you can obtain from a quest on Cyrene the Refurbished is well worth it. Although it is not as economical as utilising armour against a creature, and provide you with more loots drops which are optimal. Also you'll gain faster evader skills getting hit whilst wearing armour.


Skill Optimisation

Here is a table of the skills available for a hunting beginner!
SkillPurpose
SkinningContributes 35% to all looter prof's (Use attachments to skill faster)
ButcheringContributes 10% to all looter prof's (This skill gets unlocked @ Lv30)
PerceptionContributes 09% to all looter prof's (Pick 1st from quest rewards)
AlertnessContributes 06% to all looter prof's (Pick 2nd from quest rewards)
AnatomyContributes 07% to all looter prof's (Pick 3rd from quest rewards)
EvadeContributes 25% towards your evader (Use Armour/Plates to skill faster)
Athletics (533/HP)Contributes 14% towards your evader (Pick 1st from quest rewards)
Combat Reflexes (1600/HP)Contributes 11% towards your evader (Pick 2nd from quest rewards)
Courage (320/HP)Contributes 07% towards your evader (Pick 3rd from quest rewards)
AlertnessContributes 05% towards your evader (Pick 4th from quest rewards)
The skills new players should be selecting from their rewards if they want to be a hunter full time are perception and alertness, anatomy can be gained quite easily in comparison to the other skills. Remember that a higher Looter Profession, allows you to receive more loot to help your returns.


Rings - Miscellaneous

Here is a table of the two best rings available for a beginner!
Ring NameEffect 1Effect 2Effect 3Hand
Ares Ring (L)Reload Speed 4%Critical Chance 0.2%Critical Dmg 4%Right
Ares Ring, ImprovedReload Speed 8%Critical Chance 0.6%Critical Dmg 8%Right
Ares Ring, ModifiedReload Speed 10%Critical Chance 0.8%Critical Dmg 10%Right
Ares Ring, AugmentedReload Speed 12%Critical Chance 1.0%Critical Dmg 12%Right
Ares Ring, PerfectedReload Speed 14%Critical Chance 1.2%Critical Dmg 14%Right
Hermetic Ring (L)Run Speed 5%N/AN/ALeft
Hermetic Ring, AdjustedRun Speed 8%N/AN/ALeft
Hermetic Ring, ImprovedRun Speed 10%N/AN/ALeft
Hermetic Ring, ModifiedRun Speed 15%N/AN/ALeft
Hermetic Ring, AugmentedRun Speed 20%N/AN/ALeft
Hermetic Ring, PerfectedRun Speed 25%N/AN/ALeft
For any hunter looking to make hunting their main focus and profession, getting these two rings is a must. The Ares Ring's help with being able to turn over quickly and ensures all kills are as cheap as possible through its effects. The Hermetic Ring's for the best effect is to be used with long-range items.


Hunting Tips

Here is a table of all the best tips available for a hunting beginner!
Pre Loot 2:0 Hunting TipDescription & Explanation
No. 1Hunt the lowest maturity mobs, as this will greatly reduce loot volatility.
No. 2Hunt and kill 3000 mobs, as this will allow any loot volatility to even out.
No. 3Ensure your PED balance can kill 3000+ mobs before complaining of loot.
No. 4Use armour to begin building up defence skills, it'll be far more beneficial.
No. 5Ensure that you avoid any over-amping and to reduce as much overkill.
No. 6Once your defence skills are up, try to kill mobs before they reach you.
No. 7Use teams to make kills cheaper on att/def decay and to hunt longer.
No. 8Avoid using melee to skill with, unless you want more strength or hp.
No. 9Only sell your loot once you've gone through your balance for ammo.
No. 10Hunt at the highest DPP & DPS you can afford to maintain long term.
Post Loot 2:1 Hunting TipDescription & Explanation
No. 1Use armour, plates, scope & sights, as the decay gets returned in loot.
No. 2Use healing as little as possible as the decay does not get returned back.
No. 3Use a finisher gun that has low ammo burn to improve your optimal loot.
No. 4Get your looter professions up for the relevant mob that you are hunting.
No. 5Use items that increase both Focus Blow & Crit Damage for cheaper kills.
No. 6Use items that increase your speed walking backwards for cheaper kills.
No. 7Prioritise efficiency over damage per pec, as this affects your returns.
No. 8Reducing unnecessary actions that stop dealing damage to the mob.
No. 9Hunting with DPP allows you to loot less Shrapnel but get less loot.
No. 10Hunting EFF allows you to loot more Shrapnel but gains more loot.
Try to memorise some of these, they could mean the difference between profiting or not. So ensure to read these and slowly begin to incorporate them into your playstyle so it then begins to build that pattern in your hunting grinds and you will never step a foot wrong and be victorious.


Original Thread
How To Survive!

I will be recording all my hunting data onto a spreadsheet, which all have permission to copy and use for their ability to survive Entropia! Google spreadsheet link found here > HTS2 Hunting Log

I did inspire these people to start their own hunting logs.
pSyCHe's Hunting Log, Lizzy's Hunting Log, Miku's Hunting Log!, OstraSuczka's Hunting Log.

Ultimate Planet Calypso Game Guide Here > Calypso Newcomer Guide

New channel! [#howtosurvive]
If you want to be more involved in this thread, come join us!
To join type: /join #howtosurvive and the chat group is public.

New Society! How To Survive
If you want to join our small society, apply at the soc terminal, join us! Please ensure that you abide by the rules before applying in-game.

New Discord Server! [#howtosurvive]
If you want to be more involved in this thread, come join us!
Click on the link to enter our discord group > [#howtosurvive]
 
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M Rufen Power

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Balance Tracker

Balance Tracker

SeasonalOriginalIncreaseCurrent
1st Quarter1000 PED0000 PED1000 PED
2nd Quarter1000 PED0000 PED1000 PED
3rd Quarter1000 PED0000 PED1000 PED
4th Quarter1000 PED0000 PED1000 PED
 
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Codex Tracker

Codex Tracker

CreatureRank & ProgressLooter Level
AllophylRank 1, 1.0 %Before 18.1116 / After 18.2116
ArgonautRank 1, 1.0%Before 18.1116 / After 18.2116
AtraxRank 1, 1.0%Before 18.1116 / After 18.2116
BerycledRank 1, 1.0%Before 18.1116 / After 18.2116
BristlehogRank 1, 1.0%Before 18.1116 / After 18.2116
CalamusoidRank 1, 1.0%Before 18.1116 / After 18.2116
CaudatergusRank 4, 31.4%Before 18.1116 / After 18.2116
ChirpyRank 1, 1.0%Before 18.1116 / After 18.2116
CombiboRank 1, 1.0%Before 18.1116 / After 18.2116
CornundacaudaRank 1, 1.0%Before 18.1116 / After 18.2116
CornundosRank 1, 1.0%Before 18.1116 / After 18.2116
DaikibaRank 1, 1.0%Before 18.1116 / After 18.2116
DefenderRank 2, 7.2%Before 18.1116 / After 18.2116
DroneRank 1, 1.0%Before 18.1116 / After 18.2116
ExarosaurRank 1, 1.0%Before 18.1116 / After 18.2116
FaucervixRank 1, 1.0%Before 18.1116 / After 18.2116
FoulRank 1, 1.0%Before 18.1116 / After 18.2116
FugabaraRank 1, 1.0%Before 18.1116 / After 18.2116
GibnibRank 1, 1.0%Before 18.1116 / After 18.2116
HiryuuRank 1, 1.0%Before 18.1116 / After 18.2116
KerberosRank 2, 4.3%Before 18.1116 / After 18.2116
MaffoidRank 1, 1.0%Before 18.1116 / After 18.2116
MarcimexRank 1, 1.0%Before 18.1116 / After 18.2116
MermothRank 1, 1.0%Before 18.1116 / After 18.2116
MerpRank 11, 0.1%Before 18.1116 / After 18.2116
MournerRank 1, 1.0%Before 18.1116 / After 18.2116
PhasmRank 1, 1.0%Before 18.1116 / After 18.2116
PlumatergusRank 1, 1.0%Before 18.1116 / After 18.2116
PrancerRank 1, 1.0%Before 18.1116 / After 18.2116
RazortoothRank 1, 1.0%Before 18.1116 / After 18.2116
RippersnapperRank 1, 1.0%Before 18.1116 / After 18.2116
SabakumaRank 1, 1.0%Before 18.1116 / After 18.2116
ShinkibaRank 1, 1.0%Before 18.1116 / After 18.2116
SnablesnotRank 1, 1.0%Before 18.1116 / After 18.2116
SnargRank 1, 1.0%Before 18.1116 / After 18.2116
SnarksnotRank 7, 0.5%Before 18.1116 / After 18.2116
TripudionRank 1, 1.0%Before 18.1116 / After 18.2116
TurpRank 1, 1.0%Before 18.1116 / After 18.2116
WarlockRank 1, 1.0%Before 18.1116 / After 18.2116
WarriorRank 1, 1.0%Before 18.1116 / After 18.2116
 
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M Rufen Power

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Deficit Tracker

Deficit Tracker

CreatureMaturityHealthDamageDangerDeficit
BerycledYoung7017Lv 3-300 PED
DaikibaYoung - Provider50-13021-28Lv 3-5-15 PED
ExarosaurYoung5015Lv 30.00 PED
ShinkibaYoung3014Lv 20.00 PED
 
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Hunting Tracker

Hunting Tracker

AmmoOffenceDefenceCostLootTT ReturnReturn %Avg MU
392.03290.3511.13693.51678.25-15.2697.80%105.35%
1497.881288.4126.902813.192821.90+8.71100.31%107.73%
 
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How To Survive 2 - An experiment to see how long I can play without depositing after an initial bankroll that will help me keep going and hopefully increase my bankroll slowly through markup.

Seeing as the original thread and post can no longer be edited and the thread generated a lot of interesting dialogue I thought as I am returning to the game I would kick start this project again.

Here is a table of all the best weapon setups for a beginner!
Are you one? A beginner? Aren't you at least midlevel now? The last one was from 2015. If so, is the purpose to see if you can recreate your initial results as a midlevel player? Or is it pre vs post loot 2.0? Wouldn't it be better to use the tools your avatar can use now? Or is your bankroll limited to that of a starting player? In your other thread you say you doubled your bankroll
Current Balance
1000 PED + 957 PED = 2125 PED
So shouldn't you at least use tools that do double the dps?

Sorry too many questions maybe... But would be nice to know the purpose.
 
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M Rufen Power

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Are you one? A beginner? Aren't you at least midlevel now? The last one was from 2015. If so, is the purpose to see if you can recreate your initial results as a midlevel player? Or is it pre vs post loot 2.0? Wouldn't it be better to use the tools your avatar can use now? Or is your bankroll limited to that of a starting player? In your other thread, you say you doubled your bankroll
So shouldn't you at least use tools that do double the DPS?

Sorry, too many questions maybe... But would be nice to know the purpose.
I am a mid-level player with the highest skill being Laser Sniper (Hit) Lv 55.20. To recreate the same results post loot 2.0 of course, continuing to show new players what is and what is not possible or realistic. Why would it be better to use tools my avatar can use and go bankrupt in 1 day? I've had that happen to me before on Leviathan. a 1K ped bankroll is all I can afford these days with a family to support, not out of reach for new players either. I did double my bankroll and I sold everything and withdraw the lot, so had to deposit again, only this time with Christmas Strongboxes. I am not going to use double DPS even if I had double bankroll simply because those weapons I use are top-notch, nothing beats them in terms of economy. They're unlimited so not paying a markup. TT pistol is L but it's found in TT, so again not paying out too much money on obtaining the setup. I think it's still possible for me to repeat last time, but thanks for the questions, I am sure you will be pleasantly surprised or maybe I will and eat my own words.
 
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Just gonna put this here since this thread is all about how to economically survive...




Not a lot to be earned from the maze or the Hazmat missions, but every pec helps I suppose.

Oil Rigs and Beer Kegs on less populated planets also help some folks survive a bit.

Also, as for rings Athenic Rings are nice since they give you dodge/evade... No point in having ares if you are ending up at revive terminal too often.
 
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M Rufen Power

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Well it took me all night to get the first few posts up to scratch.

All the relevant charts have been populated, just need the text.

Edited: The first post's now complete with the extra text inserts.
 
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There is one aspect I found impossible to ignore, which is gear that doesn't consume any ammo and thus throws a monkey wrench in your ability to cycle. Selling your loot takes time and tt'ing it bereaves you of markup you need. Having to throw shrapnel into the tt just to keep up with repairs costs an additional 1%. I am living with that when using melee, but found it too annoying with the A101 to keep it. Its superior efficiency does not compensate for it.
 

M Rufen Power

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There is one aspect I found impossible to ignore, which is gear that doesn't consume any ammo and thus throws a monkey wrench in your ability to cycle. Selling your loot takes time and tt'ing it bereaves you of markup you need. Having to throw shrapnel into the tt just to keep up with repairs costs an additional 1%. I am living with that when using melee, but found it too annoying with the A101 to keep it. Its superior efficiency does not compensate for it.
I know that does happen with old style melee items, but you just got to keep switching to using weaponry that does, once universal ammo is depleted, take another swing or simply sell the Shrapnel at 100.50%? Least you'all get something for your trouble of gathering it up lol.
 

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I know that does happen with old style melee items, but you just got to keep switching to using weaponry that does, once universal ammo is depleted, take another swing or simply sell the Shrapnel at 100.50%? Least you'all get something for your trouble of gathering it up lol.
I answered this in another thread today:
https://www.planetcalypsoforum.com/...-ring-prices&p=3741864&viewfull=1#post3741864

Another possibility is to go mining instead with uni ammo and, using Leeloo's excellent guide, hopefully turn a profit from that side.

In all scenarios, every round of cycling has to go through the market to compensate for the loss in tt value. This determines the speed at which you can cycle. Not everybody has the patience for it.
 

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I guess we might look at some things a bit different (or not :D) so I wonder if you see
DPP as a game mechanism, or just as an "analysis tool" (as I do)?
 

M Rufen Power

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I guess we might look at some things a bit different (or not :D) so I wonder if you see
DPP as a game mechanism, or just as an "analysis tool" (as I do)?
I use DPP as a tool to analyse a creatures loot pool, of course DPP and efficiency works in a linear fashion on the items already in the game and for newer items this doesn't follow the linear fashion. But the higher the efficiency the higher the DPP. As far as I understand DPP is mainly responsible for the loot composition, so yes to analyse a mobs loot drops and I naturally inflat my main items efficiency with attachments, this affects how much loot I will get back and is helpful to force other loots which has markup via DPP. My runs last night drop me a considerable amount of markup that I am not accustomed with, but I could just be having a good start to the log nothing more.
 

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I use DPP as a tool to analyse a creatures loot pool, of course DPP and efficiency works in a linear fashion on the items already in the game and for newer items this doesn't follow the linear fashion. But the higher the efficiency the higher the DPP. As far as I understand DPP is mainly responsible for the loot composition, so yes to analyse a mobs loot drops and I naturally inflat my main items efficiency with attachments, this affects how much loot I will get back and is helpful to force other loots which has markup via DPP. My runs last night drop me a considerable amount of markup that I am not accustomed with, but I could just be having a good start to the log nothing more.
Lets hope that better loot is due to stepping up in what can be looted in loot table. ;)

Time for a "theory" warning. :laugh::silly2:

Why I wonder about DPP as a mechanism is due to I've seen some that mention damage
is related to loot build up in a mechanism p.o.v, which I don't think it is.
Imo damage (and also interactions without damage) are just tools to regulate amount
of interactions with the target, since every interaction is linear in cost if we only use one
set up, so the task is to find perfect match with amount of interations between set up and target.
Look at it as a bell curve, where we can both over- and underkill, and when we do the amount
of non damage interactions will increase.
When I found a pretty good match for Dire Weeds my record became 8 mobs in a row with 100% damage
only interactions.

We will always get loot whatever we use but to get the best possible average and bonus we
do need to find this perfect match.
There are ofc more layers that will screw up this task to find the perfect match, so it isn't
always easy to find it out.
Bare in mind almost all testing I did were in Loot 1.0, but since 2.0 isn't a completly new system
but a system that is "optimized and improved" from 1.0 there shouldn't be a big difference in basics.
Imo EU is just a number matching mechanism.
 

M Rufen Power

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Lets hope that better loot is due to stepping up in what can be looted in loot table.
Thank you for sharing your experiences. I however am not into getting the right setup for the right mob, that might have been my mind set a while back but not anymore. All I try to do is use a setup with high DPP from the base, use Ares to further augment that lead and utilise high efficiency attachments to increase my return rate. So I use high DPP setups as listed for loot composition, Ares rings for again better loot composition, inflate the efficiency with high efficiency attachments to get better returns and faster skill gains for my looter professions, which again affects your return rate. So I am giving myself the highest advantage I can get with the way the game works now and so far it's working.
 

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Thank you for sharing your experiences. I however am not into getting the right setup for the right mob, that might have been my mind set a while back but not anymore. All I try to do is use a setup with high DPP from the base, use Ares to further augment that lead and utilise high efficiency attachments to increase my return rate. So I use high DPP setups as listed for loot composition, Ares rings for again better loot composition, inflate the efficiency with high efficiency attachments to get better returns and faster skill gains for my looter professions, which again affects your return rate. So I am giving myself the highest advantage I can get with the way the game works now and so far it's working.
It's a nice feeling when you do find combos and set ups that work, since that will help out
to reach goals we have.
After they announced that old missions gonna disapear, my prio have been to finish off
as many missions as possible that have attributes as rewards, so eco haven't been the
best lately. Sill there have been some decent HoFs, globals and average loot, but it could
improve though. :D
When it comes to efficiency, just remember this: "The displayed Efficiency parameter for
a given weapon does not correspond to expected overall loot return..."
 

M Rufen Power

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When it comes to efficiency, just remember this: "The displayed Efficiency parameter for
a given weapon does not correspond to expected overall loot return."
That's exactly right, so a 70% efficiency setup won't help you to receive a 70% return rate lol. But it does not mean that a higher efficiency can help improve your return rate. Efficiency is the new meta of hunting, get used to this! :yup:
 
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Joat

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That's exactly right, so a 70% efficiency setup won't help you to receive a 70% return rate lol. But it does not mean that a higher efficiency can't help improve your return rate. Efficiency is the new meta of hunting, get used to this! :yup:
Basics are still the same, so from a mechanism p.o.v not much have changed, it's about
what parameter that have more influence now.
Another thing you should remember is this: "The Efficiency parameter is a relatively small
component in loot calculations (no more than 7% of total loot value)." ;)
 

M Rufen Power

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Basics are still the same, so from a mechanism p.o.v not much have changed, it's about
what parameter that have more influence now.
Another thing you should remember is this: "The Efficiency parameter is a relatively small
component in loot calculations (no more than 7% of total loot value)." ;)
The 7% when looked on it's own is rather small, but if we were to cycle 1 million ped, then that 7% is vital!
 

Joat

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The 7% when looked on it's own is rather small, but if we were to cycle 1 million ped, then that 7% is vital!
Sadly I doubt many of us will reach up to full 7%. :( If you do reach 7% in that
part, you still have 93% that might screw things up, but on the other hand, you
might also hit perfect set up so those 93% are maxed.
Only way to find out is to try it out. :)

Imo both looter professions and Loot 2.0 has a more important purpose than to
inform players how the system works to improve return, it's more about a legal
issue, but thats purely my speculation. ;)
 

San

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The 7% when looked on it's own is rather small, but if we were to cycle 1 million ped, then that 7% is vital!
It is 7% you have to earn back with markup on any scale you play, big or small, and anew for each and every round of cycling. What I tried to point out above is that this way you get only a short time of hunting fun compared to the time you wait for sales, plus if everybody did it religiously then it wouldn't scale because the same economic considerations would apply to the buyers of your produce who therefore can't absorb arbitrary quantities. This limits the pace at which you can progress to a better figure. You're pretty much stuck until you lose patience and decide to just pay your way through the worst, if you can.

And when you're up there or well underway, what then? People always forget or never become aware that this is not a game where you're pitted against a system of chance, but one of economic competition with the other players. Every figure in your personal statistics is the result of your relative effort compared to everybody else. And some are willing and able to throw in "whatever it takes", often jump-starting their career with a large investment.

Hence my personal interpretation of "How to survive" is mustering the willpower to quit the rat race. To declare that you are -not- in a competition to reach the top. To become immune to artificially induced envy. This is still a nice little virtual world to live in without stressing out over what the whales are getting. Even when GAS'ing over stuff not forgetting all that which is so much more important. Just wanted to throw this into the picture.
 

Daimon Frey

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Heal or scan when the mob's been hit for that decay to be recorded.
How did you test it? I was under impression scanning decay is not returned in loot. But I was testing in team when all I did is scanning and other person doing the dmg. In that setup I didn't get any loot. I wonder how do you test if scans were returned - the problem here is that scan decay is very small compared to kill cost even on punies so super hard to test your way of hit first, scan later.
 

Slyk

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How did you test it? I was under impression scanning decay is not returned in loot. But I was testing in team when all I did is scanning and other person doing the dmg. In that setup I didn't get any loot. I wonder how do you test if scans were returned - the problem here is that scan decay is very small compared to kill cost even on punies so super hard to test your way of hit first, scan later.
Good test. I tried scanning naked and turreting, nothing returned either.
 

mastermesh

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Thank you for sharing your experiences. I however am not into getting the right setup for the right mob, that might have been my mind set a while back but not anymore.
Your really ought to try calculating it in... think about it this way... if you are NOT using the right weapon for the right mob you may be getting higher amounts of overkill than otherwise... on the lower end of things, thinking about mobs with 5-20 hp... If you weapon +amp combo does not evenly divide to a number close to a division of 5 you are possibly doing more overkill every kill than you might be unamped with a weapon that gets you closer to that divisible by 5 thing, etc. On higher hp mobs it just gets a little trickier based on the number of heals or armor from regeneration, etc. Lots of ways to sneak in extra costs that are not returned even with loot 2.0 calculations potentially.... especially on missions where you may need to kill 10k or more of each mob, etc.

Something else to factor in is the weight factor of different weapons, etc. The recent change by Cyrene to lower the weight of the maze hammers from 10 lbs to 1.5 lbs makes that type of weapons a little more worth having than previously since you can have a bunch of them in inventory without going overweight, etc.... still a bit questionable if you only have one melee amp though and are constantly having to change it from hammer to hammer due to how quickly the hammer gets used up on higher hp mobs, etc. In some ways I wish every UL weapon could be made to have a 200 usd max tt value similar to viper whip, etc. as that allows you to do a lot more than having to run to repair a lot. ... although that's a bit tricky too as minimum ped value to heal is a percentage and the higher the ped value max the more it costs to actually repair the weapon... 1% of 200 ped is a bit more than 1% of 5 ped, etc.

the speed buff may not be super great and be achievable with other stuff like adjusted harrier, but it cannot hurt to have, unless you think the weapon is too slow, in some cases it actually is vs alternatives, etc.

Although more is returned in loot 2.0 than in 1.0, I don't think I've read anywhere that 100% of overkill costs are returned... maybe that can be an aim for loot 3.0

Also regarding melee, you completely seem to have ignored whips... One thing that taming does that isn't often thought about is that it allows you to tame the mob without fully lowering the hp to zero... which likely does have an impact on returns in some way.
 
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