As some of you are already aware there are few possible loot action outcomes when you looting killed mobs. Most of loot values don't cover kill cost or equal, it and fall into category „base loot”. But some loot actions exceedes even greatly kill cost and are known among comunity as so called „multis”. I spend some time to investigate that more and here is how I performed that and what are results.
Setup and conditions:
Test were performed on Sabakuma Hatchling, Cadatergus Puny as 1st group and Longu Young as 2nd group.
Sabakumas were killed with Lacerating attack chip 1, no armor, no fap – that resulted in kill within 2-3 shots in 99% cases if no miss/evade involved. Moderate overkill sometimes.
Caudatergus were killed with Lacerating attack chip 3, no armor, no fap – that reulted in kill with 2 shots in 99% cases if no miss/evade involved. Moderate overkill sometimes.
Longus were killed with maxed Shaghadi disintegration sword (no amp) and Philospher sword ( finisher, no amp ) – minimal overkill, armor Nemesis, Faping beetween mobs with Herb Box.
Sabakumas were kiled in Half Moon Bay area, Caudatergus in camp icarus and Longus on LA W of Reis Defence TP. Tests were performed in similar time of the day as much as it was possible. Before each test group I deceided to perform crafting and mining run till hitting in those proffesions good multiplier to minimize impact of possible cross proffesion compensation.
I was hunting same maturity mob with same gear in each test group. Same weapon, same armor, same fap. I counted loot actions needed before „multiplier event” occured (loot higher than base loot, In this case higher than base loot starting from x3 multiplier. If there was problem with clasification of certain loot like f.e. base loot caudatergus puny 0,03ped to 0,08ped looted 0,19 ped and is imposible to say if that was exceptionaly good base loot or already multiplied poor base loot, then that loot was counted toward non multiplier ones. For example on Punys multiplier loot was counted above 0,24 ped. If multiplier occured I started new count.
Multipliers were occuring as fast as 1 loot action (that mean next one, f.e. 2 globals in a row) and as late as 137 loot actions. I deceided to exclude that extreme values as it were incidental and hapened once or twice in each test group. Then I split multiplier event occurance into equal classes 10 events wide from 2-10 events till 91-101 events. So f.e. multiplier event occurance in class 51-60 means that i have to kill between 51-61 mobs to receive loot multiplier. After killing 2824 punys and 2979 longus i got such distribution in each class.
Results:
Sabakumas and Caudatergus
Longus
Conclusion and other finds :
Multiplier occurance in both groups is surprisingly similar. That might suggest some coded in loot algo function which is managing avatar returns to stated by MA 97%, and not being random, and not needing of loot tracking per avatar.
66 out of 95 puny mobs multipliers occured within first 3 clases, and 63 out of 99 longu multipliers occured within first 3 classes. That mean roughly 2/3 of multipliers you receive occurs during 30 loot actions. That might have impact of bankroll management and overall returns if managed correctly.
Also I did not noticed correlation between multiplier occurance and its value, however tests were not focusing on that. I have data about mutiplier value so might analyze that later .
Seems if you got bad looting streak like over 30 loot actions without multiplier it may last so long that you will not recoup your loss even when u get one. Especially if it will be low one up to x50
During tests i managed to get x800 multiplier on sabakuma hatchling wchich resulted in 16 ped global ;( and some x100 multipliers on punys which resulted some 5 peders.
Thereis visible some increase in number of multipliers in last class of long lasting "chains of loot actions" without multiplier on longus which might suggest that bad streaks are somehow capped with increasing probablity of receiving multiplier on larger mobs but more research and data would be needed to confirming this as this events are extremly rare. During almost 6k test kils longest event without multiplier was 137 loot actions ( and there is small possiblity i just missed it as rest of multipliers occured within 101 loot actions in both groups).
TL-DR:
If you hunting and not geting multiplied loot during first 30 kills switch mob to some low ped/kill one and kill cheap ones till you get any multi. Then back to previous expensive activity. That seems saving money.
Setup and conditions:
Test were performed on Sabakuma Hatchling, Cadatergus Puny as 1st group and Longu Young as 2nd group.
Sabakumas were killed with Lacerating attack chip 1, no armor, no fap – that resulted in kill within 2-3 shots in 99% cases if no miss/evade involved. Moderate overkill sometimes.
Caudatergus were killed with Lacerating attack chip 3, no armor, no fap – that reulted in kill with 2 shots in 99% cases if no miss/evade involved. Moderate overkill sometimes.
Longus were killed with maxed Shaghadi disintegration sword (no amp) and Philospher sword ( finisher, no amp ) – minimal overkill, armor Nemesis, Faping beetween mobs with Herb Box.
Sabakumas were kiled in Half Moon Bay area, Caudatergus in camp icarus and Longus on LA W of Reis Defence TP. Tests were performed in similar time of the day as much as it was possible. Before each test group I deceided to perform crafting and mining run till hitting in those proffesions good multiplier to minimize impact of possible cross proffesion compensation.
I was hunting same maturity mob with same gear in each test group. Same weapon, same armor, same fap. I counted loot actions needed before „multiplier event” occured (loot higher than base loot, In this case higher than base loot starting from x3 multiplier. If there was problem with clasification of certain loot like f.e. base loot caudatergus puny 0,03ped to 0,08ped looted 0,19 ped and is imposible to say if that was exceptionaly good base loot or already multiplied poor base loot, then that loot was counted toward non multiplier ones. For example on Punys multiplier loot was counted above 0,24 ped. If multiplier occured I started new count.
Multipliers were occuring as fast as 1 loot action (that mean next one, f.e. 2 globals in a row) and as late as 137 loot actions. I deceided to exclude that extreme values as it were incidental and hapened once or twice in each test group. Then I split multiplier event occurance into equal classes 10 events wide from 2-10 events till 91-101 events. So f.e. multiplier event occurance in class 51-60 means that i have to kill between 51-61 mobs to receive loot multiplier. After killing 2824 punys and 2979 longus i got such distribution in each class.
Results:
Sabakumas and Caudatergus
Class | graphical representation | No. of multipliers |
2-10 | oooooooooooooooooooooooooooooo | 30 |
11-20 | ooooooooooooooooooo | 19 |
21-30 | ooooooooooooooooo | 17 |
31-40 | ooooooooooo | 11 |
41-50 | oooo | 4 |
51-60 | oooo | 4 |
61-70 | ooo | 3 |
71-80 | ooo | 3 |
81-90 | oo | 2 |
91-101 | oo | 2 |
Longus
Class | graphical representation | No. of multipliers |
2-10 | ooooooooooooooooooooooooooooo | 29 |
11-20 | ooooooooooooooooooo | 19 |
21-30 | ooooooooooooooo | 15 |
31-40 | ooooooooooo | 11 |
41-50 | oooooooo | 8 |
51-60 | oooooo | 6 |
61-70 | ooo | 3 |
71-80 | oo | 2 |
81-90 | oo | 2 |
91-101 | oooo | 4 |
Conclusion and other finds :
Multiplier occurance in both groups is surprisingly similar. That might suggest some coded in loot algo function which is managing avatar returns to stated by MA 97%, and not being random, and not needing of loot tracking per avatar.
66 out of 95 puny mobs multipliers occured within first 3 clases, and 63 out of 99 longu multipliers occured within first 3 classes. That mean roughly 2/3 of multipliers you receive occurs during 30 loot actions. That might have impact of bankroll management and overall returns if managed correctly.
Also I did not noticed correlation between multiplier occurance and its value, however tests were not focusing on that. I have data about mutiplier value so might analyze that later .
Seems if you got bad looting streak like over 30 loot actions without multiplier it may last so long that you will not recoup your loss even when u get one. Especially if it will be low one up to x50
During tests i managed to get x800 multiplier on sabakuma hatchling wchich resulted in 16 ped global ;( and some x100 multipliers on punys which resulted some 5 peders.
Thereis visible some increase in number of multipliers in last class of long lasting "chains of loot actions" without multiplier on longus which might suggest that bad streaks are somehow capped with increasing probablity of receiving multiplier on larger mobs but more research and data would be needed to confirming this as this events are extremly rare. During almost 6k test kils longest event without multiplier was 137 loot actions ( and there is small possiblity i just missed it as rest of multipliers occured within 101 loot actions in both groups).
TL-DR:
If you hunting and not geting multiplied loot during first 30 kills switch mob to some low ped/kill one and kill cheap ones till you get any multi. Then back to previous expensive activity. That seems saving money.
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