FYI: The Hidden Layer of Entropia – Why Most Players Lose (And How to Fix It)

PreyNaika

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Isa Naika Prey
Hello community,


I thought today would be a good time to share something that most players either don’t realize or underestimate and it’s extremely important. This is about loot composition in relation to the loot table. To understand it, you need to know two things:


  1. Loot Table – what a monster can drop.
  2. Loot Composition – how that loot is distributed into separate stacks, like 100 shrapnel, 200 animal oil, 300 tier components, and so on.

These two systems work together but must be clearly distinguished. Understanding this is crucial if you want to profit in Entropia.


This is in addition to understanding DPP (Damage per PEC) and Efficiency/Looter. Since your TT value will almost always, or at least over a longer period, be lower than what you shoot, it’s clear that you must place special focus on markup (MU).


That’s easier said than done, but once you understand it, it becomes second nature. It doesn’t help at all if you hunt monsters that only occasionally drop a bit of MU. The mix matters, especially in a wave system—which I will cover in a future guide. For now, let’s focus on what’s easier to understand.




Loot Composition and Consistency


Looking at loot composition explains why high MU on rare items doesn’t always translate into profit. Over the long term, you need to prioritize consistency rather than chasing rare loot.


For example, you will get significantly more profit if you focus on combined MU, rather than going after single, hard-to-loot items. Rare drops are still important, but only if your average is solid; otherwise, you’re still losing PED.


This is why we focus more on common loot. Every monster has its own loot table, and each table has different rankings of loot. I personally divide these into tiers 1 through 4:


  • Tier 1: Always dropping material (shrapnel)
  • Tier 2: Common materials (oils, hides, wool)
  • Tier 3: Less common materials (tier components, etc.)
  • Tier 4: Rare items (almost never drop)

You want to find a monster where Tier 1 materials fetch a higher market value compared to current market prices. Even a 1% difference matters—a 1% difference over 10,000 PED is still 100 PED. Multiply that over weeks, and suddenly your returns are very different.




Tracking Monster Loot


Since each monster has its own table and composition, it’s essential to track them mentally or with your own records. There’s a maximum and minimum value for what you can loot from stackable materials. For example:


  • Some mobs drop a maximum of 80 PEC Output Amplifiers,
  • Others only drop 3.20 PED per loot event.

You want to focus on the mobs that drop materials carrying the most MU in the largest quantities, so you can boost your average, which mainly comes from shrapnel and animal oils. Everything else that drops—rare items—is just a bonus.


Your foundation must be built on the more common, lower-value loot, because that’s what you loot most often—and therefore what has the biggest impact on your overall returns.


While you’re chasing that one “Mod Shadow part” or UL weapon, you are losing far more than 10,000 PED in TT.




Monster Maturity


Now that we understand loot tables and composition, we also need to understand why monsters have different maturities.


The stronger a monster (more HP), the higher its maturity. More HP also means higher input costs. Higher maturity usually also means larger stacks of Tier 2 and 3 materials.


For example:


  • Young mobs → 80 PEC Output Amplifiers
  • Stalkers → 3.20 PED Output Amplifiers

Sometimes the loot table varies slightly between maturities. For example, instead of Animal Muscle Oil at lower maturity, the mob might drop Animal Spleen Oil. You can check this on the wiki or Entropia Central, but it must also be tested yourself.




Efficiency, Looter, and DPP


Think carefully before hunting blindly. Ignoring these systems is gambling, not playing Entropia. Efficiency/Looter and DPP determine how much of your invested money (input) comes back as output.


These are influenced by:


  1. Server settings (MindArk)
  2. Your Looter level
  3. Weapon efficiency

Only #2 and #3 are under your control. Always hunt with your highest efficiency weapon, your Looter level will naturally increase over time.


DPP affects both what you get and how much of a stack. Low DPP mostly gives shrapnel; high DPP rewards larger stacks, especially Tier 2, and sometimes Tier 3 depending on placement in the loot table.

However, and this is very, very important, only efficiency/looter will influence the value of the entire TT during the loot event; dpp only serves to determine the stack size; anything that cannot be subdivided will be returned as shrapnel. DPP will never influence your TT return DO NOT MIX THIS

Factors influencing DPP include:


  • Critical damage
  • Critical hit chance
  • Weapon stats
  • Attack speed (higher speed reduces mob regeneration)
  • Armor and weapon decay
  • Healing frequency

The system evaluates all input, not just the weapon. At the end of each loot event, every factor—weapon usage, decay, healing, attack speed—is summed server-side.




Boss Mobs


Boss mobs are not designed for solo players; they’re meant for armies. But if you reach that level, you also loot like an army.


Take Vortex the Purifier: it deals massive damage and decays armor quickly. Hunting it without strategy will destroy your returns. But if you kite(click here for a video) the boss—keeping distance while dealing constant damage—you avoid armor decay, don’t need healing, and preserve full efficiency. Everything else is mob regeneration.

I've uploaded a typical example of what loot composition looks like for boss mobs to my Discord server.



The Shift


Once you understand all of this, your gameplay changes. You stop chasing luck and start building systems. You stop reacting and start controlling outcomes.


Most players remain on the surface, chasing PED and global drops. Once you understand loot composition, DPP, efficiency, and monster maturity, you begin to play Entropia professionally, with control over your returns rather than chance.


If you want to discuss Entropia at this level of professionalism, with experienced players as a reference for valuable and reliable information, you can join the PlayerOne Discord here: https://discord.com/invite/aJRsvNsAUT. This is a place where real knowledge and experience take priority over guesswork or surface-level tips.
 
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If you are willing to field questions here:

What about penalties for time to kill, or low DPS?

I haven't logged the millions of kills against the same mob/maturity with different setups to learn this myself, but day-to-day, killing a couple dozen of the same mobs (80 HP) it **feels** like my SET P-1 Civilian Sidearm, Adjusted with it's massive ~10 DPP and 80% listed Efficiency doesn't reach the full loot table, compared to say Frontier Hunting Rifle+Omegaton A101, somewhere around 3.9DPP/72% Eff. The SET tends to get more non-shrapnel per PED cycled, yes, but I don't see nearly as much of the "uncommon" drops compared to the "nearly every kill that doesn't only reward Shrapnel" drops.

I had previously attributed this to the low TT input when running the pistol and the algorithm not having enough "budget" to purchase loot for the payout, so it converts to shrapnel. Any thoughts or insights?
 
If you are willing to field questions here:

What about penalties for time to kill, or low DPS?

I haven't logged the millions of kills against the same mob/maturity with different setups to learn this myself, but day-to-day, killing a couple dozen of the same mobs (80 HP) it **feels** like my SET P-1 Civilian Sidearm, Adjusted with it's massive ~10 DPP and 80% listed Efficiency doesn't reach the full loot table, compared to say Frontier Hunting Rifle+Omegaton A101, somewhere around 3.9DPP/72% Eff. The SET tends to get more non-shrapnel per PED cycled, yes, but I don't see nearly as much of the "uncommon" drops compared to the "nearly every kill that doesn't only reward Shrapnel" drops.

I had previously attributed this to the low TT input when running the pistol and the algorithm not having enough "budget" to purchase loot for the payout, so it converts to shrapnel. Any thoughts or insights?


I dont know the stats of both weapons out of my head, but i assume that this is a regen issue 80 hp mobs got a lot of time to rehen up

The frontier got like 5 Times the dps of the sidearm


Imagine it like this : by the time you kill the mob with the sidearm, it healed up like 50 % of its hp , the system values the kill "unefficient" and will reward you with bad loot composition. The dpp benefit of the sidearm , over the fronter turns nonexistend because the frontier kills the mob 5 Times faster ( less time to regen, less peds spend) diferent mobs got diferent regen, usualy the regen goes with the lvl HP ratio of a mob
-good lvl HP mobs got high regen ( you need high dps to counter the regen)
-Bad lvl HP mobs got low regen

I did post a picture in my discord about this ( makes it easyer to understand)

Dps is still a very importent value
 
I dont know the stats of both weapons out of my head, but i assume that this is a regen issue 80 hp mobs got a lot of time to rehen up

The frontier got like 5 Times the dps of the sidearm


Imagine it like this : by the time you kill the mob with the sidearm, it healed up like 50 % of its hp , the system values the kill "unefficient" and will reward you with bad loot composition. The dpp benefit of the sidearm , over the fronter turns nonexistend because the frontier kills the mob 5 Times faster ( less time to regen, less peds spend) diferent mobs got diferent regen, usualy the regen goes with the lvl HP ratio of a mob
-good lvl HP mobs got high regen ( you need high dps to counter the regen)
-Bad lvl HP mobs got low regen

I did post a picture in my discord about this ( makes it easyer to understand)

Dps is still a very importent value
Average cost to kill with the SET is ~12 pec, and yes, it does take more than 50% extra damage to beat the regen. Logs normalize the regen rate to ~.47 per second, I'm not sure how to get any more accurate since regen happens in ticks that do not have a consistent start time.

However, the cost to kill with the Frontier averages around ~24 pec. The SET may be quite less efficient, but the total TT spent is half. Lower cost is good for missions that require kill count, but it seems like there is a tradeoff in loot composition.
 
I wonder why you are suddenly trying so hard to farm community karma, that's the only hidden layer here.

Your last threads are nothing but a big wall of text in equal parts basic common sense, unverifiable wild theory and plain wrong nonsense.

So here is my PSA for everyone reading: something smells fishy with OP... don't become a tool for whatever is really going on here...
 
So why are most the top players quitting ? Do they not understand this?
 
I wonder why you are suddenly trying so hard to farm community karma, that's the only hidden layer here.

Your last threads are nothing but a big wall of text in equal parts basic common sense, unverifiable wild theory and plain wrong nonsense.

So here is my PSA for everyone reading: something smells fishy with OP... don't become a tool for whatever is really going on here...

Think what you want. I’ve spent a lot of time building guides, helping players, and promoting the game at my own expense.

If you happen to pick up something useful from it, that’s fine too. Beyond that, I’m not interested in engaging with negativity or baseless assumptions.

People who find value in what I do will continue to benefit from it — and that’s exactly who I’m here for. Have a good one.
 
Average cost to kill with the SET is ~12 pec, and yes, it does take more than 50% extra damage to beat the regen. Logs normalize the regen rate to ~.47 per second, I'm not sure how to get any more accurate since regen happens in ticks that do not have a consistent start time.

However, the cost to kill with the Frontier averages around ~24 pec. The SET may be quite less efficient, but the total TT spent is half. Lower cost is good for missions that require kill count, but it seems like there is a tradeoff in loot composition.


You say you spend more ped with the frontier but get better loot composition

You spend less ped with the sidearm but get worse loot composition ?
 
Thanks for sharing this!

My current setup has 61,7% eff and I sit at 90% TT return after 15k PED cycled (I also do need to up my looter lvls since most of my skilling was done prior to 2.0). I'm okayish with MU but could defo be better.

As a casual player, my current struggle is in finding a good efficiency setup without having to spend thousands in one of those new high eff weapons.
I don't think it makes sense to spend 4k euros to play an average of 2h per day with having days that I just don't login.
And, the MU on those decent eff L weapons would also eat my returns.

Would you, by any chance, have any tips for this?
 
Thanks for sharing this!

My current setup has 61,7% eff and I sit at 90% TT return after 15k PED cycled (I also do need to up my looter lvls since most of my skilling was done prior to 2.0). I'm okayish with MU but could defo be better.

As a casual player, my current struggle is in finding a good efficiency setup without having to spend thousands in one of those new high eff weapons.
I don't think it makes sense to spend 4k euros to play an average of 2h per day with having days that I just don't login.
And, the MU on those decent eff L weapons would also eat my returns.

Would you, by any chance, have any tips for this?

Spend 2000 ped on an expectional L weapon. Amount you cycle, you’ll have it for years and unlock 80+ eff at a small cost
 
You say you spend more ped with the frontier but get better loot composition

You spend less ped with the sidearm but get worse loot composition ?
I only asked a question and supported it with a trend I've noticed over a small sample, around 500 loot events so far.

Mob has 16 non-Shrapnel items that I've logged with the higher DPS/lower eff and dpp compared to 3 with the SET. The SET's distribution of non-Shrapnel is higher, but looks much less complete so far.

I do understand 10 billion kills is needed to have a fair average. The documentation states penalties for taking too long to kill a mob, so I wondered. I'm not claiming any truth, my cycle is too small to have any gravity. Just curious that with the SET I've seen oil/residue/nova and not tier/socket comps, extractors, hides/parts and such.
 
Spend 2000 ped on an expectional L weapon. Amount you cycle, you’ll have it for years and unlock 80+ eff at a small cost
I've seen them in the calytrade channel but haven't considered them at all... Had no idea they would last this long.
I'll most surely have a look at them, thanks for the tip!
 
Thanks for sharing this!

My current setup has 61,7% eff and I sit at 90% TT return after 15k PED cycled (I also do need to up my looter lvls since most of my skilling was done prior to 2.0). I'm okayish with MU but could defo be better.

As a casual player, my current struggle is in finding a good efficiency setup without having to spend thousands in one of those new high eff weapons.
I don't think it makes sense to spend 4k euros to play an average of 2h per day with having days that I just don't login.
And, the MU on those decent eff L weapons would also eat my returns.

Would you, by any chance, have any tips for this?

If Exceptional is too expensive, you might want to consider going with Mindforce. It’s usually cheaper to get into. Sure, it’s not an efficiency powerhouse at lower levels, but it still gets the job done.

Because of the extender and implant combination, both reduce decay on the chip. The implant alone can provide up to 20% deterioration reduction, and together they significantly extend the lifespan of the chip.

Right now, the cheapest path is probably to go with Electric Mindforce all the way until you max out the Exceptional Perfected.

As a casual player, you’ll always struggle to find cheap gear due to the limited time you can spend playing.

Focus on the BGH series or Aris weapons. The BGH weapons in particular are quite cheap compared to UL vendor items.

If you’re not going UL, stick with Exceptional weapons using an extender, or go with Aris weapons. They’re better than Armatrix, last longer, and are cheaper
 
I only asked a question and supported it with a trend I've noticed over a small sample, around 500 loot events so far.

Mob has 16 non-Shrapnel items that I've logged with the higher DPS/lower eff and dpp compared to 3 with the SET. The SET's distribution of non-Shrapnel is higher, but looks much less complete so far.

I do understand 10 billion kills is needed to have a fair average. The documentation states penalties for taking too long to kill a mob, so I wondered. I'm not claiming any truth, my cycle is too small to have any gravity. Just curious that with the SET I've seen oil/residue/nova and not tier/socket comps, extractors, hides/parts and such.


I did steuggle to understand :D thats because english is not my first language , so sometimes i dont understand what people say 😂

Yes there is a penalty because of the Extra money spend for the Extra regen build from to low dps
 
If Exceptional is too expensive, you might want to consider going with Mindforce. It’s usually cheaper to get into. Sure, it’s not an efficiency powerhouse at lower levels, but it still gets the job done.

Because of the extender and implant combination, both reduce decay on the chip. The implant alone can provide up to 20% deterioration reduction, and together they significantly extend the lifespan of the chip.

Right now, the cheapest path is probably to go with Electric Mindforce all the way until you max out the Exceptional Perfected.

As a casual player, you’ll always struggle to find cheap gear due to the limited time you can spend playing.

Focus on the BGH series or Aris weapons. The BGH weapons in particular are quite cheap compared to UL vendor items.

If you’re not going UL, stick with Exceptional weapons using an extender, or go with Aris weapons. They’re better than Armatrix, last longer, and are cheaper
As long as it's worth it I'm fine paying 2k for an Exceptional, I just wouldn't want the MU to nullify or be greater than the increased avg TT return I get from using these L weapons comparing to my current setup.

I've also read a thread of a player that lvled up quite fast to lvl 100 and he/she used MF too in the beginning, but I believe that's a bit late for me.

I'll give you some specifics:
-Lvl 62-65 All ranged BLP and Laser professions
-Lvl 50ish Swordsman
-Lvl 37 dodger and Lvl 30 evader (sold the latter before quitting the game back then) - Should be fine with the mobs I currently grind though
-Lvl 30, 22, 23, Animal, Mutant, Robot looter

My current setup:
-EWE EP-41 Military Adj + A104
-(When needed) Tag with ISIS LC-60 CDF + A102
-Some lower DPS CDF pistol as a finisher
-Adj Vigi + 6a or Improved B.E
-Refurbished H.E.A.R.T VI
-Regen Chip IV as SOS (use it very very seldom)
-Ares and Athenic Improved rings

I've restarted playing in the beginning of March, and after 8-9K ped cycled and I can see that the pattern stabilized between 89%-90.5% TT return.

My goal was to focus on 500-800ish HP mobs and try to get around 93-95% TT return where MU would make my loss reasonable. If so, I would increase the amount of PED cycled per time.

I'm clearly failing to do this hence why I'm asking for tips and advices here. I read Zho's thread and I understand I need better efficiency and also looter professions, but I still believe I'm doing something wrong.

I can defo improve MU by using the tips provided in this thread, but I'm also thinking my current setup eff is just not good enough.

After reading yours and Lady's tips, I'm thinking in researching these Exceptional L weapons, find one that has a DPS matching the HP of the mobs I grind and cycle another 15-20k over time to then evaluate.
Does this sound reasonable or, with my current gameplay would you advice me to take any other route?
 
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As long as it's worth it I'm fine paying 2k for an Exceptional, I just wouldn't want the MU to nullify or be greater than the increased avg TT return I get from using these L weapons comparing to my current setup.

I've also read a thread of a player that lvled up quite fast to lvl 100 and he/she used MF too in the beginning, but I believe that's a bit late for me.

I'll give you some specifics:
-Lvl 62-65 All ranged BLP and Laser professions
-Lvl 50ish Swordsman
-Lvl 37 dodger and Lvl 30 evader (sold the latter before quitting the game back then) - Should be fine with the mobs I currently grind though
-Lvl 30, 22, 23, Animal, Mutant, Robot looter

My current setup:
-EWE EP-41 Military Adj + A104
-(When needed) Tag with ISIS LC-60 CDF + A102
-Some lower DPS CDF pistol as a finisher
-Adj Vigi + 6a or Improved B.E
-Refurbished H.E.A.R.T VI
-Regen Chip IV as SOS (use it very very seldom)
-Ares and Athenic Improved rings

I've restarted playing in the beginning of March, and after 8-9K ped cycled and I can see that the pattern stabilized between 89%-90.5% TT return.

My goal was to focus on 500-800ish HP mobs and try to get around 93-95% TT return where MU would make my loss reasonable. If so, I would increase the amount of PED cycled per time.

I'm clearly failing to do this hence why I'm asking for tips and advices here. I read Zho's thread and I understand I need better efficiency and also looter professions, but I still believe I'm doing something wrong.

I can defo improve MU by using the tips provided in this thread, but I'm also thinking my current setup eff is just not good enough.

After reading yours and Lady's tips, I'm thinking in researching these Exceptional L weapons, find one that has a DPS matching the HP of the mobs I grind and cycle another 15-20k over time to then evaluate.
Does this sound reasonable or, with my current gameplay would you advice me to take any other route?

The game is a ongoing competition, you literally fight with everyone constant about the loot Pool

You need to figure out a way how to be on top of the food chain, this can be : finding your own niece like idk for example become a specific reseller

Or developing a great avatar with a great item set

In the end it comes down to : you need to learn and understand the markets.

Just a small example one of many more countless options :

You need a biger bankroll ( i cant tell you a specific number) in order to "park" loot on side and leave it there untill mu goes up , then sell

That way you "stretch" the mu.

Example: you grind 100 ped of tier 3 components but theyr mu is 200%
Then Hold them back untill it goes up tp 300/400%

If you take a close look to the economy you can Spot sone patterns,

Values go up and down, importent is "when" you sell


If its a slow month or a Bad month return wise, just take a step back and reduce your grind, focus on something else, do some reselling,

Its a market game :)
Dpp,efficiency,looter,gear, nothing rly Safes you if you dont focus on the markets

Hope it helps
 
The SET tends to get more non-shrapnel per PED cycled, yes, but I don't see nearly as much of the "uncommon" drops compared to the "nearly every kill that doesn't only reward Shrapnel" drops.

Now. How many of these more "uncommon" items have a minimum tt-value per drop of more than 7.2pec and lower than 14.4pec.

You see, somewhere around 70-75% of your kills is going to net you less than 0.6 multiplier on your cost.

You cannot loot any item that your cost * multiplier cannot afford. Thus using a more effective setup can in some cases leave you with a lower average markup.

The items in the span above, are items that you are going to be seeing dropping with the more inefficient setup on the most common multiplier distribution but not using the more efficient setup

(The same applies all throughout the distribution)

If you cannot "afford" the uncommon drop, you are going to get shrapnel filler.

Now this is really a discussion in and of itself, and I would gladly discuss this more in-depth in a thread possibly more suited for this. Just know that "in some situations a 'better' setup can give you worse results"
 
Thanks for sharing this!

My current setup has 61,7% eff and I sit at 90% TT return after 15k PED cycled (I also do need to up my looter lvls since most of my skilling was done prior to 2.0). I'm okayish with MU but could defo be better.

As a casual player, my current struggle is in finding a good efficiency setup without having to spend thousands in one of those new high eff weapons.
I don't think it makes sense to spend 4k euros to play an average of 2h per day with having days that I just don't login.
And, the MU on those decent eff L weapons would also eat my returns.

Would you, by any chance, have any tips for this?
Exceptionals. Compromise between high eff UL and low eff L/UL. Check their decay and calculate. 10eff = 0,7% return
 
Now. How many of these more "uncommon" items have a minimum tt-value per drop of more than 7.2pec and lower than 14.4pec.

You see, somewhere around 70-75% of your kills is going to net you less than 0.6 multiplier on your cost.

You cannot loot any item that your cost * multiplier cannot afford. Thus using a more effective setup can in some cases leave you with a lower average markup.

The items in the span above, are items that you are going to be seeing dropping with the more inefficient setup on the most common multiplier distribution but not using the more efficient setup

(The same applies all throughout the distribution)

If you cannot "afford" the uncommon drop, you are going to get shrapnel filler.

Now this is really a discussion in and of itself, and I would gladly discuss this more in-depth in a thread possibly more suited for this. Just know that "in some situations a 'better' setup can give you worse results"
This is exactly what I've thought was happening, kill cost too low to "pay" for some items. Thank you for responding.
 
Now. How many of these more "uncommon" items have a minimum tt-value per drop of more than 7.2pec and lower than 14.4pec.

You see, somewhere around 70-75% of your kills is going to net you less than 0.6 multiplier on your cost.

You cannot loot any item that your cost * multiplier cannot afford. Thus using a more effective setup can in some cases leave you with a lower average markup.

The items in the span above, are items that you are going to be seeing dropping with the more inefficient setup on the most common multiplier distribution but not using the more efficient setup

(The same applies all throughout the distribution)

If you cannot "afford" the uncommon drop, you are going to get shrapnel filler.

Now this is really a discussion in and of itself, and I would gladly discuss this more in-depth in a thread possibly more suited for this. Just know that "in some situations a 'better' setup can give you worse results"
For this reason when I do Rextelum for instance, I move up a bit in maturity. I want as many drops as possible to fit spleen oil (which would be a common drop) to keep average markup up.

But I don't really think there are that many situations where that matters because very rarely does a mob with worthwhile loot have such low cost to kill.

Would be fun to gather numbers on though. I have a suspicion that some item drops doesn't care about input but are predetermined as it happens we get "clean" loots which just consist of a single item.
 
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