JohnCapital
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Disclaimer: This post is based on the loot theory that the TT of loot received is in direct proportion of TT spent. If you do not believe this theory, then this is simply a nice mental/math exercise, which is fine too. 
Let's pretend loot received on average, and over a decent enough time frame is directly proportional to the TT you spend in decay/materials. For purposes of this example, we'll assume loot is 93% of total weapon cost, and defense decay is lost.
Some folks have a problem with this idea, because they think it means skills and eco hunting are rendered moot. Here are some example arguments:
So, let's run some hypothetical numbers to test this idea.
Ladies & Gentlemen! In this corner we have the completely unskilled, yet too-much money endowed player: Noober Mamas Boy. Weighing in with the following skills:
And his opponent, the hard working, highly skilled Big Wampum Player, who sports and impressive set of numbers
Both will use the same gear and hunt the same mob. The deadly Daspletor young, with the following impressive stats:
(The dasp attack is actually faster, IIRC, but this is good enough for the simulation.)
Both contestants will use the Mod Merc+A204, enough armor to survive getting one-hit killed, and Freddy the Mod Fapper. An assistant willing to heal w/ his mod fap and charging decay only. (160 heal & only 0.01/heal decay)
Disclaimer 2: Some numbers have been rounded or truncated for ease of reading. The over all effect is tiny. I have the full numbers if anyone requests them.
WEAPON
Dmg/hit
Hit rate
Shots needed to kill
Factor in misses
Gun cost
Theoretical loot 93% of weapon cost
Ah, it seems the challenger is pulling into the lead. He's made more loot, even with his lowly skills. But let's check the actual loss.
TT loss (gun cost minus loot)
Uh, oh. Seems even with the same 93% back, Big's TT loss per mob is lower. Even though he got more loot, he spent too much to get it.
Let's check the defense numbers.
ARMOR
In order to keep from getting one-hit killed, Noober will need 150 - 88 = 62 or more of impact protection. Some quick research finds Supremacy (L)+8A (L) provides just the right amount. Plus the (L) will retain full protection every hit. (yes he pays MU, but we'll skip that atm.)
Big Wampum's health, however allows him to come into this with no armor whatsoever, simply relying on the mod fapper to keep him alive.
Their defense cost is going to depend greatly on how long they spent getting hit.
Hunting time
Total attacks from mob
But wait. Big's defense skills earns a bonus. We'll say he dodged 8% of the attacks, dropping from 30 to 27 hits. With such high skill, he likely dodged even more, but you get the idea.
Armor+fap costs
Let's see the final numbers, Bob.
Total spend
Total loss
Big Wampum Player may have got lower loot, but he also lost less than half of his unskilled rival.
So, what do each of these have to do to break even?
MU needed to break even
So, the uber can sell their loot for cheaper, and still come out ahead.
WAIT WAIT WAIT!!!!!
The uber saved most of his money by not needing armor. What if he wore the same armor the n00ber did?
No problem. We'll run those numbers right here.
27 hits * 0.04549 armor = 1.23 + 0.27 fap = 1.50 total defense bill. Still lower than Noober's 2.33 defense bill
Total loss = 3.41/mob (compared to noober's 4.79)
Big Wampum now needs to sell his loot for an avg of 113% to break even. Still lower than 115%.
What about (L) guns, etc.?
Based on this example, I'm willing to pay a reasonable markup on an HL15(L) because it will kill faster than my Karma Killer, thus, lowering my defense bill.
And speaking of defense bill, many (L) armors have lower decay/hit than their UL versions, so again, the MU is still viable.
--edit--
Forgot to mention about eco.
Eco (meaning stretching your budget in the right ways) does matter, for the simple fact that loot is not constant, and dry spells can have a way of sucking your peds away before you hit that nice one that brings you back to even(ish).
With our two hunters here, imagine they both have 2,000 ped to put toward ammo & decay
2,000 / cost/kill
So the uber guy spreads the same cost over more mobs, making it much more likely that he'll hit the hof that covers his losses.
Noober will eventually hof big too, but he'll be depositing a few times first.
--/edit--
Apply this too mining and hunting
Mining
Noober Mamas Boy heads out with his TT finders and gets his 90% return, and he even finds the occasional narc, alice or some other decent MU stuff. However, lyst and oil are also a BIG portion of what he finds.
But Big Wampum Player also gets 90% return. Yes a little lyst/oil is found, but much more of the narc/alice, plus the hits of high MU stuff, like ruga, dunkel, etc. that Noober simply can't get yet.
I've done tests (test #2 in this case) and am willing to pay MU on (L) finders due to their ability to avoid lyst/oil more and find the higher MU rares.
Crafting
Noober tries to craft T20 faps to sell, even though he technically doesn't have the skills. Surprise, surprise, he gets some successes, and a 90% return, same as the uber.
However, Uber's skills allow much more full successes instead of near success, meaning he'll be selling more faps, while his rival mostly has expensively crafted residue.
Bottom line: Skills help. Everyone's on equal footing. It's not gambling. Ubers still pay their fair share of MA's bills. (due to higher cost/hour playing) And yes, it's a bad idea to hunt or craft something too big for your skill range.
NOTE:
Quick check of my numbers. for the uber, I calculated a weapon cost of 27.26 taking 1 min. 28 sec. Let's see what the experts say:
Close enough for me.
However, if you wish, please double check any/all numbers. If you find a mistake that could change the outcome in favor of the noob, please let me know.
Let's pretend loot received on average, and over a decent enough time frame is directly proportional to the TT you spend in decay/materials. For purposes of this example, we'll assume loot is 93% of total weapon cost, and defense decay is lost.
Some folks have a problem with this idea, because they think it means skills and eco hunting are rendered moot. Here are some example arguments:
If it is dependent on how much decay/ammo you burn when shooting something, that completely destroys the concept of economical hunting. What's the point when it means you'll get less loot? For that matter it would make damage professions and skills utterly worthless; as long as you're hitting the mob, the extra decay and ammo would go into your own personal loot pool.
1) skill would be totally useless.
2) dmg/pec would be totally useless.
3) markup on (L) guns would not be worth it.
So, let's run some hypothetical numbers to test this idea.
Ladies & Gentlemen! In this corner we have the completely unskilled, yet too-much money endowed player: Noober Mamas Boy. Weighing in with the following skills:
- 88.1 health
- 0 dodger profession
- 0.0/10 HA & CHA
And his opponent, the hard working, highly skilled Big Wampum Player, who sports and impressive set of numbers
- 200 health
- 100 dodger profession
- 10/10 HA & CHA
Both will use the same gear and hunt the same mob. The deadly Daspletor young, with the following impressive stats:
- 7,800 health
- Attacks each 3 sec. (20/min.)
- 150 max dmg/hit
(The dasp attack is actually faster, IIRC, but this is good enough for the simulation.)
Both contestants will use the Mod Merc+A204, enough armor to survive getting one-hit killed, and Freddy the Mod Fapper. An assistant willing to heal w/ his mod fap and charging decay only. (160 heal & only 0.01/heal decay)
Disclaimer 2: Some numbers have been rounded or truncated for ease of reading. The over all effect is tiny. I have the full numbers if anyone requests them.
WEAPON
Dmg/hit
- Noober's lack of skills means his damage will go from 21.75 to 87, making an avg. dmg/hit of 54.375
- Big's maxed mod merc gives 43.5 to 87 dmg range or 65.25 avg/hit
Hit rate
- Noober: 80% (1% crits)
- Big: 90% (2% crits)
Shots needed to kill
- Noober: 7,800/54.375=143.45 shots
- Big: 7,800/62.25=125.30 shots
Factor in misses
- Noober: 143/0.8=178.75 shots
- Big: 125/0.9=138.8 shots
Gun cost
- Noober: 179*0.19611=35.10
- Big: 139*0.19611=27.26
Theoretical loot 93% of weapon cost
- Noober: 35.10*0.93=32.64
- Big: 27.26*.93=25.35
Ah, it seems the challenger is pulling into the lead. He's made more loot, even with his lowly skills. But let's check the actual loss.
TT loss (gun cost minus loot)
- Noober: 35.10-32.64=2.46
- Big: 27.26-25.35=1.91
Uh, oh. Seems even with the same 93% back, Big's TT loss per mob is lower. Even though he got more loot, he spent too much to get it.
Let's check the defense numbers.
ARMOR
In order to keep from getting one-hit killed, Noober will need 150 - 88 = 62 or more of impact protection. Some quick research finds Supremacy (L)+8A (L) provides just the right amount. Plus the (L) will retain full protection every hit. (yes he pays MU, but we'll skip that atm.)
Big Wampum's health, however allows him to come into this with no armor whatsoever, simply relying on the mod fapper to keep him alive.
Their defense cost is going to depend greatly on how long they spent getting hit.
Hunting time
- Noober: 179 shots / 86/min. = 2.08 or 2 min. 4 sec.
- Big: 125 shots / 86/min. = 1.45 or 1 min. 28 sec.
Total attacks from mob
- Noober: 2 min. 4 sec. = 42 attacks
- Big: 1 min. 28 sec. = 30 attacks
But wait. Big's defense skills earns a bonus. We'll say he dodged 8% of the attacks, dropping from 30 to 27 hits. With such high skill, he likely dodged even more, but you get the idea.
Armor+fap costs
- Noober: 0.04549 armor +0.01 fap = 0.05549/hit * 42 hits=2.33
- Big: 27*0.01 = 0.27
Let's see the final numbers, Bob.
Total spend
- Noober: 35.10 gun + 2.33 defense =37.43
- Big: 27.26 gun + 0.27 defense = 27.53
Total loss
- Noober: 2.46 unpaid part of gun bill + 2.33 defense = 4.79
- Big: 1.91 unpaid part of gun bill + 0.27 defense = 2.18
Big Wampum Player may have got lower loot, but he also lost less than half of his unskilled rival.
So, what do each of these have to do to break even?
MU needed to break even
- Noober: 37.43 total spend / 32.64 loot = 115% avg. MU needed
- Big: 27.53 total spend / 25.35 loot = 109% avg. MU needed
So, the uber can sell their loot for cheaper, and still come out ahead.
WAIT WAIT WAIT!!!!!
The uber saved most of his money by not needing armor. What if he wore the same armor the n00ber did?
No problem. We'll run those numbers right here.
27 hits * 0.04549 armor = 1.23 + 0.27 fap = 1.50 total defense bill. Still lower than Noober's 2.33 defense bill
Total loss = 3.41/mob (compared to noober's 4.79)
Big Wampum now needs to sell his loot for an avg of 113% to break even. Still lower than 115%.
What about (L) guns, etc.?
Based on this example, I'm willing to pay a reasonable markup on an HL15(L) because it will kill faster than my Karma Killer, thus, lowering my defense bill.
And speaking of defense bill, many (L) armors have lower decay/hit than their UL versions, so again, the MU is still viable.
--edit--
Forgot to mention about eco.
Eco (meaning stretching your budget in the right ways) does matter, for the simple fact that loot is not constant, and dry spells can have a way of sucking your peds away before you hit that nice one that brings you back to even(ish).
With our two hunters here, imagine they both have 2,000 ped to put toward ammo & decay
2,000 / cost/kill
- Noober: 2,000 ped lasts 2,000/37.43 = 53 mobs
- Big: 2,000 ped lasts 2,000/27.53 = 72 mobs
So the uber guy spreads the same cost over more mobs, making it much more likely that he'll hit the hof that covers his losses.
Noober will eventually hof big too, but he'll be depositing a few times first.
--/edit--
Apply this too mining and hunting
Mining
Noober Mamas Boy heads out with his TT finders and gets his 90% return, and he even finds the occasional narc, alice or some other decent MU stuff. However, lyst and oil are also a BIG portion of what he finds.
But Big Wampum Player also gets 90% return. Yes a little lyst/oil is found, but much more of the narc/alice, plus the hits of high MU stuff, like ruga, dunkel, etc. that Noober simply can't get yet.
I've done tests (test #2 in this case) and am willing to pay MU on (L) finders due to their ability to avoid lyst/oil more and find the higher MU rares.
Crafting
Noober tries to craft T20 faps to sell, even though he technically doesn't have the skills. Surprise, surprise, he gets some successes, and a 90% return, same as the uber.
However, Uber's skills allow much more full successes instead of near success, meaning he'll be selling more faps, while his rival mostly has expensively crafted residue.
Bottom line: Skills help. Everyone's on equal footing. It's not gambling. Ubers still pay their fair share of MA's bills. (due to higher cost/hour playing) And yes, it's a bad idea to hunt or craft something too big for your skill range.
NOTE:
Quick check of my numbers. for the uber, I calculated a weapon cost of 27.26 taking 1 min. 28 sec. Let's see what the experts say:
My usualy Hunt looks like : 2-3 minutes to kill a Daspy young using ModMerc, avrg 25 Ped+ a lil bit armor/Fap decay
Close enough for me.
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