Msturlese
Stalker
- Joined
- Mar 7, 2021
- Posts
- 2,154
- Location
- italy
- Society
- Dirty Dingos
- Avatar Name
- Marco Killy Stur
It is a long weekend, rather boring from work side, craft machine is running,... time to propose some ideas
1. i assume that 100% return is not the cap, cap is 100% less conversion risk less skill values to pay for PP, MA
2. i trust the almighty algorithm, MA statements and Swedish gambling commissions
empiric evidence shows that green lines are on average 1% as TT value
worst case of recycling is 80% Calypso shrapnels that become 0.8% return
empiric evidence is that (before repeat) codex reward 0.5% of cycled ped
official statement (the in-famous 2017 field test of looter and eff) show 98% average return on relatively low cycler
official statement referred to LOOTER PROFESSION AND EFFICIENCY state "MAXIMUM 7% IMPACT", some deviant reading came to 7% one and also the other linear progressive
conversion of "better DPP" items lead to "higher eff" in old school items so eff is all in all a side effect of "lower kill cost" with different declinations
no personal loot pool but ped spent ped returned have a correlation (i will not dig into a correlation matrix)
MY personal experience (so far with weapons ranging from 55 to 80% and looter 1...61 show numbers compatible with the model
i look for confutations or similar experience.
The fresh new bullshit for your comments:
assumption 1: Looter profession interact with efficiency
assumption 2: Looter profession AND efficency have a cap to stay into the loot2.0 scope constrains
assumption 3: the house never looses
assumption 4: NO Gambling is involved (the gambling DECEPTION is due to some fail to understand statistics from participants (and martingale effects on undercapitalized ped card)
now my hypotesis:
cap of (efficiency+looter) is 140 (sum of the values)
total effect of this is 7%
effect of a one point variation of looter or efficiency is 1/140TH or 0.007142 of a 7%
MAX RETURN is (before conversion) 100%-1% (green lines)( - 0.5%( non repeatable codex) or 98.5%
minimum return is 98.5%-7% = 91.5% (limit of 0% looter 0% eff)
hence the statement on REAL RETURN RANGE
a new player on TT gears has a REAL (eff+looter combo) of (55/140) *0.07 = (91.5% "baseline"+ 0.0274 = 0.9425 (rounded)
a top gamer has a 98.5% expected return
total progress allowed by any stat and eff increase is 4.25%
maximum return for capped stats with Mayhem conversion is 99.3% on capped stats (average)
now the sinewave/rebalancing
the numbers above are obtainable on an INFINITE NUMBER OF KILLS OF THE SAME COST
due to teh randomness of multipliers and a finite state machine that is probabluy a prime number where on 7 stetes
1/7 is "way over ammo"
2/7 are "around 5% of ammo cost"
2/7 are 70 to 80% returns
2/7 are 30 to 70 % return
switching monsters back and forth can lead to swings due to the "way over ammo" multiplier happening on a small kill cost input as a seed.
NOW SOME COMMON EXAMPLES
a. my weapon, a modmerc 72% eff setup and 61 looter = 133/140*0.07+0.915 = 0.9815 expected
b. a UBER 90 looter 95% (damn he has a twen a-3) 185/140th capped at 7% = 98.5%
c. JBK with a grindhouse (yes he posted 100 lotoer in all kind so is a nice sexample GZ john) 100/140*0.07+0.915 = 0.9649
THE REVERSE ENGINEERING AND MAYHEM VENDOR DECREASING EFF ON LEVEL
simply deducting personal LOOTER from 140 shouws the CAPPED EFF level (it is coherent with some more experienced players that tell how 60 looter seems being sufficient 80 looter max your stats advice.
so... a 25 looter player can not max out even with a LP40 when he can use it... BUT he will max out as he hit 48 looter
"the magix power of lp70 and bp70" confirms these levels... at 70 combat it is rather common to have 48 looter so you are maxed with those fantastic weapons
teh "reduced eff in mayhem vendor" is a deception... DPP is prevailing on those items, lower eff, because of Looter of potential user is higher and eff is not as desiderable as it is lowering cost per kill to cycle more (would confirm the YALT model)
open to fame or shame. i keep one post for some chart if discussion comes to some conclusion
1. i assume that 100% return is not the cap, cap is 100% less conversion risk less skill values to pay for PP, MA
2. i trust the almighty algorithm, MA statements and Swedish gambling commissions
empiric evidence shows that green lines are on average 1% as TT value
worst case of recycling is 80% Calypso shrapnels that become 0.8% return
empiric evidence is that (before repeat) codex reward 0.5% of cycled ped
official statement (the in-famous 2017 field test of looter and eff) show 98% average return on relatively low cycler
official statement referred to LOOTER PROFESSION AND EFFICIENCY state "MAXIMUM 7% IMPACT", some deviant reading came to 7% one and also the other linear progressive
conversion of "better DPP" items lead to "higher eff" in old school items so eff is all in all a side effect of "lower kill cost" with different declinations
no personal loot pool but ped spent ped returned have a correlation (i will not dig into a correlation matrix)
MY personal experience (so far with weapons ranging from 55 to 80% and looter 1...61 show numbers compatible with the model
i look for confutations or similar experience.
The fresh new bullshit for your comments:
assumption 1: Looter profession interact with efficiency
assumption 2: Looter profession AND efficency have a cap to stay into the loot2.0 scope constrains
assumption 3: the house never looses
assumption 4: NO Gambling is involved (the gambling DECEPTION is due to some fail to understand statistics from participants (and martingale effects on undercapitalized ped card)
now my hypotesis:
cap of (efficiency+looter) is 140 (sum of the values)
total effect of this is 7%
effect of a one point variation of looter or efficiency is 1/140TH or 0.007142 of a 7%
MAX RETURN is (before conversion) 100%-1% (green lines)( - 0.5%( non repeatable codex) or 98.5%
minimum return is 98.5%-7% = 91.5% (limit of 0% looter 0% eff)
hence the statement on REAL RETURN RANGE
a new player on TT gears has a REAL (eff+looter combo) of (55/140) *0.07 = (91.5% "baseline"+ 0.0274 = 0.9425 (rounded)
a top gamer has a 98.5% expected return
total progress allowed by any stat and eff increase is 4.25%
maximum return for capped stats with Mayhem conversion is 99.3% on capped stats (average)
now the sinewave/rebalancing
the numbers above are obtainable on an INFINITE NUMBER OF KILLS OF THE SAME COST
due to teh randomness of multipliers and a finite state machine that is probabluy a prime number where on 7 stetes
1/7 is "way over ammo"
2/7 are "around 5% of ammo cost"
2/7 are 70 to 80% returns
2/7 are 30 to 70 % return
switching monsters back and forth can lead to swings due to the "way over ammo" multiplier happening on a small kill cost input as a seed.
NOW SOME COMMON EXAMPLES
a. my weapon, a modmerc 72% eff setup and 61 looter = 133/140*0.07+0.915 = 0.9815 expected
b. a UBER 90 looter 95% (damn he has a twen a-3) 185/140th capped at 7% = 98.5%
c. JBK with a grindhouse (yes he posted 100 lotoer in all kind so is a nice sexample GZ john) 100/140*0.07+0.915 = 0.9649
THE REVERSE ENGINEERING AND MAYHEM VENDOR DECREASING EFF ON LEVEL
simply deducting personal LOOTER from 140 shouws the CAPPED EFF level (it is coherent with some more experienced players that tell how 60 looter seems being sufficient 80 looter max your stats advice.
so... a 25 looter player can not max out even with a LP40 when he can use it... BUT he will max out as he hit 48 looter
"the magix power of lp70 and bp70" confirms these levels... at 70 combat it is rather common to have 48 looter so you are maxed with those fantastic weapons
teh "reduced eff in mayhem vendor" is a deception... DPP is prevailing on those items, lower eff, because of Looter of potential user is higher and eff is not as desiderable as it is lowering cost per kill to cycle more (would confirm the YALT model)
open to fame or shame. i keep one post for some chart if discussion comes to some conclusion
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