Yazuki's hunting log (journey from brand new player to uber)

I am runnign a similar test since i wanted to see amped imk2 vs unamped imk2 on certain mobs and see what is better to hunt unamped what to hunt amped. One thing I agree on is if you go unamped stick with the dmg enhancers (if mob hp allows it ofc.).
Good to know you cycled unamped on molochs would be ncie to see the results dpp wise in the end and see if the 4% difference rly matters so much.
IMK+h204 seems quite similar 90.4 unamped and 86.4 when you put h204 on it with only a slight dps increase considering enhancers.
Before last month people where telling me dps is everything but after shooting high effi for a month now I am going all in on effi :D
DPP on my setup is lower but i still get a difference of 0.2 on tracker by shooting unamped. MAx of 3.6 with amp vs 3.8 unamped, this is with candy canes. I might get it up above 4 with the other pills but i am keeping these for mayhem for now.
I reckon you will be shooting amped during mayhem? :p
Will be nice to compare the 2, I will do the same

GL with the grinds
One thing to keep in mind is that the hc204 has a lot better efficiency than BLP amps so the trade off of using an amp for laser weapons is a lot less detrimental


I'd also recommend trying out an a105 improved if you are looking to downsize your cycling while still having some dps
 
One thing to keep in mind is that the hc204 has a lot better efficiency than BLP amps so the trade off of using an amp for laser weapons is a lot less detrimental
the amp is 78.9 effi vs 90.4 on the gun. isnt a mod evil like 70% aswell? so it would only be slightly better. Still a big difference amped vs unamped imo
 
the amp is 78.9 effi vs 90.4 on the gun. isnt a mod evil like 70% aswell? so it would only be slightly better. Still a big difference amped vs unamped imo
Mod evil contributes more dmg too, so it’s more pronounced afaik
 
Yeah the number you care about is the weighted efficiency

So for BP70 with Mod evil we have:
92.5% effi vs 83.83% effi with amp or a 8.67% efficiency loss running amped

For imk2 with hc204 we have:
90.4% effi vs 86.76% effi or a 3.64% efficiency loss running amped

The hc204 scenario is 42% less of a drop in efficiency compared to my situation and something that also needs to be taken into consideration:

hc204 decay: 3.315 PEC
mod evil decay: 5.950 PEC

Keeping your decay costs low is huge for properly cycling shrapnel to take advantage of its 101% MU. If you ever run out of ammo, you're able to easily find buyers at 100.3-100.5% MU for shrapnel which means you're essentially gaining even more efficiency through that avenue which you normally wouldn't be able to if your gun ate more in decay costs vs ammo burn.

If you want to use an A105 imp with your gun as well, your weighted efficiency will be 89.01% so basically only a 1.4% drop in effi
 
yea see seems like the effi loss is more then double amped vs unamped. Wouldn't have tought it was that much. How much do dmg enhancers raise the efficiency? Since this can be a huge factor aswell. You will probably gain more effi from dmg enhancers then me cause of the higher base effi of the gun.
I don't rly run without dmg enhancers (unless the mob requires it). I craft them myself and I find the extra dps for same effi more then worth it. So I would be more interested in that comparisson also for the reason that the amp is a significly larger dps increase when runnign no dmg enhancers. So imk2 fully enhanced might still benefit from running unamped.
 
Damage enhancers keep your efficiency with your weapon the same because the only thing enhancers do is increase your guns decay+ammo costs. Weighted efficiency comes from how much PED decay is contributed by your gun versus your amp versus any other attachments. So in your case, using 0 enhancers and using 10 enhancers will still keep your gun at 90.4% efficiency. Now if you use an amp + 10 enhancers, your weighted efficiency is now 88.24% because with 10 enhancers, you're essentially doubling the amount of decay that comes from the gun.
 
Damage enhancers keep your efficiency with your weapon the same because the only thing enhancers do is increase your guns decay+ammo costs. Weighted efficiency comes from how much PED decay is contributed by your gun versus your amp versus any other attachments. So in your case, using 0 enhancers and using 10 enhancers will still keep your gun at 90.4% efficiency. Now if you use an amp + 10 enhancers, your weighted efficiency is now 88.24% because with 10 enhancers, you're essentially doubling the amount of decay that comes from the gun.
I meaned for the bp-70 how would the gun compare to itself fully enhanced amped vs unamped.
I will always use dmg enhancers.Being able to cycle more ped faster at same effi is always a good thing imo or am I wrong?
 
For me its 86.44% effi amped with enhancers, and yes cycling PED faster at same effi is great but another consideration that needs to be taken into account is that the break rate of enhancers also increases as you cycle faster. I've mentioned before the reason I don't combine amp+enhancers is because of bankroll management. I don't have the bankroll to be using amp+enhancers and cycling over 40k PED a day with 86.44% effi and high enhancer break rates.

I'll use amp+full enhancers for events, but outside I'm basically just burning money at current looter levels.
 
What really matters is, do you get enough MU to cover the cost and some +, and if you do, have you got even half back in MU what you lost?

You could post your results to mindark and see if you can get returns increased for all of us, seems like crazy losses, it will result in madness that ppl have to rip eachother off for loot to breakeven, and you just farm money for mindark instead of yourself
 
What really matters is, do you get enough MU to cover the cost and some +, and if you do, have you got even half back in MU what you lost?

You could post your results to mindark and see if you can get returns increased for all of us, seems like crazy losses, it will result in madness that ppl have to rip eachother off for loot to breakeven, and you just farm money for mindark instead of yourself
It doesn't work that way. Reducing the margin to breakeven simply encourages people to hunt more and without thought. The cheaper it is to hunt, the more materials there are flooding the market.
 
Comparing my evade rate at Moloch apprentices at different evader levels + imp imperium set bonus just to confirm its working

54 Evader no evade bonus
q5HMijS.png

62 Evader no evade bonus
PUYdUKV.png

62 Evader +15% evade bonus from imp imperium armor
iCsLYvc.png


The evade bonus indeed works :)
 
Comparing my evade rate at Moloch apprentices at different evader levels + imp imperium set bonus just to confirm its working

54 Evader no evade bonus
q5HMijS.png

62 Evader no evade bonus
PUYdUKV.png

62 Evader +15% evade bonus from imp imperium armor
iCsLYvc.png


The evade bonus indeed works :)
Wow didn’t think it would literally be 15% more evades lol
 
Comparing my evade rate at Moloch apprentices at different evader levels + imp imperium set bonus just to confirm its working

54 Evader no evade bonus
q5HMijS.png

62 Evader no evade bonus
PUYdUKV.png

62 Evader +15% evade bonus from imp imperium armor
iCsLYvc.png


The evade bonus indeed works :)
Gratz on your progress!

15% evade bonus indeed works. But the evade rate from lvl 54 to lvl 62 is almost the same (39.69%-->39.88%). So should we expect that evade rate without any bonus is approximately 40.5-41% at evade lvl 100?

Keep going! :eyecrazy:
 
Gratz on your progress!

15% evade bonus indeed works. But the evade rate from lvl 54 to lvl 62 is almost the same (39.69%-->39.88%). So should we expect that evade rate without any bonus is approximately 40.5-41% at evade lvl 100?

Keep going! :eyecrazy:

Both 54 and 62 evade is high enough for moloch apprentice's lvl46 to not be big difference, advantage of high evade like lvl100 is not for lvl30-50 mobs, its for the lvl 70-90 mobs and so on.
For example a lvl1 puny mob will hit about the same number of times a lvl30 and a lvl70 evade player, the difference will be immediately seen when they try a lvl 50 mob.
 
Yeah i always expected it to be a bonus on your existing evade profession
It's a bonus on your evades. A mob will almost always MISS some of the time, even if you Evade is 0. Let's say for illustrative purposes that an Exa young attacks you 100 times. It will miss 50, you will evade 30, it hits you 20. If you Add a buff that says +20% evade, the Exa would now MISS 50, you would evade 30+30*20% = 36 times, and hit you 14 times. In other words, a 20% evade buff doesn't mean you will be hit 20% less.
 
Ending the month early so that I can do a separate log for the entirety of the HW Mayhem event :)

October 1st-> October 27nd progress

Current stats:


Avatar: Yasuki Yuki Kairi (created June 15, 2022)
Total skills: 267032 -> 326604
Health: 247 -> 286
BLP Pistoleer Hit: 108 -> 114
Ranged BLP Dmg: 105-> 114
Animal Looter: 63 -> 69
Mutant Looter: 30 -> 34
Robot Looter: 22 -> 28
Evader: 54 -> 62
Dodger: 37 -> 44
Clubber (Hit): 84
Clubber (Dmg): 93

Current Gear:

A&P Series Mayhem BP-70, Perfected Tier 7 + Fi/Ra/Co Evil, Modified
Eon Armor Set Tier 2
Titan Harness Tier 1
Angel Arm Guards, Improved
Supremacy Armor Set Tier 1/2
Christmas 2020 + Summer 2020 Rings
Improved Imperium Tier 1-2 picked up this month

Notable Loot:
6,463 PED Moloch Apprentice
Few small 1k HOFs at Molochs
Bunch of small ESIs
Rare Mayhem Token x 2
Ares, Perfected Ring

Unfortunately my EL client bugged out and didn't properly screenshot swirlies :(

wKWHcsQ.png

oqGnDpA.png

GrsWoBE.png




Returns for October 1 -> October 27:
About where I expected my TT returns to be without any 1000x or bigger multipliers happening so very happy overall :). Lower Global and kill counts tracked because of team hunting.

Total Loot TTTotal Spent TTTT ReturnsGlobalsHofsKill count/Loot events
775,619.83 PED807,668.79 PED96.03 %145540117980



Conclusion for the month

Got a ton of melee skills in this month to get my HP up for Mayhem and then went back to Moloch's to try and loot some Titan pieces. Unfortunately been quite unlucky on that front when comparing my Global count so far with others who have dropped Titan pieces so hopefully I can see a drop next month. Not much to say about this month outside of that other than I'm extremely excited for this Halloween Mayhem :) It'll be my first Mayhem and basically the first big event that I've worked towards doing well in.


Current goals

Do well this Halloween Mayhem! It's been a few months now of preparing for this event and I even got 3 Rare Mayhem tokens from boxes which is insane luck. My plan is to grind these next 3 Mayhem events as hard as possible and hopefully be able to afford a weapon pull during Easter Mayhem :D I'll be experimenting to see what the highest Category is that I can comfortably do. Not too sure if I'll be popping 15mg pills, but I have a ton of Easter Eggs and 10mg pills that I do plan on popping for the extra DPS/DPP. I plan on tracking each day of Mayhem separately so I can compare my drop rates for tokens/boxes compared to PED cycled.
 
Halloween Mayhem 2022
October 27nd -> November 10th progress

Current stats:


Avatar: Yasuki Yuki Kairi (created June 15, 2022)
Total skills: 326604 -> 356394
Health: 286 -> 294
BLP Pistoleer Hit: 114 -> 121
Ranged BLP Dmg: 114-> 120
Animal Looter: 69 -> 71
Mutant Looter: 34 -> 58
Robot Looter: 28 -> 30
Evader: 62 -> 64
Dodger: 44 -> 45


Current Gear:

A&P Series Mayhem BP-70, Perfected Tier 7 + Fi/Ra/Co Evil, Modified
Eon Armor Set Tier 2
Christmas 2020 + Summer 2020 Rings
Improved Imperium Tier 2

Notable Loot:
1,334 HOF
1x ESI (10 PED)
Nothing exciting :)


Returns for Halloween Mayhem 2022:
Starting this Mayhem at 34 Mutant looter I already knew my returns wouldn't be great :)

DayTotal costTotal lootTT ReturnsTokensBoxes
140434.729235581.882388.00%1847429
242413.83439840.332693.93%3532530
346,229.3342,349.0191.61%3358644
443207.69841320.344495.63%1486622
541630.257940075.49796.27%1378572
640470.20736200.36689.45%1245496
736980.528133002.672289.24%1268506
838124.483136851.575296.66%1420510
940407.644737500.696892.81%1258568
1040102.572639027.216597.32%1159517
1141361.179840569.818498.09%1435549
1233735.2331438.537493.19%1152463
1343440.174841754.374496.12%1390521
1440591.46439101.485996.33%1503546
Totals569129.338534613.807893.94%234317473

Conclusion for the event

I should've done some more research into the loot tables for Mayhem events. People mentioned it being a lot of Shrapnel but I didn't realize it would literally be 99.9% Shrapnel drops lol. Messed up a bit by cycling my last month to end up with around 50% Ammo and 50% PED in my bankroll. Overall though I think this Mayhem went really well for me and I know how to properly prepare for Merry Mayhem now. Easter eggs are by far the best consumable for this event and I highly regret opening HW boxes. Not only are the HW costumes 10 PED which prevents any other loot being opened in the same box as them since it's max 10 PED TT per opening, but they don't offer anything useful like Candy canes or Easter eggs.


Current goals

I've managed to obtain 6/7 pieces of Titan so even though I unfortunately never looted a single piece after a ton of PED cycled at Molochs, it realistically doesn't make sense for me to hunt there any further because the chances I loot the 1 piece I need is abysmally low. Instead I'll just focus purely on getting my Looter levels up for Merry Mayhem and TWEN because how much of a difference it will make in helping sustain my bankroll. The funny thing is that I gained more animal looter levels during this Mayhem hunting mutants than if I were to hunt at Molochs for the same amount of time which shows how awful their skilling rate is and how important hp/lvl ratios are lol.
 
blUd7b8.png


Been skilling MF since Mayhem ended, the intuition unlock for Evader levels and extra HP is really nice but one important thing that I barely see mentioned is just how many Biotropic levels you get. I sometimes see Evey mention the importance of Biotropic but not many others bring it up when taking into account the benefits of MF. I quickly went from lvl 24 to 52 Biotropic and I'll just include this chart from EU wiki showing the Resto L Chips you can get rather than having to invest 20k on a Imp resto or 80k+ on a Mod Resto just for the 1% lifesteal.

U8bCLuQ.png


I'm going to assume the reason that you see all the ubers using L resto chips instead of Mod restos is because they're dirt cheap MU wise to use and the 80k investment can be used elsewhere. Also helps though that they all use Mod nanoblades and probably don't need the 1% lifesteal anyways.
 
i think those resto chip have very low decay to manufacture skills.
most probably healing with regen chips other hunters skills faster
sadly there are not anymore acid pools in game.......
but taking on oneself some monster and sustain on MF healing ......

a Gyro FAP could help to manufacture "Side Skills" in a short time ?
i understood it manufactures 10 ped skill per hour with bonus
 
sadly there are not anymore acid pools in game.......
but taking on oneself some monster and sustain on MF healing ......
Guess point of acid pool was to get dmg nonstop, Calamusoid swamp boss area can be used for the same.
 
Back
Top