A look at the loot pool

How's the nice gun? ;)
 
Good fun, thanks :D

I think it'll take a bit of time to get used to the range..etc, but loving it so far :)
 
Good fun, thanks :D

I think it'll take a bit of time to get used to the range..etc, but loving it so far :)

It's a bit like an ever lasting gobstopper. It never runs out. :sniper:
 
It's a bit like an ever lasting gobstopper. It never runs out. :sniper:

Haha I know! I don't make the most of it, though.. I keep the TT value at 4240 ;)

Annoyingly my A105 runs out on about the 190th mob :p might have to buy another ;)
 
Haha I know! I don't make the most of it, though.. I keep the TT value at 4240 ;)

Annoyingly my A105 runs out on about the 190th mob :p might have to buy another ;)

You fully repaired it ?
 
Very nice tool, and kudos for building entirely clientside JS.

May I use it in a project I am working on? I will gladly contribute patches back to you.

--Arti
 
Very nice tool, and kudos for building entirely clientside JS.

May I use it in a project I am working on? I will gladly contribute patches back to you.

--Arti

Yeah of course. The tool is still bugged for ranged weapons! I'll try get it fixed this week.
 
latest.gif


(blue line = TT return, red line = markup return)
 
I'd quite like to move onto low level Atrax soon.

I have the following low level armor:

  • Explorer
  • Goblin
  • Gnome
  • Pixie
  • Rascal
  • Paladin

Plus some parts of kobold and knight..

And these plate sets:

  • 1A
  • 2A
  • 2C
  • 3B
  • 4A
  • 5B

It looks like the best match would be Pixie + 4A.

Not too sure how to go about this - whether I should add atrax runs to my running total or not. Also not sure when I should move onto them - either after 4000 or 5000 argos.

Hmm choices choices. Any suggestions?
 
I'd quite like to move onto low level Atrax soon.

I have the following low level armor:

  • Explorer
  • Goblin
  • Gnome
  • Pixie
  • Rascal
  • Paladin

Plus some parts of kobold and knight..

And these plate sets:

  • 1A
  • 2A
  • 2C
  • 3B
  • 4A
  • 5B

It looks like the best match would be Pixie + 4A.

Not too sure how to go about this - whether I should add atrax runs to my running total or not. Also not sure when I should move onto them - either after 4000 or 5000 argos.

Hmm choices choices. Any suggestions?

Why not finish the argo chain missions first?

You will benefit a lot from the skill gain you get as reward. If you choose the evader or HP related ones the defensive costs on atrax will be low once you move to them.
 
Why not finish the argo chain missions first?

You will benefit a lot from the skill gain you get as reward. If you choose the evader or HP related ones the defensive costs on atrax will be low once you move to them.

I suppose I was just keen to see how the costs on another mob compares. It's hard to draw many conclusions (in as the cost/reward) from a single mob - and the 10k feels such a long way off :D

But you're right - could be a good idea to stay on these. Running out of ideas on how to optimise though.
 
I suppose I was just keen to see how the costs on another mob compares. It's hard to draw many conclusions (in as the cost/reward) from a single mob - and the 10k feels such a long way off :D

But you're right - could be a good idea to stay on these. Running out of ideas on how to optimise though.

You work so hard to reach this level where you have both skills and gear optimized for the argos. At least this is what I deduce from your last graph, where the armor and fap costs towards the end of the graph are reduced a lot.

Why not stick a bit longer on them and benefit from the knowledge you gathered?

Switching to another mob is not an easy task and requires both planning in advance and continual optimization of your hunting gear -> a period of lower overall return.
 
You've convinced me.

10k here I come!
 
Location: NE of Twin Peaks
Mob: 200 Argonaut
Weapon: Riker UL3
Amp: A105
Finisher: Smacker Three
Armor: Explorer
Plating: 2C
Fap 1: Fap-5
Fap 2: Ek-2600

Results:

Globals: 0
Weapon decay: 36.63 PED
Finisher decay: 11.07 PED
Amp decay: 46.3 PED
Ammo: 131.25 PED
Armor decay: 0.64 PED
Plating decay: 0.56 PED
Fap 1 decay: 0 PED (Fap-5)
Fap 2 decay: 0 PED (Ek-2600)
Total cost: 226.45 PED
Cost per mob: 1.13 PED

Est. Skill increase: 6.84 PED

Loot (TT): 146.04 PED
Loot (MU): 148.10 PED

This creature didn't carry any loot: 80 / 200 (40%)

Profit: -80.41 PED (TT loss) + 2.06 PED (Markup) + 6.84 PED (Skills) = -71.51 PED

Profit per mob: -0.35 PED

TT return: 64.49 %
Total return: 68.42 %

Stats:
chart


Code:
Total weapon uses		2125   		(1875 riker / 242 smacker)
Number of normal hits		1827		85.97%
Misses				212		9.97%
Number of crits			31		1.45%
Wasted hits			47		2.21%

Damage taken			1224.3
Damage given			63140.6

Skills:

Code:
					Before		After		Increase
--------------------------------------------------------------------------------------
Agility					63.79		63.81		0.02
Intelligence				49.34		49.34		0
Psyche					28.19		28.19		0
Stamina					9		9		0
Strength				57.48		57.48		0
Health					119.56		119.63		0.07
			
Laser Weaponry Technology		1038.35		1127.57		89.22
Rifle					1046.5		1126.76		80.26
Serendipity				1579.91		1591.13		11.22
Marksmanship				3379.6		3388.65		9.05
Ranged Damage Assessment		2498.81		2506.57		7.76
Anatomy					4304.69		4311.2		6.51
Combat Reflexes				1924.65		1930.25		5.6
Perception				1225.66		1229.93		4.27
Dexterity				1441.02		1444.78		3.76
Weapons Handling			2991.25		2994.05		2.8
Courage					2736.78		2739.54		2.76
Aim					2196.04		2198.65		2.61
Inflict Ranged Damage			2781.68		2783.78		2.1
Evade					1652.51		1654.13		1.62
Athletics				1276.66		1277.9		1.24
Melee Combat				1938.81		1939.65		0.84
Martial Arts				1034.16		1035		0.84
Alertness				652.59		653.27		0.68
Light Melee Weapons			1148.43		1149.04		0.61
Inflict Melee Damage			980.93		981.5		0.57
Power Fist				4895.1		4895.56		0.46
Bravado					1018.57		1018.84		0.27

Loot:
Code:
Item					Qty	PED
------------------------------------------------------------------------------
Iron Stone				388	50.44
Animal Eye Oil				401	20.05
Explosive Projectiles			189744	18.97
Paint Can (Brown)			125	8.75
Medium Weapon Cells			80838	8.08
Socket I Component			69	6.9
Light Weapon Cells			65059	6.5
Electronic Stabilizing Component	22	4.4
Advanced Stone Extractor		438	4.38
Animal Hide				395	3.95
Medium BLP Pack				32705	3.27
Wool					9	1.8
Tier I Component			17	1.7
Light BLP Pack				16856	1.68
Paint Can (Violet Cream)		12	1.44
Animal Oil Residue			132	1.32
Fine Wool				2	0.8
Diluted Sweat				76	0.76
Thin Wool				3	0.75
Soft Hide				1	0.1
Blazar Fragment				45	0
Nova Fragment				179	0
 
Last edited:
Running total:

After 200 (+87.77% TT return)

TT only: -29.88 PED
Including Markup: -21.23 PED
Including markup and skills: -11.68 PED

After 400 (+104.85% TT return)

TT only: -18.67 PED
Including markup: 0.58 PED
Including markup and skills: 34.79 PED

After 600 (+74.91% TT return)

TT only: -76.28 PED
Including markup: -54.34 PED
Including markup and skills: 3.29 PED

After 800 (+98.75% TT return)

TT only: -79.09 PED
Including markup: -52.42 PED
Including markup and skills: 29.77 PED

After 1000 (+153.12% TT return)

TT only: 45.41 PED
Including markup: 84.02 PED
Including markup and skills: 194.07 PED

After 1200 (+134.43% TT return)

TT only: 125.3 PED
Including markup: 172.95 PED
Including markup and skills: 305 PED

After 1400 (+74.68% TT return)

TT only: 68.05 PED
Including markup: 117.78 PED
Including markup and skills: 270.36 PED

+ Skill gain correction

TT only: 68.05 PED
Including markup: 117.79 PED
Including markup and skills: 297.71 PED

After 1600 (+120% TT return)

TT only: 113.82 PED
Including markup: 165.87 PED
Including markup and skills: 368.56 PED

After 1800 (+113.32% TT return)

TT only: 143.96 PED
Including markup: 201.43 PED
Including markup and skills: 428.2 PED

After 2000 (+146.64% TT return)

TT only: 248.76 PED
Including markup: 316.44 PED
Including markup and skills: 566.31 PED

After 2200 (+56.77% TT return)

TT only: 149.16 PED
Including markup: 218.76 PED
Including markup and skills: 489.77 PED

After 2400 (+108.79% TT return)

TT only: 169.45 PED
Including markup: 243.76 PED
Including markup and skills: 537.38 PED

After 2600 (+68.63% TT return)

TT only: 98.14 PED
Including markup: 176.14 PED
Including markup and skills: 492.44 PED

After 2800 (+103.06% TT return)

TT only: 105.07 PED
Including markup: 186.97 PED
Including markup and skills: 527.23 PED

After 3000 (+80.24% TT return)

TT only: 60.55 PED
Including markup: 145.85 PED
Including markup and skills: 511.73 PED

After 3200 (+106.82% TT return)

TT only: 76.2 PED
Including markup: 167.16 PED
Including markup and skills: 556.37 PED

After 3400 (+77.01% TT return)

TT only: 22.77 PED
Including markup: 116.34 PED
Including markup and skills: 530.69 PED

After 3600 (+122.13% TT return)

TT only: 71.96 PED
Including markup: 169.7 PED
Including markup and skills: 589.58 PED

After 3800 (+111.94% TT return)

TT only: 98.33 PED
Including markup: 200.86 PED
Including markup and skills: 626.72 PED

After 4000 (+64.49% TT return)

TT only: 17.92 PED
Including markup: 122.51 PED
Including markup and skills: 555.21 PED
 
Next run I do will have far more detailed stats if I manage to finish a tool I'm making. It'll allow me to analyse loot on a mob-by-mob basis, as well as give me the exact 'overkill' amount for each mob. (It'll also give me the density of each maturity in the area).

That last run was painful :(

Gotta get these costs down if I'm going to stay in the green. Weapon cost is the only real problem. The new stats should let me properly analyse exactly how much overkill there is, then I can try reduce that.

It'd also be nice to get a full day to do multiple runs without any break in between, so I can look for any kind of loot patterns over longer periods of time. Maybe I should give my girlfriend my bank card for a day..
 
Last edited:
Another 200 (4200 so far)

Ok, worst run so far. This one was really quite painful.

Using my new tool now, so I have quite a lot of extra data available. It seems as though 15.95 PED each run is spent in overkill. Quite a bit really..

I'll start including a full json dump of the data for each run in case anybody wants to mess around with the data. There's a LOT of info there, such as:

On a mob-by-mob basis:

  • Mob name/maturity/health
  • Outgoing damage (total)
  • Outgoing normal hit damage
  • Outgoing crit damage
  • Outgoing normal hits (count)
  • Outgoing crits (count)
  • Misses
  • Incoming damage (total)
  • Incoming normal hit damage
  • Incoming crit damage
  • Incoming normal hits (count)
  • Incoming crits (count)
  • Shots fired (count)
  • Incoming hits (count)
  • Weapon cost (peds)
  • % return (peds)
  • No loot (bool)
  • Loot (item/quantity/value)
  • Timestamp (time of loot)
  • Overkill (in DMG)

Location: NE of Twin peaks
Mob: 200 Argonaut Young - Adult
Weapon: Riker UL3
Amp: A105
Armor: Explorer
Plating: 2C

Results:

Globals: 0
Weapon decay: 39.43 PED
Ammo burn: 141.28 PED
Amp decay: 49.84 PED
Armor decay: 0.62 PED
Plating decay: 0.54 PED
Total cost: 231.71 PED
Cost per mob: 1.16 PED

Est. Skill increase: 5.58 PED

Loot (TT): 127.34 PED
Loot (MU): 129.7 PED

Profit: -104.37 PED (TT loss) + 2.36 PED (Markup) + 5.58 PED (Skills) = -96.43 PED

Profit per mob: -0.48 PED

TT return: 54.96 %
Total return: 58.38 %

Stats:
chart


Code:
Total weapon uses		2018
Number of normal hits		1729		85.68%
Misses				207		10.26%
Number of crits			33		1.64%
Wasted hits			49		2.43%

Total damage overkill		4660.3 dmg	15.95 PED
Average overkill per mob	23.3 dmg

Damage taken			1076.4
Damage given			64610.3

Mob details:

Code:
Mob				Qty	Average loot	Average weap. cost
----------------------------------------------------------------------
Argonaut Young			163	0.68		1.13
Argonaut Adult			30	0.52		1.13
Argonaut Gatherer		2	0.52		1.54
Argonaut Scout			5	0		0.89

Skills:

Code:
					Before		After		Increase
--------------------------------------------------------------------------------------
Agility					63.81		63.81		0
Intelligence				49.34		49.34		0
Psyche					28.19		28.19		0
Stamina					9		9		0
Strength				57.48		57.48		0
Health					119.63		119.69		0.06

Rifle					1127.96		1230.6		102.64
Laser Weaponry Technology		1132.25		1222.63		90.38
Ranged Damage Assessment		2506.72		2519.63		12.91
Dexterity				1444.78		1455.19		10.41
Anatomy					4312.01		4318.35		6.34
Perception				1230.25		1237.96		7.71
Serendipity				1592.01		1599.96		7.95
Combat Reflexes				1930.25		1935.47		5.22
Inflict Ranged Damage			2784		2788.93		4.93
Marksmanship				3389.17		3393.93		4.76
Weapons Handling			2994.17		2997.5		3.33
Aim					2198.65		2201.26		2.61
Courage					2739.54		2741.22		1.68
Evade					1654.13		1654.93		0.8
Athletics				1278.22		1278.53		0.31

Loot:

Code:
Item					Qty	PED
------------------------------------------------------------------------------
Iron Stone				337	43.81
Thin Wool				40	10
Animal Eye Oil				185	9.25
Explosive Projectiles			88439	8.84
Paint Can (Brown)			122	8.54
Medium Weapon Cells			68469	6.85
Argonaut Fractured Skull		2	8
Animal Hide				663	6.63
Electronic Stabilizing Component	29	5.8
Socket I Component			34	3.4
Advanced Stone Extractor		292	2.92
Light Weapon Cells			26228	2.62
Wool					11	2.2
Light BLP Pack				21584	2.16
Medium BLP Pack				18557	1.86
Animal Oil Residue			129	1.29
Tier I Component			11	1.1
Fine Hide				4	1
Diluted Sweat				59	0.59
Soft Hide				4	0.4
Enhanced Cloth Extractor		5	0.05
Blazar Fragment				39	0


Raw data (JSON):

http://entropia.mikeefranklin.co.uk/logs/4200.txt
 
Ok, worst run so far. This one was really quite painful.

I'd need to hammer a nail into my **** to feel pain like my last run!

Youre not alone, loot has been dreadful for me all week. :(
 
Running total:

After 200 (+87.77% TT return)

TT only: -29.88 PED
Including Markup: -21.23 PED
Including markup and skills: -11.68 PED

After 400 (+104.85% TT return)

TT only: -18.67 PED
Including markup: 0.58 PED
Including markup and skills: 34.79 PED

After 600 (+74.91% TT return)

TT only: -76.28 PED
Including markup: -54.34 PED
Including markup and skills: 3.29 PED

After 800 (+98.75% TT return)

TT only: -79.09 PED
Including markup: -52.42 PED
Including markup and skills: 29.77 PED

After 1000 (+153.12% TT return)

TT only: 45.41 PED
Including markup: 84.02 PED
Including markup and skills: 194.07 PED

After 1200 (+134.43% TT return)

TT only: 125.3 PED
Including markup: 172.95 PED
Including markup and skills: 305 PED

After 1400 (+74.68% TT return)

TT only: 68.05 PED
Including markup: 117.78 PED
Including markup and skills: 270.36 PED

+ Skill gain correction

TT only: 68.05 PED
Including markup: 117.79 PED
Including markup and skills: 297.71 PED

After 1600 (+120% TT return)

TT only: 113.82 PED
Including markup: 165.87 PED
Including markup and skills: 368.56 PED

After 1800 (+113.32% TT return)

TT only: 143.96 PED
Including markup: 201.43 PED
Including markup and skills: 428.2 PED

After 2000 (+146.64% TT return)

TT only: 248.76 PED
Including markup: 316.44 PED
Including markup and skills: 566.31 PED

After 2200 (+56.77% TT return)

TT only: 149.16 PED
Including markup: 218.76 PED
Including markup and skills: 489.77 PED

After 2400 (+108.79% TT return)

TT only: 169.45 PED
Including markup: 243.76 PED
Including markup and skills: 537.38 PED

After 2600 (+68.63% TT return)

TT only: 98.14 PED
Including markup: 176.14 PED
Including markup and skills: 492.44 PED

After 2800 (+103.06% TT return)

TT only: 105.07 PED
Including markup: 186.97 PED
Including markup and skills: 527.23 PED

After 3000 (+80.24% TT return)

TT only: 60.55 PED
Including markup: 145.85 PED
Including markup and skills: 511.73 PED

After 3200 (+106.82% TT return)

TT only: 76.2 PED
Including markup: 167.16 PED
Including markup and skills: 556.37 PED

After 3400 (+77.01% TT return)

TT only: 22.77 PED
Including markup: 116.34 PED
Including markup and skills: 530.69 PED

After 3600 (+122.13% TT return)

TT only: 71.96 PED
Including markup: 169.7 PED
Including markup and skills: 589.58 PED

After 3800 (+111.94% TT return)

TT only: 98.33 PED
Including markup: 200.86 PED
Including markup and skills: 626.72 PED

After 4000 (+64.49% TT return)

TT only: 17.92 PED
Including markup: 122.51 PED
Including markup and skills: 555.21 PED

After 4200 (+54.96% TT return)

TT only: -86.45 PED
Including markup: 20.503 PED
Including markup and skills: 458.78 PED
 
I'd need to hammer a nail into my **** to feel pain like my last run!

Youre not alone, loot has been dreadful for me all week. :(

Hmm enough for tonight then. Fingers crossed it'll pick up tomorrow night..
 
This looks like a real world boom-bust economy to me m8.
 
lots of nice fun number , but does it show , prove or disprove something ?
Is there an analyses of all this and some theories ?
 
It's the effect of the auction house. It works like this, we accrue massive amounts of resources and hoard them, which is a bust, we are contracting the economy which has a knock on effect on the availability of resources, the resources cannot flow as they are stuck in our storage or on the auction.

The auction house is regulated, a set % of any resource is removed from the pool in order to pay physical debts that Mindark has accrued, just like a real world bank. That has a major flaw, the resource that is removed cannot be cycled back into the system, someone has to loose. The entity that will always win with this kind of model is the "bank".

Think of it like this, I deposit $3000 into the system, the resource is now available to be earned by the participants. It can converted into any other resource that is available from animal oils to ammo to lyst etc. I find that $3000 deposit and convert it into a lyst tower, that tower takes x amount of time to cycle into the system for my own use. I can then sell it which increases the cycle time, draining the resource pool even further.

The bank's cut in my opinion is the most significant factor in all of this.
 
Last edited:
Before this thread turns into a big discussion about loot theory, I'd like to ask that we stop all discussions about it here!

I know how crazy those threads can get and I really wanna try keep this mostly just data.

I'd be interested in starting a thread over in the loot theories forum about this BUT... I don't actually think the data shows ANYTHING to do with loot yet. I can't see that it's possible to find any kind of patterns in that data from the limited data available.

The data does a good job of showing where I'm losing money (it's mostly all in weapon overkill at the moment) but that's just about it.

It also does a nice job of showing item drop frequencies and the worth of skill increases.

But actual loot patterns? Na, not yet. If 10 people were collecting all this data at the same time in the same area then yeah, we'd probably be able start working up a theory (or at least, we might be able to disprove some of the current theories), but a hell of a lot of effort goes in to making these log files to this amount of detail so I doubt we'd ever get 10 people to do it! :)

My main focus was finding out how to drop my actual cost to kill each mob to the minimum possible. I started spending way too much in fapping because I was wearing the wrong kind of armor.. eventually managed to get my fap/armor costs down to almost nothing.. Now I'm trying to see how to reduce mob overkill because I'm currently wasting 13ped on a 200 mob run just in overkill damage. Being able to look at the loot is just a nice bonus. :)

The nice thing about the tool I made last night is that I have it loaded up next to the game and it's analyzing stats in real time and in big letters shows how many mobs I've killed and what my return rate is :) I'm tempted to change it so that in real time it works out what weapon I should use each shot to reduce overkill, but maybe that's a bit too much ;D
 
Last edited:
It's the effect of the auction house. It works like this, we accrue massive amounts of resources and hoard them, which is a bust, we are contracting the economy which has a knock on effect on the availability of resources, the resources cannot flow as they are stuck in our storage or on the auction.

The auction house is regulated, a set % of any resource is removed from the pool in order to pay physical debts that Mindark has accrued, just like a real world bank. That has a major flaw, the resource that is removed cannot be cycled back into the system, someone has to loose. The entity that will always win with this kind of model is the "bank".

Think of it like this, I deposit $3000 into the system, the resource is now available to be earned by the participants. It can converted into any other resource that is available from animal oils to ammo to lyst etc. I find that $3000 deposit and convert it into a lyst tower, that tower takes x amount of time to cycle into the system for my own use. I can then sell it which increases the cycle time, draining the resource pool even further.

The bank's cut in my opinion is the most significant factor in all of this.

So basically you are talking about a tax. Something that every economy on earth seems to do OK with. In a normal economy, things are pretty much predictable. Of course taxes change from year to year, but in small increments, and with enough advanced notice so that people at least have the chance to apply lubercant to sensitive financial orifices.

This is not true in this economy. Things seem to change here just acoz, at any time without any notice. If you don't hoard, you don't get MU. If you do hoard, the stuff you've been saving could be TT in a few hours. Entire proffesions are wipped out in an hour, and in the same time frame 3 more created. This was not the vision I was sold, but it is the reality.

Seems to me it's easy enough to fix. The tax man needs to do what it says, and say what it means. Even if it's "No Comment"
 
In fact, what this thread has shown so far is...

Doing this kinda thing is probably worthwhile for people who complain that they have to deposit constantly.

Sure, I'm only hunting argos, but I'm still in profit after almost 2 months of hunting argos. In fact, if I sold some of the skills gained during these 2 months I'd probably be able to play for most of the year without a deposit.

I've deposited, yeah - but those deposits were for either investing in new weapons to try out or for when I've wanted to have a bit of fun and waste money buying spartacus and trying to kill warlocks.

Also seems to show that if I WAS willing to sell some of my skill to keep playing long time, power fist (or maybe just melee?) seems to be the way to go, because I earn a lot more in skill worth when using that.

A guy in another thread saying he spends 20% of his job seekers allowance killing atrox and it only lasts a couple of days. My response to that: "You're doing it wrong."
 
Another 200 (4400 so far)

Last mob saved me. it was a global :)

Location: NE of Twin peaks
Mob: 200 Argonaut Young - Adult
Weapon: Riker UL3
Amp: A105
Armor: Explorer
Plating: 2C

Results:

Globals: 1
Weapon decay: 38.49 PED
Ammo burn: 137.9 PED
Amp decay: 48.65 PED
Armor decay: 0.72 PED
Plating decay: 0.63 PED
Total cost: 226.39 PED
Cost per mob: 1.13 PED

Est. Skill increase: 5.6 PED

Loot (TT): 217.96 PED
Loot (MU): 220.99 PED

Profit: -8.42 PED (TT loss) + 3.02 PED (Markup) + 5.6 PED (Skills) = 0.2 PED

Profit per mob: 0.001 PED

TT return: 96.27 %
Total return: 100.08 %

Stats:
chart


Code:
Total weapon uses		1970
Number of normal hits		1694		85.88%
Misses				198		10.05%
Number of crits			42		2.13%
Wasted hits			36		1.82%

Total damage overkill		4529.6 dmg	15.51 PED
Average overkill per mob	22.64 dmg

Damage taken			1189.4
Damage given			64329.6

Mob details:

Code:
Mob				Qty	Average loot	Average weap. cost
----------------------------------------------------------------------
Argonaut Young			167	1.03		1.11
Argonaut Adult			20	1.48		1.07
Argonaut Scout			4	0.74		0.97

Skills:

Code:
					Before		After		Increase
--------------------------------------------------------------------------------------
Agility					63.81		63.84		0.03
Intelligence				49.34		49.34		0
Psyche					28.19		28.19		0
Stamina					9		9		0
Strength				57.48		57.48		0
Health					119.69		119.74		0.05
				
Laser Weaponry Technology		1222.63		1348.66		126.03
Rifle					1230.6		1323.93		93.33
Serendipity				1599.96		1609.66		9.7
Ranged Damage Assessment		2519.63		2529.25		9.62
Marksmanship				3393.93		3401.43		7.5
Aim					2201.26		2207.79		6.53
Weapons Handling			2997.5		3003.33		5.83
Perception				1237.96		1243.33		5.37
Anatomy					4318.35		4322.66		4.31
Dexterity				1455.19		1458.85		3.66
Combat Reflexes				1935.47		1938.01		2.54
Evade					1654.93		1657.37		2.44
Alertness				653.6		655.65		2.05
Inflict Ranged Damage			2788.93		2790.63		1.7
Athletics				1278.53		1279.78		1.25
Courage					2741.22		2742.2		0.98

Loot:

Code:
Item					Qty	PED
------------------------------------------------------------------------------
Iron Stone				427	55.51
Animal Eye Oil				986	49.30
Kinetic Attack Chip III (L)		1	27.00
Wool					108	21.60
Medium Weapon Cells			203627	20.36
Paint Can (Brown)			137	9.59
Socket I Component			66	6.60
Light Weapon Cells			52809	5.28
Explosive Projectiles			41003	4.10
Advanced Stone Extractor		358	3.58
Electronic Stabilizing Component	13	2.60
Tier I Component			20	2.00
Medium BLP Pack				17894	1.79
Light BLP Pack				16137	1.61
Animal Hide				152	1.52
Animal Oil Residue			137	1.37
Thin Wool				5	1.25
Fine Wool				3	1.20
Diluted Sweat				72	0.72
Soft Hide				5	0.50
Argonaut Fractured Skull		1	0.40
Paint Can (Turqoise)			1	0.08
Nova Fragment				108	0.00
Blazar Fragment				31	0.00


Raw data (JSON):

http://entropia.mikeefranklin.co.uk/logs/4400.txt
 
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