PopFuzz
Prowler
- Joined
- Apr 20, 2008
- Posts
- 1,376
- Society
- cK Coat Killers
- Avatar Name
- PopFuzz Poppy Fuzzy
Ive done a lot of testing on this subject in the last year and I can say that eco is not 100% of the equation but 100% of cost spend is not either.
One insane test I have done is about 5000 peds cycled with TT hand gun and e15 which at .409 eco I should have been loosing my ass off vs p4+a104 eco of 2.947. I should have had 13% return with those numbers. I had 4000 ped loot returned or 80%.
Another test I did was 10K cycled with Maddox iV with beast. That ended with a 80% tt return as well.
These test with a bunch of other test has led me to these hypothesis.
1) There is a penalty on weapons when you have not maxed their Hit (Less then 10/10 hit ability) but there is low or no penalty for less then 100% dmg on a weapon. Case in point if you use a Weapon that you have maxed the damage but the hit is in SIB you will have worse returns. Vice versa if you have a weapon that is maxed hit but sib Damage you should get normal tt returns.
2) The amount of tt you spend to kill a mob with a max weapon (even overamping or using low dps weapons to allow regen) effects the loot per mob. But overall there may be a small penalty for overamping too much or letting mob regen too much.
3) Penalties for unmaxed hit, overamping, too much regen etc may be capped at 80% tt return overtime (vs 90% tt return for proper play).
4) MU you pay on a gun will effect returns more then base eco of gun.
5) Fap and Armor decay does not effect short term loot (I know one person who was really lucky attribute their luck to payback from a alot of fapping during a fap service) so that decay may lead to more ubers down the road. But for day to day loot the more you spend on defense the worse your return.
6) Each hit you make on the mob and the cost you spend to make that hit determines the mobs base loot. If you miss because of lag, or the game, you will not have that ped returned to you and in effect the misses is how MA makes their money. This would mean unmaxed hit ability would cost you TT because of misses, but unmaxed damage still costs the same per hit made and in effect takes you more peds to kill the mob which leads to higher avg loot per mob.
One insane test I have done is about 5000 peds cycled with TT hand gun and e15 which at .409 eco I should have been loosing my ass off vs p4+a104 eco of 2.947. I should have had 13% return with those numbers. I had 4000 ped loot returned or 80%.
Another test I did was 10K cycled with Maddox iV with beast. That ended with a 80% tt return as well.
These test with a bunch of other test has led me to these hypothesis.
1) There is a penalty on weapons when you have not maxed their Hit (Less then 10/10 hit ability) but there is low or no penalty for less then 100% dmg on a weapon. Case in point if you use a Weapon that you have maxed the damage but the hit is in SIB you will have worse returns. Vice versa if you have a weapon that is maxed hit but sib Damage you should get normal tt returns.
2) The amount of tt you spend to kill a mob with a max weapon (even overamping or using low dps weapons to allow regen) effects the loot per mob. But overall there may be a small penalty for overamping too much or letting mob regen too much.
3) Penalties for unmaxed hit, overamping, too much regen etc may be capped at 80% tt return overtime (vs 90% tt return for proper play).
4) MU you pay on a gun will effect returns more then base eco of gun.
5) Fap and Armor decay does not effect short term loot (I know one person who was really lucky attribute their luck to payback from a alot of fapping during a fap service) so that decay may lead to more ubers down the road. But for day to day loot the more you spend on defense the worse your return.
6) Each hit you make on the mob and the cost you spend to make that hit determines the mobs base loot. If you miss because of lag, or the game, you will not have that ped returned to you and in effect the misses is how MA makes their money. This would mean unmaxed hit ability would cost you TT because of misses, but unmaxed damage still costs the same per hit made and in effect takes you more peds to kill the mob which leads to higher avg loot per mob.