Naomi
Elite
- Joined
- Jan 19, 2007
- Posts
- 4,006
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- Avatar Name
- Naomi NP Polder
-- What we know so far --
There is quantity loot, which is basically schrapnel:
Part 1 of quantity loot: tt-loot
1) Return is based on your input. Input is the the peds you spend while shooting a mob, this is ammo and decay of your weapon and amp, as well as the ammo that enhancers use.
2) to a lower % attributed, fap, scope/sight and armor decay.
Doing more mobs of the same, at the same place, lowers volatility, and evens your returns.
Quantity loot can easily be up to 90% of your return.
While gun and amp decay, used ammo through gun, amp or enhancers are 100% included in your quantity loot, decay of fap, armor, scope/sights, enhancers and others are only partly included.
Part 2 of Quantity loot: bonus loot
On top of tt-loot you get bonus loot. Bonus loot depends on the efficiency of your weapon. You get it rewarded in shrapnel. It attributes up to 7% of your return. Hunting more mobs will decrease the volatility of this bonus loot, evening it out.
Buffs such as FB and CDI do not raise the total loot you get/hour directly.
- However if they are a items that decay, they attribute to your (1) quantity
- Also, IF they raise th efficiency of your weapon, your bonus loot might be slightly higher.
- Through faster kills with FB/CDI buffs, you might reduce volatility in your returns, and get closer to the intended 96%.
- Your return/mob is reduced, because you hunt more eco, since your input/mob is reduced. This results in a penalty for eco hunters: when hitting a multiplier, you will get less, since the multiplier is based on your input. Also lower loot/mob reduces item chance, because L items have a threshold (for instance, your loot needs to be over 10ped, to be able to fit in an esi). An uneco hunter will reach this threshold much faster.
-- What we don't know yet --
Quality loot
is x% of your quantity loot that you do not receive in shrapnel, but in 'something else'. Therefore having a chance on higher MU then 101%
The total amount of tt loot will stay the same. You will receive less shrapnel, and therefore more 'quality loot'.
Quality loot has volatility and the 'chance' on quality loot can be increased by
- increased dpp (= hunting eco)
- looter skill
Still, what quality loot exactly is, is yet to be confirmed? Or did I miss it?
I see several possibilities
A) Quality loot is every stackable except shrapnel (?)
If A is true, quality loot does not imply that it has mu. Many paints, hides, some oils, extractors, and other stuff is almost impossible to sell since it has no mu. Unless you have a 100k+ pedcard that you do not care about, and you can throw everything in your storage until you have a huge stack, hoping that one day it will have some mu and is worth selling, this stuff will be thrown into the tt, and you had been better of with shrapnel.
Some oils, hides paints ,do have mu, and are worth selling, and we all love those. Think of spleen, nusul hide, output amps,...
B) Quality loot is every stackable over xxx% (?)
Valuable stackables, for instance over 105%, such as spleen oil, nusul and other hides, output amps... To me that sounds like quality loot. Still, market values change, and MA would have to either keep a close eye on the markups, or include an algorithm that looks at markup before distributing loot. I find that harder to believe.
C) Loot Table items: Quality loot is items that loot periodically (?)
These are mainly Limited items such as weapons, armor parts, esi,...
But also stackables such as output amps, mushrooms, ID's,... could fall into this category.
According to the loot table theory, you (can) get these ever xx nr of kills on a mob.
FB/CDI makes you kill mobs faster, so the time you need to get these table items is reduced.
What if FB/CDI also reduce the nr of kills you need on a mob to get these items? Or maybe other factors play a role in this?
-- Conclusions --
On the one hand, increasing your DPP will increase your chance on stackable quality loot. It is not stated that it will increase your quality loot, only that it increases your chances, which can be, 0%, or 100% resulting in quality loot.
On the other hand, increasing your DPP will reduce your item quality loot. DPP decreases your input/mob, resulting in a lower tt return for each multiplier. The lower the tt return/mob, the less chance you have on looting that L item, since it won't fit inside your tt return.
There is quantity loot, which is basically schrapnel:
Part 1 of quantity loot: tt-loot
1) Return is based on your input. Input is the the peds you spend while shooting a mob, this is ammo and decay of your weapon and amp, as well as the ammo that enhancers use.
2) to a lower % attributed, fap, scope/sight and armor decay.
Doing more mobs of the same, at the same place, lowers volatility, and evens your returns.
Quantity loot can easily be up to 90% of your return.
While gun and amp decay, used ammo through gun, amp or enhancers are 100% included in your quantity loot, decay of fap, armor, scope/sights, enhancers and others are only partly included.
Part 2 of Quantity loot: bonus loot
On top of tt-loot you get bonus loot. Bonus loot depends on the efficiency of your weapon. You get it rewarded in shrapnel. It attributes up to 7% of your return. Hunting more mobs will decrease the volatility of this bonus loot, evening it out.
Buffs such as FB and CDI do not raise the total loot you get/hour directly.
- However if they are a items that decay, they attribute to your (1) quantity
- Also, IF they raise th efficiency of your weapon, your bonus loot might be slightly higher.
- Through faster kills with FB/CDI buffs, you might reduce volatility in your returns, and get closer to the intended 96%.
- Your return/mob is reduced, because you hunt more eco, since your input/mob is reduced. This results in a penalty for eco hunters: when hitting a multiplier, you will get less, since the multiplier is based on your input. Also lower loot/mob reduces item chance, because L items have a threshold (for instance, your loot needs to be over 10ped, to be able to fit in an esi). An uneco hunter will reach this threshold much faster.
-- What we don't know yet --
Quality loot
is x% of your quantity loot that you do not receive in shrapnel, but in 'something else'. Therefore having a chance on higher MU then 101%
The total amount of tt loot will stay the same. You will receive less shrapnel, and therefore more 'quality loot'.
Quality loot has volatility and the 'chance' on quality loot can be increased by
- increased dpp (= hunting eco)
- looter skill
Still, what quality loot exactly is, is yet to be confirmed? Or did I miss it?
I see several possibilities
A) Quality loot is every stackable except shrapnel (?)
If A is true, quality loot does not imply that it has mu. Many paints, hides, some oils, extractors, and other stuff is almost impossible to sell since it has no mu. Unless you have a 100k+ pedcard that you do not care about, and you can throw everything in your storage until you have a huge stack, hoping that one day it will have some mu and is worth selling, this stuff will be thrown into the tt, and you had been better of with shrapnel.
Some oils, hides paints ,do have mu, and are worth selling, and we all love those. Think of spleen, nusul hide, output amps,...
B) Quality loot is every stackable over xxx% (?)
Valuable stackables, for instance over 105%, such as spleen oil, nusul and other hides, output amps... To me that sounds like quality loot. Still, market values change, and MA would have to either keep a close eye on the markups, or include an algorithm that looks at markup before distributing loot. I find that harder to believe.
C) Loot Table items: Quality loot is items that loot periodically (?)
These are mainly Limited items such as weapons, armor parts, esi,...
But also stackables such as output amps, mushrooms, ID's,... could fall into this category.
According to the loot table theory, you (can) get these ever xx nr of kills on a mob.
FB/CDI makes you kill mobs faster, so the time you need to get these table items is reduced.
What if FB/CDI also reduce the nr of kills you need on a mob to get these items? Or maybe other factors play a role in this?
-- Conclusions --
On the one hand, increasing your DPP will increase your chance on stackable quality loot. It is not stated that it will increase your quality loot, only that it increases your chances, which can be, 0%, or 100% resulting in quality loot.
On the other hand, increasing your DPP will reduce your item quality loot. DPP decreases your input/mob, resulting in a lower tt return for each multiplier. The lower the tt return/mob, the less chance you have on looting that L item, since it won't fit inside your tt return.
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