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  1. #1
    Old Alpha Legends's Avatar
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    Cool Legends' Hunting Blog!

    Thank you for checking out this Hunting Blog where I will share the details of my Hunting adventures in Entropia with everyone. First things first, here are my goals and the main reasons why I'm doing this:

    1. I want to get back into hunting again
    2. I want to learn and get better and smarter as I progress
    3. I want to figure out how to do it in a sustainable way
    4. I want to have fun while doing it!

    There are some principles I want to adhere to as closely as I can while I do this, these are things that have either been communicated by MindArk as being important in order to maximize returns, or are generally known to be true by the community at large, here they are:

    From VU 15.15.0 where Efficiency on weapons was introduced:
    Quote Originally Posted by Bertha Bot View Post
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    Notice[*] Loot value calculations and the composition of the items in loot will be affected by properly matching avatar skills and gear to the creature being hunted, rewarding efficient kills with more interesting loot. For optimal loot, it will be important to avoid inefficiencies such as low damage output compared to creature health, excessive time and cost to kill, overkill damage, unmaxed weapons and other factors. This system is intended to reward game knowledge, which has traditionally been an important and unique aspect of success in Entropia Universe, and to provide opportunities for participants to improve their loot returns via experimentation, optimization and specialization.

    Originally Posted Here
    And this from follow-up Dev Notes:
    Quote Originally Posted by Bertha Bot View Post
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    Developer Notes #14 - Loot 2.0 Update

    Effects of Critical Hits/Damage on Loot
    Finally, we have noticed several misconceptions in recent community discussions regarding Critical Hits that we would like to clarify. Critical Hits do not have a direct impact on loot value calculations per se. Since loot is now based on the actual cost to kill a creature in Loot 2.0, dealing more damage via critical hits (or by having higher damage per pec) does result in smaller loot events for a given creature, but this effect is directly proportional to the lower cost to kill and allows more creatures to be killed (i.e. more loot events) for a given amount of PED spent. Also, the composition of loot improves in such cases and results in a lower proportion of Shrapnel in loot. In other words, the use of items or consumables that provide increased Critical Hit Chance or Critical Damage can never have a negative effect on loot returns.

    Originally Posted Here
    My interpretation:
    1. "matching avatar skills and gear to the creature being hunted" to me that means hunting slightly below my skill level, using a maxed weapon/amp setup that can 'efficiently' kill the creature but is not too powerful, so probably somewhere between 7 to 15 shots, swings or blows.
    2. Higher Efficiency weapon setups means higher overall tt loot returns. Meanwhile, loot composition is only affected by DPP, the biggest factor of which being critical hits/damage, meaning that adding enhancers to weapons or taking pills most likely has very little to do with looting interesting items. There could be a case to be made for using Accuracy Enhancers to raise DPP and improve loot quality on mobs that drop higher mu stuff, I might explore this throughout the Blog.


    From VU 15.16.0 where Looter professions were introduced:
    Quote Originally Posted by Ludvig|MindArk View Post
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    I have confirmed with the dev team that the loot profession only affects loot returns (as stated in the release notes), not loot composition.
    My interpretation:
    My Looter professions will increase my overall tt loot returns. According to testing done and published in this forum, from level 0-100 Looter there is a total 7% increase to your loot tt value. Since my goal is to have the highest possible loot returns, I must make it my priority to raise these Looter skills (I will discuss this topic further throughout the blog).

    Defensive decay returns:
    Quote Originally Posted by Charlie|MindArk View Post
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    Most of the decay from healing and using armor is now compensated for in the loot of the mob. On top of this the actual amount of decay to the armor per damage absorbed was reduced greatly. Overall the cost for healing and armor usage is less than 5% of what it used to be.
    My interpretation:
    Charlie has told us here that over 95% of the PED spent on FAPing and Armor protection is returned to you in the mob's loot. Since my goal is to get as close as possible to 100% tt loot returns, then it's plain to see that these defense costs are only going to drag me down over time, so I should do everything I can to try and minimize them.


    Markup:
    Quote Originally Posted by Charlie|MindArk View Post
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    The loot system never accounts for markup. Not on markup spent on things like enhancers or limited weapons, nor on markup gained from loot such as oils, items and ESI etc, markup values are just transactions between players.
    My interpretation:
    Any markup spent on an item will never be returned in loot. for example if I buy an ArMatrix LR-40 at 110%, the 8.5 PED markup I just paid will not factor into the loot calculations, and therefore will never be returned, even if I get 100% tt loot returns. So the take away here is avoid paying markup. The best way is to use unlimited items, another way is to use items you yourself looted (preferably that have very low markup and that you would most likely tt anyway).

    ~~ ~ ■ ~ ■ ~~ CONCLUSIONS ~ ~ ■ ~ ■ ~~~

    Therefore, my focus on these hunts will be on the following:

    1. Eliminate/minimize the markup input in my hunting activities by using UL items/gear, items I looted myself and/or items with very low MU
    2. Without violating rule #1 above, strive to achieve as high an efficiency as possible on setups used so as to maximize tt loot returns
    3. Maximize markup output (loot composition) by raising DPP as high as possible without violating rule #1 above
    4. No Pills or Enhancers, which all have high markup
    5. Minimize all defensive decay costs such as Armor and FAP decay
    6. Hunt mobs that are well within my Looter/Evade level (preferably 3-5 levels below)
    7. Log hunting runs that are at least 3 hours, preferably closer to 5 hours in duration

    Here's the format I will use when reporting stats on a hunt:

    Creature #1:
    Creature #2:
    Location:
    My Looter level:
    My Evade/Dodge level:
    Rings:
    Weapon #1 (efficiency):
    Weapon #2 (efficiency):
    Weapon #3 (efficiency):
    Weapons decay (incl. attachments):
    Armor/FAP decay:
    Total ammo spent:
    Total spent on hunt (w/mu):

    Hunting run duration:
    Globals/HoFs:
    Items looted:
    Items TT value (~markup value):
    Stackables:
    Net returns (w/mu):
    Loot quality, i.e. % shrapnel:
    Profit/Cost per hour:

    Others are welcome to contribute their results here in this thread if they wish, just make sure you follow the same guidelines as I am (points 1 to 7 above) and please use the same format.

    Cheers o/

    Legends

    PS: I'm not doing a spreadsheet but I will most likely tabulate the results periodically so it's easier to see averages over time.
    Last edited by Legends; 02-17-2020 at 21:44.
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  2. #2
    Old Alpha Legends's Avatar
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    PRACTICE RUN #1:

    Creature hunted: Kerberos (L2-L6)
    Location: Boreas
    My Animal Looter level: 19.85
    My Evade level: 20.40
    Rings: Athenic (L) and Aeglic (L)
    Weapon #1 (efficiency): LR S1X1 + A101/Bullseye 8 (61.7%)
    Weapon #2 (efficiency): Worm Blaster mk V + A102 (65.1%)
    Weapon #3 (efficiency): MarCorp Kallous-5 + A103/Bullseye 8 (63.3%)
    Weapons decay (incl. attachments): 30.66 PED
    Armor/FAP decay: 0.63 PEDs
    Total ammo spent: 100 PED
    Total spent on hunt (w/mu): 131.29 PED

    Hunting run duration: ~1 hour
    Globals/HoFs: 18.13, 12.62 and 27.27
    Items looted - value: none
    Stackables: 156.40 PED
    Net returns (%): 156.40 (119%)
    Profit/Cost per hour: +25 PED profit/hour

    What I learned: This was more of a test run than anything else, just to get my feet wet so to speak and work out the kinks. One thing I did learn from it is that I should keep track of globals and any item drops.
    Last edited by Legends; 01-27-2020 at 04:16.
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  3. #3
    Prowler TSCRYPTO's Avatar
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    Thumbs Up

    Always interesting to see this sort of thing.
    Good luck with it.
    Subbed

  4. #4
    Old Alpha Legends's Avatar
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    PRACTICE RUN #2:

    I kind of broke my own rules on this one, my Robot Looter level was only 11.05 when I started this hunt and yet this spawn of Drones does have some Level 10s and Level 12s mixed in. I actually didn't know that going in so it wasn't intentional, and the majority of the Drones I killed were all level 8 or 9 anyway, with very few being level 10 or 12 (maybe half a dozen in all).

    Creature hunted: Drones (L8-L12)
    Location: Jason Center
    My Robot Looter level: 11.05
    My Dodge level: 14.56
    Rings: Athenic (L) and Aeglic (L)
    Weapon #1 (efficiency): MarCorp Kallous-5 + A103/Bullseye 8 (63.3%)
    Weapons decay (incl. attachments): 80.02 PED
    Armor/FAP decay: 3.49 PED (Adj. Nem armor)
    Total ammo spent: 251 PED
    Total spent on hunt (w/mu): 334.51 PED

    Hunting run duration: ~1.5 hours
    Globals/HoFs: none
    Items looted (mu value): none
    Stackables: 318.86 PED
    Net returns (%): 318.86 (95.3%)
    Profit/Cost per hour: -10 PED/hour

    The decay on the Bullseye 8 was 3.65 PED for this hunt, and it only adds 0.02% Efficiency, so I'm thinking this is a complete waste of PED at this point. When a hunting run ends in negative returns, it just adds to the loss, so I'll think twice about adding attachments like sights and scopes to my weapons going forward.

    What I learned: Again, this was just a short hunting run, still working out the details. What I learned on this one was that I should add the 'Location' where the hunting run took place, in case anyone is interested, and obviously, I also realized that I should probably not use any sights or scopes on my weapons for now.
    Last edited by Legends; 01-27-2020 at 04:21.
    Check out my blog: Legends' Hunting Blog! and also our Society ad: DIRTY DINGOs
    My Shops at Twin Peaks mall, 2nd floor: Mayhem Armor Shop, Robot Armor Shop, Animal Armor Shop

  5. #5
    Old Alpha Legends's Avatar
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    Creature #1: Berycled (L4-L12)
    Creature #2: Foul (L5-L16)
    Location: Camp Echidna and Sharpclaw Ridge
    My Animal Looter level: 19.90
    My Evade level: 20.44
    Rings: Athenic (L) and Aeglic (L)
    Weapon #1 (efficiency): MarCorp Kallous-5 + A103 (63.1%)
    Weapon #2 (efficiency): Isis Project Zero-Two + Bull tac30 (55.8%)
    Weapons decay (incl. attachments): 95.70 PED
    Armor/FAP decay: 16.24 PED (Phantom + 5B)
    Total ammo spent: 396 PED
    Total spent on hunt (w/mu): 507.94 PED

    Hunting run duration: ~2 hours
    Globals/HoFs: 29, 18, 42
    Item looted - value: LLC 2 (L) - 12.31 PED @ 110% = 13.54
    Item looted - value: LBC 6 (L) - 15.29 PED @ 107% = 16.36
    Item looted - value: LBP 1 (L) - 3.96 PED @ 110% = 4.35
    Item looted (mu value): Kinetic 4 (L) - 39 PED @ 106% = 41.34
    Stackables: 475.76 PED
    Net returns (%): 551.35 (108.5%)
    Profit/Cost per hour: +22 PED/hour

    I messed up a bit on this one, I didn't originally intend to hunt the Fouls, but I was looking for a higher level of Berycled to hunt and at Camp Echidna they are level 11 and level 12 but they are mixed in with Foul. I did eventually (about halfway through the hunting run) decide to switch to a denser pure Berycled spawn, which I found at a place called 'Sharpclaw Ridge' located just North of Corinth East Hangars A tp.

    Entropiawiki.com calls the Foul a Humanoid. I wasn't sure if it was a Mutant or Animal at first, but it looks like it's Animal.

    What I learned: Those Armor decay costs are too high, the Berycled spawn at Sharpclaw Ridge is so dense that I often had too many of them on me at the same time, just chewing up my armor. I like a dense spawn but this one was too dense.

    PS: That 42 PED global came near the end of this hunting run so there was definitely some luck involved on this one, if it hadn't been for that, I would have barely broke even.
    Last edited by Legends; 02-17-2020 at 08:51.
    Check out my blog: Legends' Hunting Blog! and also our Society ad: DIRTY DINGOs
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  6. #6
    Chaotic Good
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    Quote Originally Posted by Legends View Post
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    Entropiawiki.com calls the Foul a Humanoid. I wasn't sure if it was a Mutant or Animal at first, but it looks like it's Animal.
    It's a Mutant. The way to test is if you can sweat it.


    Good luck with the rest of the hunting log!

  7. #7
    Old Alpha Legends's Avatar
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    Quote Originally Posted by Mega View Post
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    It's a Mutant. The way to test is if you can sweat it.


    Good luck with the rest of the hunting log!
    If that's the case, then I think the Foul thread in the Creatures sub-forum should be edited to reflect that, it says Animal there under 'Creature Type'...
    Check out my blog: Legends' Hunting Blog! and also our Society ad: DIRTY DINGOs
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  8. #8
    Mutated Oleg's Avatar
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    Quote Originally Posted by Legends View Post
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    If that's the case, then I think the Foul thread in the Creatures sub-forum should be edited to reflect that, it says Animal there under 'Creature Type'...
    I'm pretty sure Foul gives Animal Looted and Investigator skills, so the thread is correct. If you have evidence to the contrary let us know please

  9. #9
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    Quote Originally Posted by Oleg View Post
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    I'm pretty sure Foul gives Animal Looted and Investigator skills, so the thread is correct. If you have evidence to the contrary let us know please


    I call it Mutant.

  10. #10
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    Quote Originally Posted by Mega View Post
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    I call it Mutant.
    There are some (not many) animals that can't be sweated. Iirc Argonauts can't be sweated but give animal skills.

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