Info: What's Your Return?

Rocket192

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Sean Rocket Connors
Time to do some data mining on this whole 97% theory.

Post:

1) your efficency % of your setup
2) maxed or unmaxed SIB
3) your tt return %
4) amount of TT cycled (ped in)
 
MA got that 97% after first few weeks of 2.0 - a lot changed since then including looter professions introduction. My returns were around 96% for the first year after 2.0 introduction then it dropped to 93.5% after some VU/server maintenance and never got back to 96%. It wasn't gradual decrease, more like a cliff - some change in algorithm would be my guess to punish all or maybe only ppl like me that hunt uneco :laugh:

But I tried better setups with 70% eff with same long term returns below 94%. So I stopped to bother and I keep my 57%eff till I reach my current lvl goal.
 
Time to do some data mining on this whole 97% theory.

Post:

1) your efficency % of your setup
2) maxed or unmaxed SIB
3) your tt return %
4) amount of TT cycled (ped in)

What's your return ?

1)92% efficiency weapon
2)maxed SIB
3)almost 103% TT return
4)a little bit more 150kped during this mayhem

I agree MA tweaked during the first year, then MA worked on the volatility. Now, it's perfect :)

Don't forget, that 97% is average. So, if someone have 100% TT return, somenone have 94% TT return. It's not exactly like that, but you see what i mean.

Some positive post is welcome on this forum .
 
roughly 86
maxed sib
97%
576k

Problem here for me specifically is just no multis (bad variance you might say) and its still not awful (after mu) think my highest loot in entire cycle is 1600pedish (sole 4digit) but i lost access to my entropia life so couldnt check foshure. Highest esi 19ped, some cool items but nothing amazing (tp chip 2, nemesis harness, face sculpt chair stuff like that) No 1kx multi and only 1 500x will just keep pushing as that will certainly put me closer to expected and im sure eeeeeeventually it will come (maybe wait for a bus for ages then two come at once)

Mayhem is the main culprit here too (105k cycle 93.9% tt return highest loot 410 ped 2nd highest like 260) mu helps like always. Can report back if/when multi "corrects"
 
From my hunting blog:

Tabulated Results
MobAvgEff%ShrapDef%MU-inPED-inLoot-outTT%MU-outNet AmtNet-%
Berycled59.5%--3%0.56508546107.5%5+43108.5%
Foul59%57.4%1%0327.5029088.5%1.00-36.5088.8%
Drones59.5%77.4%1%1.00623.550681%1.75-11581.5%
Allo/Esto65.2%58.8%0.9%10.5013401536114.6%12.50+208115.5%
Allo/Esto64.4%71.4%0.9%5.7014321604112%7.32+179112.5%
Allo/Esto65.1%68%0.74%9.841385116083.8%0-22583.8%
Allo/Esto65.1%64%0.66%18.842738262495.8%2.70-11195.9%
Feffoid61.8%71%0.5%5.789651040107.8%0+75.5107.8%
Allo/Esto61.8%67%0.9%12.272119209698.9%3-2099%
Kerberos61.1%59%1.1%1.63618638103.2%1.85+22103.6%
Allo/Esto60.4%68%0.9%8.121432124487%0-18887%
Allo/Esto61.3%63%0.7%01277108885.2%2.50-18685.4%
Kerberos59%65%0.9%0.4074861181.7%6-13182.5%
Kerberos59%68%0.8%0.3562160297%3-1697.4%
Kerberos59.5%66%1.4%0.5378162379.8%5-15380.4%
(various)64.2%69%0.8%0.4061448178.3%2.50-13178.7%
Atrax60.3%66%6.3%1.731437134793.7%8-8294.3%
PrimLongu63%73%1.3%26.203809324785.2%54-50886.7%
Atrox61.5%71%0.9%0.421266124298%11.50-1299%

* some of the numbers in this table have been rounded in order to conserve space.

** there's 74 PED of loot markup missing in the table above, which came from the stackables I got from the 5k Allo/Estos I did. This was not tracked for each individual hunt at the time, it was tabulated afterwards, which is why it's missing from the table.


TOTALs:

Hours of hunting: ~93 hours

Amount of PEDs cycled: 24,041 PEDs
Spent on markup: 104.27 PEDs

TT value of loot: 22,525 PEDs
TT value Returned: 93.69%

Loot markup: 202 PEDs (128+74)
Net Returns w/markup: 22,727 PEDs
Net Returns: -1,314 or 94.53%

Profit/Cost per hour: -14 PED/hour


My thoughts: I can see that I ended up getting more markup out of the mobs (about 2 times more) then I actually put into them, which is great because that's what I was hoping to do. I also see that the difference the loot markup is doing is less than 1% on my Net Returns, which tells me that the loot I'm getting from what I'm hunting has very little markup in it. This will likely be my focus going forward; increasing the markup in my loot and thereby reach that coveted 97-98% Net Return.

Overall though, 94.53% isn't bad, I'm not going to complain about it. In addition to the Returns stated above, I also got 19.79 PED of Athletics (5k Allo/Esto) and 1.56 PED of Evade (500 Atrox). I have actually learned a lot during these 93 hours of hunting and I plan on writing a seperate post in the near future to share some of these insights.

That represents almost 100 hours of hunting at my current level.
 
1) 62 - 65%
2) maxed
3) 94 %
4) I think PED cycle is not most important, important is how many mobs you can kill, 3k or more per day is better.:cool:
 
Around 15 DAYS.

( I used to be able to play a full month)
 
Time to do some data mining on this whole 97% theory.

Post:

1) your efficency % of your setup
2) maxed or unmaxed SIB
3) your tt return %
4) amount of TT cycled (ped in)

1) 81.6%
2) Unmaxed at start, now maxed.
3) 97.2% TT, 99.992% after MU
4) 142K cycled from 3/25/2020 to 4/17/2020
 
homer_maths.gif


It'll take me until next month to work out mine. :tongue2:
 
1) 84%
2) Maxed
3) 96.92% since January 2019. Took a break from February to March and only played a few days a month until September when I started hunting normally again.
4) 1.45 million PED cycled
5) 51 Robot Looter, 54 Mutant Looter, 64 Animal Looter
 
I am very satisfied with my returns. to the point that I have even stopped doing my data sheet.

I have a record of

1. Weak Argonaut Claw, FEN Edition
2. ArMatrix BP-20, FEN Edition
3. Genesis Power Claw Mk. 6, FEN Edition
4. ArMatrix LR-40, FEN Edition
5. A&P Series Mayhem LP-40, Perfected


Atm Im even happy with 60 eff weps :)

Happy hunting

Edit: In the end of the day, my advice would be. Dont hunt over your means and what you can afford to loose. If you hunt small, and can do a decent kill count, You should have a very happy ending. If you hunt big, depending on hp base. You might need a cycle of 1 million or more ped to get a good end result,

But we all love to gamble. The choice is yours!!!!! :)
 
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have a rolling theory that 97% TT gonna be near the max longterm even at 80%+ eff.

Granted that's enough to play this game for free after markup. Maybe Efficiency, after a certain threshold, just reduces your variance rather than actually granting you higher TT% longterm.

MA technically said efficiency will increase loot returns by a maximum of 7% and that the average player return would be around 97% (based on their sample) - so we're fairly in line with those goals imo.
 
read again

sorry "median return" and based on a common level of efficiency +/- 7% to that regard and then factoring in looter profs.

with the right time and money investment good gains are still possible, not fighting that. jsut getting stats on what i can expect for my level of investment.
 
MA technically said efficiency will increase loot returns by a maximum of 7% and that the average player return would be around 97% (based on their sample) - so we're fairly in line with those goals imo.

Do you have the quote from MA saying eficiency increase loot return?
 
Do you have the quote from MA saying eficiency increase loot return?

Here's the Release Notes for Loot 2.0 if that helps
Notice
In order to monitor performance and ensure stability of the new Version Update, the number of concurrent users will initially be limited during the first few hours of release. This restriction will gradually be relaxed throughout the day. We appreciate your patience while this important update is implemented.

Loot 2.0
Significant changes to the way in which hunting loot is calculated and distributed are being implemented in this release. Please see Developer Notes #11 - Loot 2.0 for full details and explanation of the changes.

Loot Changes
  • Loot calculations will be optimized and improved to better factor in the various costs associated with hunting activity, including: healing, ammo consumption, buffs, tool and armor deterioration, attachments, and more.
  • A special hunting bonus pool will be implemented that will distribute funds from various sources, including skill misses, PVP, marketing and special events, which will improve overall loot returns for all participants. Bonus pool payouts will appear in the form of additional Shrapnel added to total loot, though this may be changed in a future update.
  • A new Economy rating parameter will be introduced, on a scale of 1-100, that indicates the efficiency of a tool and which influences loot calculations. Existing weapons and weapon attachments will be assigned Economy values that reflect their relative efficiency to one another and to the entire array of items in the universe.
  • Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates. Imagine new professions that offer hunting specialization opportunities and a way to incrementally increase net loot returns for dedicated and active hunters.
  • MindArk has been monitoring the community discussions concerning so-called 'loot waves' and will implement changes in the Loot 2.0 and subsequent Version Updates that will address this issue by improving the distribution of resources and items, with the goal of ensuring that loot opportunities are more interesting, dynamic and fair for all participants
  • Ammunition will be removed from hunting loot and replaced with Shrapnel. This change has been requested by many participants over the years and will assist participants in more accurately tracking their results.
  • 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.

Armor Changes
  • Armor now decays significantly less per point of damage absorbed.
  • Armor no longer has a minimum decay based on total protection, it will now always decay proportionally to the amount of damage absorbed.
  • Armor now absorbs all incoming damage, instead of the previous 1.0 damage taken when a full hit was absorbed. Such cases are indicated by a Deflected message in the chat window.
  • Armor and armor platings now decay independently based on the amount of damage they each actually absorb, rather than both decaying as if absorbing the full amount of received damage.
  • Armor decay is now linear per point of damage absorbed, rather than increasing in cost per damage absorbed.

Features/Changes
  • Entering a public instance area as a member of a team creates a new instance that is restricted to members of the team. It is still possible to create a team with other avatars inside a public instance. Adding members to the team from outside the public instance will not allow them to join the current instance.
  • A new series of component blueprints are being introduced. The purpose of these blueprints is for skilling up and to find new blueprints. The components crafted with these are only used in this series of blueprints and will not be included in any other blueprints. These blueprints are available on all planets.
  • Two new series of limited blueprints for new limited weapons are being introduced. These blueprints are available on all planets.
  • Mindforce amplifiers have been added.

Known Issues
  • The Lifesteal effect on the Modified Restoration Chip is not working. This will be corrected in an upcoming patch.
  • Several consumable items such as Merry Mayhem Candy Canes and Halloween Candy Boxes cannot be consumed. This will be corrected in an upcoming patch.
  • The new ArMatrix crafted BLP weapons cause Burn damage instead of the intended Impact damage. This will be corrected in an upcoming patch.


MindArk and the Planet Partners strive to ensure a smooth and problem-free Version Update. Nevertheless, even after extensive testing some issues may arise after release. Such issues are often addressed via mini-patches directly after a release and in subsequent patches. If you feel that the possibility of encountering minor issues or bugs directly after a Version Update affects your gameplay to an extent that Entropia Universe is not enjoyable, please wait until the mini-patches have been released and any last minute issues have been resolved.

Originally Posted Here
 
Time to do some data mining on this whole 97% theory.

Post:

1) your efficency % of your setup
2) maxed or unmaxed SIB
3) your tt return %
4) amount of TT cycled (ped in)

Only just came back and started to track this information, but here's mine:

1) 64-65%
2) Maxed
3) 92.5%
4) 6500ped
 
Time to do some data mining on this whole 97% theory.

Post:

1) your efficency % of your setup
2) maxed or unmaxed SIB
3) your tt return %
4) amount of TT cycled (ped in)

1 70% for the most part, now at 59%
2 maxed for most part, now unmaxed non-sibweapon
3 100.876% includes mu spent. 103.042% include mu spent and gained.
4 342k avg 100k per month.

i would like to add i only started this 3 months ago because my returns felt like utter crap. so it is possible i am on the up swing and that is why the loot is now so high.

will finish out the year tracking, and if it stays this high i will most likely stop.

i went from mostly bc-90's to a level 100 gun, since i am now lvl 98.

animal looter is 52. if that matters
 
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1) 81.6%
2) Unmaxed at start, now maxed.
3) 97.2% TT, 99.992% after MU
4) 142K cycled from 3/25/2020 to 4/17/2020

I have since collected a larger sample size and then switched to a new weapon and my returns have been unexpectedly high since the switch. I do expect a balance to bring me down slightly long term.

Before the switch:

1) Various weapons between 57% on low end to 81.6% on the high end.
2) Unmaxed on some, maxed on others.
3) 95.87% TT return, 97.73% return after markup (in and out) factored.
4) 248.2K PED cycled

After the switch:

1) 92.5%
2) Maxed
3) 99.71% TT return, 101.2% after markup.
4) 43.6K PED cycled, mostly on animals, level 67 animal looter.
 
I have since collected a larger sample size and then switched to a new weapon and my returns have been unexpectedly high since the switch. I do expect a balance to bring me down slightly long term.

Before the switch:

1) Various weapons between 57% on low end to 81.6% on the high end.
2) Unmaxed on some, maxed on others.
3) 95.87% TT return, 97.73% return after markup (in and out) factored.
4) 248.2K PED cycled

After the switch:

1) 92.5%
2) Maxed
3) 99.71% TT return, 101.2% after markup.
4) 43.6K PED cycled, mostly on animals, level 67 animal looter.

would be interested to see the data at 250k - could be the results we're all looking for
 
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