mjukis
Old Alpha
- Joined
- Feb 4, 2005
- Posts
- 1,392
- Location
- Sweden
- Society
- Warants
- Avatar Name
- Stoikow Stoikow Mudorow
Ever wondered if you'd save money putting an Evil on that Doa instead of a Dante when hunting Aurli? Not sure if you want a high dps or high eco gun?
Mob regeneration is a very important stat to consider when choosing which guns to use for which mob. We have so much information and tools on entropedia to help us decide what weapons and attachments suits our level and wallet, but figuring out your exact dps and eco isn't much use if you're just guessing how much the mob regenerates.
I've talked to Witte and there are now columns to add mob regeneration time to entropedia. Together with mob total health you get hp/sec regen which makes it very easy to calculate your "effective" dps. Which in turn makes it very easy to calculate your "effective" eco.
r = mob regen in hp/sec
dps = weapon average dps
hp = mob hp
cps = weapon cost/sec
hp/(dps-r)*cps = total cost in pecs
Here are some examples on Atrox Old Alpha
Lvl 100/100 imk2+a204 1800/(63.8-8.57)*19.56 = 6.37peds
Lvl 100/100 mm+a204 1800/(86.5-8.57)*28.11 = 6.49peds
Lvl 100/100 Foe+Dante 1800/(90.0-8.57)*31.29 = 6.91peds
Lvl 100/100 Foe+Evil 1800/(93.5-8.57)*33.20 = 7.03peds
Lvl 70/70 imk2+a204 1800/(58.2-8.57)*19.56 = 7.09peds
Lvl 70/70 mm+a204 1800/(78.9-8.57)*28.11 = 7.19peds
Lvl 50/50 R150+Dante 1800/(57.6-8.57)*20.09 = 7.37peds
Lvl 70/70 foe+Dante 1800/(82.1-8.57)*31.29 = 7.66peds
For certain mobs it will of course be more cost effective to use a slightly more expensive option with longer range and/or higher dps to save armor decay. But until there's more information about how evade works and there's speed info on every mob you'll have to approximate that part.
And if you're good enough to get constant profit it's of course also a good idea to consider the time it takes to kill a mob.
Let's take mm vs imk2 in this example. You save 12pecs per kill using the imk2, but you save time using the mm. The cutoff point in this particular case would be an average loot of 6.78peds per mob. Which means 41pecs profit with imk2 and 29pecs with mm.
Spending 32.5sec vs 23sec killing the mob will result in ~0.75peds profit per minute with either gun. If the average loot is higher than that you will get more profit/hour with the mm, and if the average loot is lower you will get more profit/hour with imk2.
[EDIT]As you can read further down the thread it has become obvious to me that you get more loot the more damage you do to a mob. Which means the average loot must be much higher for dps to be preferable over eco. It is unknown at this point how much extra loot you recieve but here's an example assuming that it's linear in proportion to the damage inflicted https://www.planetcalypsoforum.com/forums/1631093-post41.html
And now to the reason I started this thread
I've started to gather regeneration data but it would take ages for one person to do it all. The mobs that have had their regen increased are very easy of course. But the mobs that have had their regen lowered can take aaages.
I tested Daspletor Young a while back and it took 1 hour and 40 minutes for it to fully regenerate.
It's quite easy to test the regen it just takes a lot of time waiting around so it would be great if as many people as possible could help out.
What I do is I shoot the mob down to very low health with my main gun and then use smaller weapons to remove the last sliver of health. For low regen mobs a m2201 (or mann mph) is great, for slightly higher regen mobs I put an XR40 on it, for much higher regen mobs I use a Deathbringer and then Clericdagger 3A etc etc.
The trick is to remove the health bar completely without killing the mob. Be sure to use the "real" health bar over the mob's head, and not the dragable health bar since that only has 20 sections.
When you've removed the last pixel from the health bar start a stopwatch, or press C in game to get the time, I prefer the stopwatch myself. And then just wait until the mob is fully regenerated. Be careful in populated areas though so no one starts shooting at the mob you're testing on
It's very difficult to see when the "real" health bar is full so if no one has a better way to solve it I suggest using the dragable health bar to determine that part. It means that sometimes regen will be estimated a few % too high but we'll just have to live with that for now.
Be sure you can stay alive while testing! It has just come to my attention that mobs regen much slower when they're not attacking
In the post below I will add the mobs I've tested so far. Will update the list with the contributions made in this thread and update entropedia.
From what I've seen so far it seems like the high regen mobs take the same amount of time to fully regenerate regardless of maturity, f.e 100sec for all ambu, 210sec for all atrox etc. The low regen mobs on the other hand seem to regenerate faster the higher maturity they are. Guess we'll see when more data has been gathered.
After working my way further down the list it seems there are exceptions to the rule that higher maturities regenerate a larger portion of their hp/sec
Mob regeneration is a very important stat to consider when choosing which guns to use for which mob. We have so much information and tools on entropedia to help us decide what weapons and attachments suits our level and wallet, but figuring out your exact dps and eco isn't much use if you're just guessing how much the mob regenerates.
I've talked to Witte and there are now columns to add mob regeneration time to entropedia. Together with mob total health you get hp/sec regen which makes it very easy to calculate your "effective" dps. Which in turn makes it very easy to calculate your "effective" eco.
r = mob regen in hp/sec
dps = weapon average dps
hp = mob hp
cps = weapon cost/sec
hp/(dps-r)*cps = total cost in pecs
Here are some examples on Atrox Old Alpha
Lvl 100/100 imk2+a204 1800/(63.8-8.57)*19.56 = 6.37peds
Lvl 100/100 mm+a204 1800/(86.5-8.57)*28.11 = 6.49peds
Lvl 100/100 Foe+Dante 1800/(90.0-8.57)*31.29 = 6.91peds
Lvl 100/100 Foe+Evil 1800/(93.5-8.57)*33.20 = 7.03peds
Lvl 70/70 imk2+a204 1800/(58.2-8.57)*19.56 = 7.09peds
Lvl 70/70 mm+a204 1800/(78.9-8.57)*28.11 = 7.19peds
Lvl 50/50 R150+Dante 1800/(57.6-8.57)*20.09 = 7.37peds
Lvl 70/70 foe+Dante 1800/(82.1-8.57)*31.29 = 7.66peds
For certain mobs it will of course be more cost effective to use a slightly more expensive option with longer range and/or higher dps to save armor decay. But until there's more information about how evade works and there's speed info on every mob you'll have to approximate that part.
And if you're good enough to get constant profit it's of course also a good idea to consider the time it takes to kill a mob.
Let's take mm vs imk2 in this example. You save 12pecs per kill using the imk2, but you save time using the mm. The cutoff point in this particular case would be an average loot of 6.78peds per mob. Which means 41pecs profit with imk2 and 29pecs with mm.
Spending 32.5sec vs 23sec killing the mob will result in ~0.75peds profit per minute with either gun. If the average loot is higher than that you will get more profit/hour with the mm, and if the average loot is lower you will get more profit/hour with imk2.
[EDIT]As you can read further down the thread it has become obvious to me that you get more loot the more damage you do to a mob. Which means the average loot must be much higher for dps to be preferable over eco. It is unknown at this point how much extra loot you recieve but here's an example assuming that it's linear in proportion to the damage inflicted https://www.planetcalypsoforum.com/forums/1631093-post41.html
And now to the reason I started this thread
I've started to gather regeneration data but it would take ages for one person to do it all. The mobs that have had their regen increased are very easy of course. But the mobs that have had their regen lowered can take aaages.
I tested Daspletor Young a while back and it took 1 hour and 40 minutes for it to fully regenerate.
It's quite easy to test the regen it just takes a lot of time waiting around so it would be great if as many people as possible could help out.
What I do is I shoot the mob down to very low health with my main gun and then use smaller weapons to remove the last sliver of health. For low regen mobs a m2201 (or mann mph) is great, for slightly higher regen mobs I put an XR40 on it, for much higher regen mobs I use a Deathbringer and then Clericdagger 3A etc etc.
The trick is to remove the health bar completely without killing the mob. Be sure to use the "real" health bar over the mob's head, and not the dragable health bar since that only has 20 sections.
When you've removed the last pixel from the health bar start a stopwatch, or press C in game to get the time, I prefer the stopwatch myself. And then just wait until the mob is fully regenerated. Be careful in populated areas though so no one starts shooting at the mob you're testing on
It's very difficult to see when the "real" health bar is full so if no one has a better way to solve it I suggest using the dragable health bar to determine that part. It means that sometimes regen will be estimated a few % too high but we'll just have to live with that for now.
Be sure you can stay alive while testing! It has just come to my attention that mobs regen much slower when they're not attacking
In the post below I will add the mobs I've tested so far. Will update the list with the contributions made in this thread and update entropedia.
From what I've seen so far it seems like the high regen mobs take the same amount of time to fully regenerate regardless of maturity, f.e 100sec for all ambu, 210sec for all atrox etc. The low regen mobs on the other hand seem to regenerate faster the higher maturity they are. Guess we'll see when more data has been gathered.
After working my way further down the list it seems there are exceptions to the rule that higher maturities regenerate a larger portion of their hp/sec
Last edited: