FYI: Max percentage of salvaged ingredients

Tier upgrader : 19.3034
T1 : 16.54%
T2 : 15.63%
 
TU about 7.4 -> salvage rate max: 12.56% for T1
 
Tier upgrader : 19.3212
T1 : 16.55%
T2 : 15.63%
 
Tier Upgrader: 6.7607

Tier 1
Max Salvage rate: 12.24%
Tier 2
Max Salvage rate: 11.56%

/Wille
 
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Once we get a large enough sample size we should be able to extrapolate out to 100% salvage rate (if this is possible). Based on the data in the first post (excluding the datapoints with .xx) I get somewhere aroung lvl 200 TU to get 100% salvage rate using a linear projection. Using a 2nd order polynomial fits well but gives a ridiculous answer. Of course this is all pretty meaningless with such a small set of data.

What we need are those with high TU prof lvl to post some results.

I will post my numbers as soon as I have an item ready to tier. I believe it is somewhere around 11.75 TU and 13.7xxx salvage rate.
 
Tier upgrader : 19.4496
T1 : 16.58%
T2 : 15.66%
 
Once we get a large enough sample size we should be able to extrapolate out to 100%

It's pseudologarithmic, and linearises around level 20, gaining ~0.25% reclaim per level TU


In other words, you would need above level 400 for Tier 1
 
All so far updated in first post
 
Tier upgrader : 19.4520
T1 : 16.59%
T2 : 15.66%
 
This is from my cursory analysis of the data so far:

For Tier 1, % = (approx) sqrt(TU) * 2.4 + 5.995
For Tier 2, % = (approx) sqrt(TU) * 2.2647 + 5.6736

Edit: Should this be valid, for 50% salvage rate for Teir 1 you'd need lvl 400. At lvl 938 the salvage rate would be 75%, and to reach 100% salvage rate a level (!) of 1735 would be required.

Happy skilling! :)
 
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Tier upgrader : 19.4684
T1 : 16.59%
T2 : 15.67%
 
Done all to this point in first post.

Would be nice if any would give some data for T4 and T5 (and ofc more in T3)
 
Hi,

Tier Upgrader: 8.2042
Tier 1: 12.87
Tier 2: 12.16


Cheers,

Perry
 
Tier upgrader lvl 10.8001
Tier I MPOSI 13.89%
 
Tier Upgrader 11.9361
T1: 14.29
 
14.21% @ level 11.7083
 
14.87 mpsi @ lvl 13.6718 Tier Upgrader
 
Have all until this point updated in first post
 
Added a graph for Tier 1 in first post

Need more +30 in TU to get more valid data.
 
This is from my cursory analysis of the data so far:

For Tier 1, % = (approx) sqrt(TU) * 2.4 + 5.995
For Tier 2, % = (approx) sqrt(TU) * 2.2647 + 5.6736

Edit: Should this be valid, for 50% salvage rate for Teir 1 you'd need lvl 400. At lvl 938 the salvage rate would be 75%, and to reach 100% salvage rate a level (!) of 1735 would be required.

Happy skilling! :)

I got this for T1
y = 0,1736x2 - 2,081x + 6,2265

And for T2
y = 0,1941x2 - 2,1917x + 6,1575
 
For Tier 1, % = (approx) sqrt(TU) * 2.4 + 5.995

Nice shot, just 6.000 instead of 5.995 works better ;)

[23.84% at 55.2349 TU here]
 
Not impressive, to say the least.
Basicly - skilling in TU will not give the player anything other than 5-10% more resources salvaged. And to skill TU you need to waste a dungload of materials on tiering. Pointless and expensive. It's better for us just to pay MA the extra amount and tier the desired item. Still better than looking for secondary item and risking it, but now tiering is just an instant PED transaction to MA for the sake of item improvement. :yup:

Saw that "charity tiering service" thread. Smart move. Skilling with other people's resources and saving them some ped. Win-win. For the normal player it's impossible to reach lvl 55 TU anyway - that'd cost a fortune. I could use it someday to tier my opalo :silly2:
 
Saw that "charity tiering service" thread. Smart move. Skilling with other people's resources and saving them some ped. Win-win. For the normal player it's impossible to reach lvl 55 TU anyway - that'd cost a fortune. I could use it someday to tier my opalo :silly2:

Win-win you say :D It's not like you say. No, doubt I win on doing cheaper service for community after skills grown and no doubt people win who take my service instead of tiering themselve and thus having lower return and for sure MA wins also because of more tiered items on market and higher decay by people to their pockets and for sure enhancer crafters (I'm not active on it myself) win also because I bring them customers. Win-win-win-win looks like. But if to look into detail there is no such clarity. I wish we could have more fair relations/ratios though.

The thing I could not see my win yet, It's still charitable service and level 55 i've got not by doing "charitable" but simply investing into the profession additional resources. Bought and clicked loads of TT items at tier0.9 at tt+4 or even tt+5 each (wasn't it also "charitable"? To pay for 0.9 4-5peds above TT and to get like 1 ped for tier 1.0 items? :)). Expensive skill and for sure it was waste, but I hope newcommers liked to have extra for their TT finders.
Those who know me better know what I did and why I did :) It's not about exploiting. But I respect your doubts - information is so expensive to get - rumors are cheaper and way more fun!. Hell, I like people to have their fun, hehe :D


Peace people
 
Nice shot, just 6.000 instead of 5.995 works better ;)

[23.84% at 55.2349 TU here]

Very dissapointing to see such a low increase in %. You have over double the pro standing I have but your salvage % is only 5.4% higher, that's an increase of 29% for a pro standing increase of 205%.

MA have had 3 attempts at the tiering system and I think it's broken worse now than when they started. I would honestly prefer a terminal where I put my item, pay my ped, and get my upgrade - it would at least be more honest than this terribly disguised and terribly designed game system.
 
Very dissapointing to see such a low increase in %. You have over double the pro standing I have but your salvage % is only 5.4% higher, that's an increase of 29% for a pro standing increase of 205%.

The main reason for that for sure is for noone to have monopoly on the profession - high level competitors will have just very similar results (and that bring risk to investor and that makes market on skill to drop down and lose on investments into skill). In my eyes they balanced things not good - sense of temporary thing is not so attractive to investor where we have so low variance of activities... But for any investor risks should be located, recognized, investigated and taken into a count. No whining.
On other side It's probably about MA's dreams to have more players and so people will do like 10-20 tier 10 (low differences on return will make sense due to high cost of materials clicked) clicks each day to bring investment of 100k USD (let's dream on it could be worth of that) into tier upgrader skill to attractive and worth :) At current point you should be total scammer to get investments paid (like is the owner of phrase "I've paid much that's why you should pay me high!" - the phrase is so popular on thinking of many of our "businessmen") or be patient after investment for like 2-3 years to recover and pray for EU dynamics wont turn against you during that 2-3 years. Insane risk for fair way...
For sure on planning to invest 100k USD into virtual we should invest next 20k USD into advertising of our service bringing it in real world so to attract new players, but who could bring guarantees about the players wont be captured by flow of dynamics or your competitor will say fat THANKS. Let me smile here :)
No easy life for vast majority.
 
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