Jhereg
Elite
- Joined
- Dec 13, 2005
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- 2,968
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- Avatar Name
- Feng Huan SecretAznMan Zho
I am reporting some results of a study on the effect of focus blows and increased critical damage buffs performed by myself and Eli in the past couple weeks since the implementation of Loot 2.0. The results, which is likely not a surprise to those who have consistently benefited from the use of these buffs to improve DPP and subsequently produce TT profits prior to Loot 2.0. However, the data does with good confidence show that, as MA has suggested they would do, loot has moved away from the DPP model and is instead heavily based on the individual avatar's cost to kill a mob.
The impetus of the study is MA's developer notes, specifically the following quotes:
"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. This change from the once dominant damage/pec model will provide the design team with more freedom to release exciting and interesting items with a wider range of damage output and special effects. For example, our team will have the ability to create powerful new items that provide access to challenging and exciting content without dramatically increasing cost to play. Existing items will be assigned Economy values that reflect their relative efficiency to one another and to the entire array of items in the universe."
https://www.planetcalypsoforum.com/forums/showthread.php?298019-Developer-Notes-11-Loot-2-0
"The largest components by far in loot value calculations are costs, such as weapon deterioration, ammo consumption, armor deterioration, healing costs, etc."
https://www.planetcalypsoforum.com/...?298429-Developer-Notes-12-Loot-2-0-Follow-Up
These posts suggest a new way to calculate loot that is based on the cost to use, instead of damage per pec with a minimum loot that exists that is mob based. This raised the question of the effect of focused blows and increased critical damage buffs on loot, which increase DPP but actually decrease cost to kill. As a result, we ran a couple experiments, killing a similar sample number of creatures with and without buffs, tracking the loots we received from each individual mob to generate a distribution of loots in either case. Experiment details and links to data is described below:
Experiment 1: Caperons with and without buffs
Gear: (with buffs) Summer Ring 2016, Athenic Modified, EST, Easter Egg, LC-55+A106
Gear: (without buffs) Hermetic Perfected, LC-55+A106
Defensive costs are negligible as I am walking out of range of caperons with long range weapon.
Sample size with and without buffs: N = 543.
Data:
https://docs.google.com/spreadsheets/d/1EjIOSw_li-WMbceIf-KINhslLvOixZIyh2W3mDQ6D3k/edit?usp=sharing
As you can see in the sorted data spreadsheet, once the top x% of data is removed to account for outliers, the difference in loot/mob over ~500 mobs can be seen:
Removing the top 5% of loots in both colums: loot without buffs is 111% that of loot with buffs.
Removing the top 1.3%, that number is 110%. Removing no outliers, that number is 122% but doesn't really mean much since outliers can skew data a great deal.
The expected increase in dpp is ~8.5%, so increase in cost to kill without buffs should be about 9%. The 10% increase correlates well with this expectation. Contribution for regen should be minimal, as dps improvement is ~20%, and caperons only regenerate ~0.1%/second. The decrease in dps should only cause a 1% difference due to higher regen in the case with no buffs.
At the same time, Eli has conducted a similar experiment on bristlehogs, with similar results:
Mob: Bristlehogs with and with out buffs
Gear: (With Buffs) Ares improved, EST, Easter Egg, Shagadi with VI
Gear: (Without Buffs): Shagadi with VI only
N = 312
Data:
https://docs.google.com/spreadsheets/d/1AG-NXszmGMW9MZban_CLkoV1Mn6uc7ukvXNwB22vq1c/edit?usp=sharing
The results are quite similar. Removing the top 6 percent of loots to remove outliers, loot without buffs is 11% higher than that of loot with buffs. Expected increase dpp with buffs is ~5.7%
Our conclusion is that, as loot is no longer DPP based but mainly cost based, the effect of buffs on DPP results in decreased cost to kill a mob, and lowered loot that is proportional to the decrease in cost. This has major implications with focused blows and increased critical damage affects economy. Previously, the improvement in eco allowed many top players to improve their DPP to a point where they can consistently break into TT profit region. However, anecdotal reports suggest this is no longer the case.
I would argue that this amounts to a silent nerf that has been introduced to all focused blows and increased critical damage items in Loot 2.0.
I have posted our raw data and analysis for everyone to peruse, as we do believe sharing this data will improve understanding of this game by the community overall. I suspect there will be some with some angry comments as well as those who are happy that we posted this. In the end, I know that providing this data to the community is the right thing to do.
If you have any feedback to the study and also to the analysis, please feel free to reply here. And if you also have data to share, my hope is that you will as well.
Zho
The impetus of the study is MA's developer notes, specifically the following quotes:
"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. This change from the once dominant damage/pec model will provide the design team with more freedom to release exciting and interesting items with a wider range of damage output and special effects. For example, our team will have the ability to create powerful new items that provide access to challenging and exciting content without dramatically increasing cost to play. Existing items will be assigned Economy values that reflect their relative efficiency to one another and to the entire array of items in the universe."
https://www.planetcalypsoforum.com/forums/showthread.php?298019-Developer-Notes-11-Loot-2-0
"The largest components by far in loot value calculations are costs, such as weapon deterioration, ammo consumption, armor deterioration, healing costs, etc."
https://www.planetcalypsoforum.com/...?298429-Developer-Notes-12-Loot-2-0-Follow-Up
These posts suggest a new way to calculate loot that is based on the cost to use, instead of damage per pec with a minimum loot that exists that is mob based. This raised the question of the effect of focused blows and increased critical damage buffs on loot, which increase DPP but actually decrease cost to kill. As a result, we ran a couple experiments, killing a similar sample number of creatures with and without buffs, tracking the loots we received from each individual mob to generate a distribution of loots in either case. Experiment details and links to data is described below:
Experiment 1: Caperons with and without buffs
Gear: (with buffs) Summer Ring 2016, Athenic Modified, EST, Easter Egg, LC-55+A106
Gear: (without buffs) Hermetic Perfected, LC-55+A106
Defensive costs are negligible as I am walking out of range of caperons with long range weapon.
Sample size with and without buffs: N = 543.
Data:
https://docs.google.com/spreadsheets/d/1EjIOSw_li-WMbceIf-KINhslLvOixZIyh2W3mDQ6D3k/edit?usp=sharing
As you can see in the sorted data spreadsheet, once the top x% of data is removed to account for outliers, the difference in loot/mob over ~500 mobs can be seen:
Removing the top 5% of loots in both colums: loot without buffs is 111% that of loot with buffs.
Removing the top 1.3%, that number is 110%. Removing no outliers, that number is 122% but doesn't really mean much since outliers can skew data a great deal.
The expected increase in dpp is ~8.5%, so increase in cost to kill without buffs should be about 9%. The 10% increase correlates well with this expectation. Contribution for regen should be minimal, as dps improvement is ~20%, and caperons only regenerate ~0.1%/second. The decrease in dps should only cause a 1% difference due to higher regen in the case with no buffs.
At the same time, Eli has conducted a similar experiment on bristlehogs, with similar results:
Mob: Bristlehogs with and with out buffs
Gear: (With Buffs) Ares improved, EST, Easter Egg, Shagadi with VI
Gear: (Without Buffs): Shagadi with VI only
N = 312
Data:
https://docs.google.com/spreadsheets/d/1AG-NXszmGMW9MZban_CLkoV1Mn6uc7ukvXNwB22vq1c/edit?usp=sharing
The results are quite similar. Removing the top 6 percent of loots to remove outliers, loot without buffs is 11% higher than that of loot with buffs. Expected increase dpp with buffs is ~5.7%
Our conclusion is that, as loot is no longer DPP based but mainly cost based, the effect of buffs on DPP results in decreased cost to kill a mob, and lowered loot that is proportional to the decrease in cost. This has major implications with focused blows and increased critical damage affects economy. Previously, the improvement in eco allowed many top players to improve their DPP to a point where they can consistently break into TT profit region. However, anecdotal reports suggest this is no longer the case.
I would argue that this amounts to a silent nerf that has been introduced to all focused blows and increased critical damage items in Loot 2.0.
I have posted our raw data and analysis for everyone to peruse, as we do believe sharing this data will improve understanding of this game by the community overall. I suspect there will be some with some angry comments as well as those who are happy that we posted this. In the end, I know that providing this data to the community is the right thing to do.
If you have any feedback to the study and also to the analysis, please feel free to reply here. And if you also have data to share, my hope is that you will as well.
Zho