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#11 | ||||||
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Old Alpha
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Caramelldansen!!! ![]()
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#12 | |||||||
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Old Alpha
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12 PED TT= 60x(20 uses per minute) as 20x60=1200. I used three and a half scanners. Now, my actual scanning decay was, indeed, 3.5x12=42PED. The amount I lost was larger due to falling asleep, being hit etc. however with 34ped of profit from 42ped spent I would be losing still. But yes, it might be cheaper than skilling those skills with actual crafting. However then you might as well consider mining a lot as you gain engineering that way, plus you even gain money. Engineering has much more influence on slot machine ..er, crafting stats that allow you to lose more per second by using better blueprints. Unless you own a unique one that has freaking huge markup difference. |
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#13 | ||||||
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Old Alpha
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Minas alh Lhander Soc: Praetorian Guard
Location: Sweden
EFD: 9.40
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Nice experiments and thanks for sharing!
![]() It would be interesting if you could guesstimate (unless you have it written down), the skill/hour count too for the different tools also. Just skill gained in the sessions / time used. I know this is an eco test, but with your data, if you know how much time you spend, you could show that too, it would be interesting as a comparison ![]() I believe the most eco way to gain first aid is fapping while hunting, transfer some of the armor decay cost to fap cost instead, and get skill for it. But I havn't really tried to calculate it ![]() |
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Entropia Resource Xchange Find us on 3rd floor Twin Peaks Mall - www.erx.se Stop by for Mind Essence 196.3% (incl. tax) New lower price! Big stock! Piles of 250, 500, 1k, 2k, 5k and 10k (10k piles 195.22%) |
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#14 | |||||||
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Old Alpha
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FAP-5 takes forever, that I can assure. It is way slower than both of those already mentioned. Takes more than an hour to deplete its TT, and get a bit of skillgains. However I did not do it for that long, I had enough with the scanning already. Anyway while hunting there can be two extreme cases: either I get skills either I do not. But mostly I get a couple of skillgains at first fap clicks and then nada. As for cheapest way, as I said, chipping in. Getting paid for being a fapper pays off well if you get the lucky chance, however people these days are less likely to pay for the service and more eager to get three times more decay for themselves just to not make others profit. It is silly, imho, I mean MA takes your decay anyway. |
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#16 | |||||||||||
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Moderator
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Interesting tests. I'd have liked to see a bit more of the data and calculations that led to your conclusions though.
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I doubt Daikiba's skill significantly quicker than Feffs or Drones, but a better way to test it would be to take the H400+106 and go hunt the Stalkers in the Dark Knights LA. Quote:
Interesting figures. Whilst it does suggest its better to chip medical skills rather than to actually fap, there is the possibility that the act of decaying your fap builds up a personal loot pool so you may get some of the decay back at a later point, when you go hunting or something. Quote:
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The fact you observed scanning a mob affecting its loot is very interesting though, it suggests you do get some of your decay returned regardless of what activity you do. I'd love to see your data for this. |
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#17 | |||||||||
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Old Alpha
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![]() Basically, what saves is the Opalo indeed not the mob itself, which is what I was trying to say in my experiment. On how I calculated the skillgain/costs: I take into account the ammo I used, and decays, then input the new skill values in entropiatools page and derive the old value I had before the hunt/hunts. Then I divided and rounded up. I used three 100ped ammo hunts on each feffoids and drones and one 50PED ammo Opalo hunt (took MOST of the time compared to others) as an example. This does not give totally exact data but shows the difference, which is quite obvious, and that was my aim. ![]() Quote:
This is actually a theory that had arisen in my mind back then when I used the OF-211(L) and other finders with lower decay. If MA would take some profit, it would be very similar to the decay % I had every run; By advancing to deeper finders and using amplifiers, the % of TT I got back decreased but I stopped counting at that point as I have work now and I have no time for making detailed charts as before. Sorry. ![]() Anyways, in order to determine a precise result on this we would need "lootpool-clean", new avatars who have not had any other decays before and only test them on one item long-term to find out what % of TT does MA exactly take from a personal lootpool. My guess is that items as amplifiers or melee weapons feeding solely or almost only on decay are giving something back to the lootpool while items with a determined decay % like weapons or tools have a known share of MindArk. However, I do not know whether FAPs, armors and, say, refiners give any contribution to lootpool. Quote:
1. 0.00 2. 1.84 3. 1.93 4. 0.00 5. 21.33 6. 0.00 7. 6.89 8. 0.61 9. 0.00 10. 2.35 11. 2.26 12. 0.00 Now, I get about 0.75 to 2.20 usually, which means most of the loots were around the maximum value. Drones 4-8 are killed one after another es they spawned onto me like that. Others were killed separately. That still does not mean you will "keep" this TT in case if it does not go to your lootpool after all. ![]() It might as well be that system has a double accounting system where it gives back a certain % of the cost contributed (the % of return can change at different login or play times for some reason), which is especially weird as the return literally gets "fixed" if you do similar size runs.. during my Drone runs 21-30 all except 30 and 26 were giving me one or more minis when my initial 10k light energy cell stack was nearly depleted , and if the run started very well I had several of them, if it was average the correction was also mediocre and if it was really bad I would most likely get no fix at all. So this is the "playtime return %" set as a gambit for each stack of ammo you use. Relogging can sometimes reset the values, especially if you do that repeatedly or after a longer break. ![]() .... Back to the subject. So you get back that % of your TT decay and ammo/stackables, etc. However the part which goes back to your personal lootpool is predetermined. You may have TT profit from MA at some point, or MA have insane TT profit from you at some point, but the system should even this difference out in longer term. This is why players (me also) might get less return after or before large HOFs.This makes two theories: 1) All decays contributes to the lootpool so players should not worry about eco; 2) What you get back is pre-determined so you should spend on decay as little as possible. While I do not know whether all decays contribute to lootpool and how much exactly do they give to MA, I will hold onto version 2). However this really needs some serious testing, unfortunately I don't feel like depositing ever again so it won't be me doing this. I could however try to determine the % of decay MA takes from using the OA-101 amplifiers. Also I would like to hear opinions/receive data from people constantly using healing tools as fappers/sweater healers about whether that does affect their lootpool in other activities. Last edited by Sofia; 07-01-2008 at 22:15. |
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#18 | ||||||
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Elite
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Hadlen Immortal Deity Soc: cK Shadows
EFD: 11,991.65
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Read the fapskilling thread. (how did you miss it
)As with dockangey's fapskilling thread, and jimmy's scanning test thread, with regards to skills gains, there seems to be a minimum skill gain that can be achieved for each action (doer's high skill gain/ped spent on impfap is a high proportion, jimmy's high skill gain/ped spent using TT give high ratio but overall a very low skill gain/time increment). I wonder if fap-value is incorporated into loot - i can say with some testing with battle scanning is that there seems to be heightened loot near the scanning action (for example, 7 ped in two cases instead of 5 for the same mobs, when 7 ped was -never- achieved without some scanning) - when I say near, it does not necessarily mean "in the next loot". I think you'd need to do much bigger tests (I have been doing 400ped ammo runs +half a ur-125+~100ped armor decay+150ped weapon+amp decay). Looking at individual loots I feel is subject to Heisenberg uncertainty principle. (and don't try calling me out on where and where I can not apply :p) Just doing an action once, then expecting it to directly affect the next loot is shortsighted. It is also hard to track (unbelievably hard) when such small amounts of data is use (for a start, the skill scanner has a resolution of 0.01ped - this translates to a value resolution of 0.7 i.e. your figures should be 1±0.7ped of skill for XXX ped spent Since good experiments require you to have a uncertainty at the same resolution, your figure is 1±1ped of skill per XXXX (actually, it's probably worse since you're talking about inverses here - and inverse uncertainties usually are grossly uncertain (there is uncertainty in the uncertainty)) If you want your figures to have meaning, you need to get uncertainty down. A lot. To do this, you should do N runs, and average giving you sqrt(N)/N uncertainty. N must be >34 (because your first run has uncertainty in the uncertainty). Either that or find some other way to reduce the likelihood of anomalous results. |
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#19 | ||||||||
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Old Alpha
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