Pilot Archive
Thread: Looking for Approximate Mins/Maxes of Space Loot
TomoRainer wrote:
That is an awesome post, though I'm having a bit of a hard time figuring out like the standard deviation on these parts. Gonna link this thread in my REing guide in a few.
True -standard deviation might not be most suitable here, because I don't think that component's values are normal distributed - more likely they are continuus distributed. Going to change it to something more suitable later when I am sure... something like min/maxes...
If component's values would be normal distributed and you would find level 6 engine with 69,1 top speed (current value in "good loot" table) - then you just did find engine that is better than 84,2% of engines.
However - if component's values would be continuus distributed (like they most likely are) and level 6 engines have maximal top speed 70,0 and minimal top speed 60,2 (range = 9,8, average = 65,7) in my sample data, then you just did find engine that is better than 90,8% (=(69,1 - 60,2) / 9,8)of (sample) engines.
Anyway, currently sample count is so small that no one shouldn't take that table too seriously. It should have 10 times more samples, before you could say something about values. However it is demonstrating pretty clearly "odd levels are junk" rule for some components.
lie, monsterous lie, statistics...
SandLizard wrote:
Imaridril wrote:
Lately I've been finding that if I'm patient, I can RE armor that beats crafted armor at almost any mass. For example, for level 4 armor, use the low mass level 4 reward slab that Imp pilots get and then RE it with a good high protection looted slab. Or for level 6 armor use the 1269 protection slab that Rebs and Freelancers get as quest rewards and then RE it with a low mass looted slab. For level 8, use the 1868 protection slab that Imps get as a quest reward and then RE it with a 12k mass or less looted slab. Those are just the obvious ones, but there's plenty of others I've been able to RE at all the other levels. The only levels that seem really hard are levels 9 and 10, since low mass level 9 and 10 drops are pretty rare.
SandLizard wrote:
armor: go with crafted, can get over 2500 in armor on lvl9, though sometimes you can find nice looted armor with near 2000 with quite a low mass. better to go with lvl7 crafted in this case though, can get 1800ish armor on that for much lower mass than lvl9 (or level 10 REd)
hrm. what's a good low mass for lvl6? I get my lvl5 armor over 1300 now, I think just over 6k mass. Don't remember off the top of my head what lvl7 armor weighs (16k? 20k? - so that lvl8 armor is a good bet REd, I'll have to look for it in my loot bags *hope* it's still there, heh). I guess once master, spending time for that 'perfect' armor is a good thing, as decay is basically nothing with DS. Though, I do much outside, and wouldn't want to ever risk the chance of damage to my 'perfect' armor, which is why I always throw crafted on, just so easy to replace.
I'll be the first to admit there's still things I don't know, hopefully I don't put my foot in my mouth *too* often
Here's a list of all the best armors I've been able to RE...
Level 3 - 1179 mass, 526 protection
Level 4 - 1958 mass, 676 protection
Level 5 - 1741 mass, 925 protection
Level 6 - 5146 mass, 1320 protection
Level 7 - 6398 mass, 1509 protection
Level 8 - 11496 mass, 1962 protection
Level 9 - 15827 mass, 2055 protection
Level 10 - 17698 mass, 2274 protection
The only one up there that would prove very difficult to recreate is the level 5 one. I got lucky and found a rediculously low mass slab to work with. Generally level 5 slabs, even good ones, don't drop with such low mass, however freak drops do sometimes occur. Just yesterday I found an already RE'd piece of level 8 armor that someone was selling that only had 7k mass. Unfortunately he didn't RE that low mass slab with the level 8 reward slab. ![]()
Also, keep in mind that there are quite a few specifically named loot drops that apparently don't use the same random stat algorithm as other drops of the same level. For example, odd level guns usually have lower vs. shields/armor stats, however, for levels 3, 5, 7, and 9, there are specific named drops that will very reliably have vs. shields/armor stats that are as good or better than even numbered drops. Thus, if you're patient, you can RE an odd numbered gun that has fast refire, and good vs. shields/armor. I'm working on a level 9 gun right now, that after REing will have .690/.680 vs shields/armor, close to 4000 max damage, and .300 refire. Generally, most people ignore Level 9 guns, because of the Level 8 reward gun, but as you can see from my example above, if you're patient, you can put together a very nice Level 9. After REing, the level 9 I'm working on will do about 15kdamage per second with WO3 in PvE. That's a 25% increase over a good RE'd level 8 reward gun.
Resetgun wrote:
Anyway, currently sample count is so small that no one shouldn't take that table too seriously. It should have 10 times more samples, before you could say something about values. However it is demonstrating pretty clearly "odd levels are junk" rule for some components.
/copy
/paste
Thank you very much!
Sorry to revive such an old thread but:
Weapons
Level 1 2 3 4 5
Energy Drain 1 766 1 569 1 847 1 924 1 799
Mass 883 1 628 2 409 4 423 6 038
Min Damage 309 392 641 807 1 103
Max Damage 422 528 878 1 129 3 534
....is that a typo? Are there loot Tech 5 guns that do that kind of damage? Should the 3 be a 1 or a 2?