Avalon's Mini-Guide to Eco Hunting
I've noticed a lot of people don't pay much attention to the eco part of the different weapons so I figured I'd elaborate a bit on what I've gathered from the short time I've been playing EU. If you're not an eco-hunter and you really don't care how much PED you burn when killing a monster, then this information is not for you.
I can't say much for the BLP side of things considering I'm Laser Rifle type, but I'll share what I do know.
We'll start with Bukin's Blade considering this item is technically free; and if you haven't received your free Bukin's Blade yet, you get 2 opportunities on Calypso with the missions:
Big Game Hunting @ 63229, 74445
Kill It With Fire @ 63541, 89184
I originally dismissed the economy of this shortblade and sold it on auction, luckily I found that second quest and got the blade again. Consider this, the most economical shortblade available has a DMG/PEC ratio of 2.889 however for that shortblade you may have to pay upwards of 600 PED to get it (and it does a lot more damage and requires a much higher skill, nonetheless, it's economical). Let's take a look at this Bukin's Blade; well it has a DMG/PEC ratio of 2.862, not very far off.
This means that for every 2.862 Damage you are paying 1 PEC (or 0.01 PED) in decay costs.
You could also say that over the course of dealing 1000 DMG, you'll have paid 3.49 PED
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Moving on, some other cheap weapons that people can afford from the Trade Terminal.
I'm not sure why the Sollomate Opalo is so popularized, I think it's because Caly is a popular planet and that's the TT rifle there. However, if you compare it to the Herman Law-TT, it does the same amount of damage, a bit less range, and it's more economical.
We want the highest DMG for every PEC, it's difficult to get to the number 3.0 but if you can reach that number or exceed it, you're Golden.
Sollomate Opalo = 2.752 DMG/PEC (Fair)
Sollomate Opalo + A101 Amp = 2.861 DMG/PEC (Better)
Herman Law-TT R = 2.780 DMG/PEC (Fair)
Herman Law-TT R + A101 = 2.883 DMG/PEC (Better)
S.I. HK110 = 2.866 DMG/PEC (Good)
S.I. HK110 + B101 Amp = 2.891 DMG/PEC (Best)
S.I. HK110 + A101 Amp = 2.571 DMG/PEC (Awful)
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As you noticed on the HK110, the A101 Amp destroyed the eco of the weapon. I suppose this is a common mistake.
Let's discuss the 50% Rule with amps.
The guns have a minimum and maximum damage.
Take the highest attack damage number and divide that by 2.
That number is the most damage you should have on your amp. If your amp BOOSTS the gun's damage more than that number, this will deteriorate the eco of the weapon and you will be burning unnecessary PED.
If you're not entirely sure about the eco of an amp, just use the Weapon Compare tool on Entopedia, it works for most weapons.
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Lastly, as I'm sure you've all noticed there's a plethora of weapons available. Unfortunately most of us are not ready to use ALL of the weapons that are available.
Just about all of those unlimited weapons require you to be a very high level (such as 99) in that skill to be able to fully utilized it. One of the guns that I've noticed is an exception to this is the XENT TECH series laser rifles.
Therefore that leaves the option of Limited weapons.
However, still we must pay attention to whether or not we can use the weapons.
It's important to take note of the line that says " Damage Interval / max: " and it gives you a set of numbers like: " 12.5-24.6 / 32.9-46.3 " The set of numbers on the left is the amount of damage YOU will deal based on your current DMG skill and the number on the right of the " / " is the maximum possible.
If the difference between these numbers looks anything like the example shown, then that's definitely a weapon you shouldn't be using YET.
Try to keep the number on the left "close to" or the "same as" the number on the right.
This same concept applies to your "Hit ability" and "Critical hit ability"
Also for SIB (Skill Increase Bonus).
This means that whenever you receive a skill line for that particular skill, you receive additional points.
It will either say the following:
NOT YET = You have to skill some more in that skill until you are able to receive SIB
YES = You will receive SIB when using that weapon (or anything in the game that says YES for that matter)
NOT ANYMORE = The window of opportunity to receive SIB has passed and you can no longer receive SIB on that weapon.
Oh, and one last thing.
The only 2 enhancers that will boost the eco of a weapon are ECONOMY ENHANCERS and ACCURACY ENHANCERS.
Yes, Economy enhancers are more eco than Accuracy. However, given the markup on Economy Enhancers and the fact that Accuracy Enhancers can increase damage, I personally prefer the Accuracy Enhancers.
I hope you guys (mostly the newcommers I'm sure) find this mini-guide useful. I know when I first got started, this information would have been extremely useful, but I had to dig it out the hard way. I've even had a few friends quit because they didn't understand eco and blew a bunch of money by using weapons they weren't skilled in and ended up rage-quitting.
If you notice anything that may be off in this guide, please let me know.. I'm still learning too. If you happen to know of a good weapon+AMP combination or any economical methods you'd like to share please add it to the thread. I'm sure we'd all like to know.
Any questions or concerns, please let me know, I'm happy to help. IGN: Avalon Butterfly Erupter
I can't say much for the BLP side of things considering I'm Laser Rifle type, but I'll share what I do know.
We'll start with Bukin's Blade considering this item is technically free; and if you haven't received your free Bukin's Blade yet, you get 2 opportunities on Calypso with the missions:
Big Game Hunting @ 63229, 74445
Kill It With Fire @ 63541, 89184
I originally dismissed the economy of this shortblade and sold it on auction, luckily I found that second quest and got the blade again. Consider this, the most economical shortblade available has a DMG/PEC ratio of 2.889 however for that shortblade you may have to pay upwards of 600 PED to get it (and it does a lot more damage and requires a much higher skill, nonetheless, it's economical). Let's take a look at this Bukin's Blade; well it has a DMG/PEC ratio of 2.862, not very far off.
This means that for every 2.862 Damage you are paying 1 PEC (or 0.01 PED) in decay costs.
You could also say that over the course of dealing 1000 DMG, you'll have paid 3.49 PED
**************************************************************************************************************
Moving on, some other cheap weapons that people can afford from the Trade Terminal.
I'm not sure why the Sollomate Opalo is so popularized, I think it's because Caly is a popular planet and that's the TT rifle there. However, if you compare it to the Herman Law-TT, it does the same amount of damage, a bit less range, and it's more economical.
We want the highest DMG for every PEC, it's difficult to get to the number 3.0 but if you can reach that number or exceed it, you're Golden.
Sollomate Opalo = 2.752 DMG/PEC (Fair)
Sollomate Opalo + A101 Amp = 2.861 DMG/PEC (Better)
Herman Law-TT R = 2.780 DMG/PEC (Fair)
Herman Law-TT R + A101 = 2.883 DMG/PEC (Better)
S.I. HK110 = 2.866 DMG/PEC (Good)
S.I. HK110 + B101 Amp = 2.891 DMG/PEC (Best)
S.I. HK110 + A101 Amp = 2.571 DMG/PEC (Awful)
**************************************************************************************************************
As you noticed on the HK110, the A101 Amp destroyed the eco of the weapon. I suppose this is a common mistake.
Let's discuss the 50% Rule with amps.
The guns have a minimum and maximum damage.
Take the highest attack damage number and divide that by 2.
That number is the most damage you should have on your amp. If your amp BOOSTS the gun's damage more than that number, this will deteriorate the eco of the weapon and you will be burning unnecessary PED.
If you're not entirely sure about the eco of an amp, just use the Weapon Compare tool on Entopedia, it works for most weapons.
**************************************************************************************************************
Lastly, as I'm sure you've all noticed there's a plethora of weapons available. Unfortunately most of us are not ready to use ALL of the weapons that are available.
Just about all of those unlimited weapons require you to be a very high level (such as 99) in that skill to be able to fully utilized it. One of the guns that I've noticed is an exception to this is the XENT TECH series laser rifles.
Therefore that leaves the option of Limited weapons.
However, still we must pay attention to whether or not we can use the weapons.
It's important to take note of the line that says " Damage Interval / max: " and it gives you a set of numbers like: " 12.5-24.6 / 32.9-46.3 " The set of numbers on the left is the amount of damage YOU will deal based on your current DMG skill and the number on the right of the " / " is the maximum possible.
If the difference between these numbers looks anything like the example shown, then that's definitely a weapon you shouldn't be using YET.
Try to keep the number on the left "close to" or the "same as" the number on the right.
This same concept applies to your "Hit ability" and "Critical hit ability"
Also for SIB (Skill Increase Bonus).
This means that whenever you receive a skill line for that particular skill, you receive additional points.
It will either say the following:
NOT YET = You have to skill some more in that skill until you are able to receive SIB
YES = You will receive SIB when using that weapon (or anything in the game that says YES for that matter)
NOT ANYMORE = The window of opportunity to receive SIB has passed and you can no longer receive SIB on that weapon.
Oh, and one last thing.
The only 2 enhancers that will boost the eco of a weapon are ECONOMY ENHANCERS and ACCURACY ENHANCERS.
Yes, Economy enhancers are more eco than Accuracy. However, given the markup on Economy Enhancers and the fact that Accuracy Enhancers can increase damage, I personally prefer the Accuracy Enhancers.
I hope you guys (mostly the newcommers I'm sure) find this mini-guide useful. I know when I first got started, this information would have been extremely useful, but I had to dig it out the hard way. I've even had a few friends quit because they didn't understand eco and blew a bunch of money by using weapons they weren't skilled in and ended up rage-quitting.
If you notice anything that may be off in this guide, please let me know.. I'm still learning too. If you happen to know of a good weapon+AMP combination or any economical methods you'd like to share please add it to the thread. I'm sure we'd all like to know.
Any questions or concerns, please let me know, I'm happy to help. IGN: Avalon Butterfly Erupter