Entropia hunter - a statistics tool for hunting

It seems to be working for me. It notices my weapon changes just fine. However, after this update I do need to manually maximize the Tracker window on each start up in order to see all of the UI buttons; start/pause run, etc.. I preferred how it was before when the application opened to a nice size and all UI elements were easily accessed:

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Hmm no that should not have happened, I just rebuild the files, can you try downloading again?
 
Hmm no that should not have happened, I just rebuild the files, can you try downloading again?
Excellent. Redownloading from entropia-tools.com resolved my issue. I had wondered how I would redownload again (without repurchase) if I ever needed to, now I understand that process as well :)
 
I don't know how many is actually using it, but over 100 people downloaded it
Out of interest, what method do you use to let people know when updates are available? Just this thread (maybe advertised in the app) or something else? Was thinking, if it was checking for updates, that would be a way of knowing how many are using it as it were
 
Out of interest, what method do you use to let people know when updates are available? Just this thread (maybe advertised in the app) or something else? Was thinking, if it was checking for updates, that would be a way of knowing how many are using it as it were
In the top menu there is "Check for updates" and it can download the new version for people.

Thats pretty much it
 
Great tool just bought it few days ago. This tool not show % TT return? Can't find that...
Hi zprofy! In the settings you can enable the checkbox "Show PED summary as percent", or you can just click the "PED Summary X.XX PED" text, that will change it to percent.
 
I updated EntropiaHunter v1.3.20:
  • Fixed problem not auto recognizing low TT weapons.
  • Added critical percentage.
Sorry for the late update, been working on the EntropiaMiner version .
 
I updated EntropiaHunter again v1.3.21
  • Added damage per second (DPS) to stats.
  • Added support for flexible DOT reload times.
  • Added Mayhem Arsonistic Chip 15.
  • Fixed DOT when using experimental feature.
  • Fixed problem when auto selecting certain weapons.
  • Now skips old chat.log text when starting new session.
 
I updated EntropiaHunter, v1.3.22
  • Optimized creature name recognition greatly.
 
Tryed the new version and the dps seems to be doing strange things. It somtimes jumps to 2000+ dps at random times.
 
Tryed the new version and the dps seems to be doing strange things. It somtimes jumps to 2000+ dps at random times.
I'll have a look, what weapon are you using?
 
One thing I have noticed is that sometimes an Amp's decay doesn't seem to be taken into the calculation when attached to an (L) weapon. Maybe I am reading it wrong? But it seems like only the (L) item's decay is calculated:

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One thing I have noticed is that sometimes an Amp's decay doesn't seem to be taken into the calculation when attached to an (L) weapon. Maybe I am reading it wrong? But it seems like only the (L) item's decay is calculated:

That seems correct to me, I double checked the decay on the weapon, its 0.011 PEC so 0.00011 PED (its rounded in the view, not in code, so you only see the 0.0001)

So I think you are missing to press "*" (asterix) sign, on the number pad, that will enable the amp, then it will display 0.1801 decay. Which is correct.
 
That seems correct to me, I double checked the decay on the weapon, its 0.011 PEC so 0.00011 PED (its rounded in the view, not in code, so you only see the 0.0001)

So I think you are missing to press "*" (asterix) sign, on the number pad, that will enable the amp, then it will display 0.1801 decay. Which is correct.
Thank you. I didn't realize I need to press * as well to have it display the amp's decay :)
 
This actually explains an issue I was having, I have my Resto chip bound to * so that explains why the amp disappeared and came back from time to time :cdevil:

:)
 
So what you want to do it, type the excat name as the weapon name when you are adding the weapon, and click "autofill details" .. then it will say it can't find it and ask do you want to add it.

Click yes to that, then enter the entropaiwiki url for the weapon, that will automatically add it
im having a hard time adding new weapons. i've tried adding TWEN weapons that aren't registered yet, but other weapons are added without any problems, and if the weapon name has &, like [Meckel & Loch ML-35, TWEN Edition] or [A&P Series Hero, Adjusted, TWEN Edition], it doesn't add. if i search by Auto fill details, it says & among the weapons is [amp;], but i don't recognize it exactly?
 
im having a hard time adding new weapons. i've tried adding TWEN weapons that aren't registered yet, but other weapons are added without any problems, and if the weapon name has &, like [Meckel & Loch ML-35, TWEN Edition] or [A&P Series Hero, Adjusted, TWEN Edition], it doesn't add. if i search by Auto fill details, it says & among the weapons is [amp;], but i don't recognize it exactly?
I'll have a look at this again
 
I updated EntropiaHunter v1.3.24:
  • Added feature to add initial costs.
  • Added feature to change toggle amp hotkey.
  • Added autocomplete when renaming creatures.
  • Fixed problem with weapons with & characters.
 
I updated EntropiaHunter v1.3.25:
  • Fixed problem switching to misread weapons.
 
I updated EntropiaHunter v1.3.26:
  • Added scope and sights to weapons (included in total decay).
  • Added initial costs to session view instead.
 
I updated EntropiaHunter v1.3.27:
  • Added changelog information in update checks.
  • Added automatic update check on startup.
  • Added ability to automatically install new updates and restart the tool.
 
Feature suggestion that would help me to avoid even more math in my mind. I'll just describe it with following example where new feature is marked with green color:
Shrapnel ................. 900 PED (90%) (0.9%)
Animal Spleen Oil ... 100 PED (10%) (0.8%)
So two additional % added to each loot summary.

For Shrapnel formulas would be:
  1. 90% = [Shrapnel loot TT value, e.g. 900 PED] / [Total loot TT value, e.g. 1000 PED]
  2. 0.9% = [Shrapnel loot entered MU, e.g. 900 * 1% = 9 PED] / [Total loot TT value, e.g. 1000]

This way it's easy to follow:
  1. Amount of "interesting loot" out of total loot for particular session
  2. More detailed info on how each loot line is affecting overall markup % during the session
    1. In the example above it would be clear that out of total 1.7% markup (which is already displayed in summary) 0.9% is coming from Shrapnel and 0.8% is coming from Spleen Oil
 
Feature suggestion that would help me to avoid even more math in my mind. I'll just describe it with following example where new feature is marked with green color:

So two additional % added to each loot summary.

For Shrapnel formulas would be:
  1. 90% = [Shrapnel loot TT value, e.g. 900 PED] / [Total loot TT value, e.g. 1000 PED]
  2. 0.9% = [Shrapnel loot entered MU, e.g. 900 * 1% = 9 PED] / [Total loot TT value, e.g. 1000]

This way it's easy to follow:
  1. Amount of "interesting loot" out of total loot for particular session
  2. More detailed info on how each loot line is affecting overall markup % during the session
    1. In the example above it would be clear that out of total 1.7% markup (which is already displayed in summary) 0.9% is coming from Shrapnel and 0.8% is coming from Spleen Oil
First off that's a great idea! And i would like to add it, but I really don't want to clutter the main view with extra numbers.

I'll have a think of where i could put this.
 
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