22 Aug 2010 at 19:34 - 22
Sigh.
Yes, loot scaling is very nearly fully understood. Between the synch tests, the entry effect tests, the rate-of-kill tests, some obvious mathematical truths, and a little bit of knowledge of standard programming techniques, we know enough to say with reasonable certainty how it works:
There is a cap on income, probably in terms of gold/time.
The game keeps track of the gold value of every item assigned to you since you've entered the zone, as well as the time.
When you first enter a zone a phantom "dummy drop" is assigned to you. This is to prevent you from having $0/time when you make your first kill. (If we didn't have this, bots could evade loot scale by repeat zoning.)
When a monster dies and is about to drop an item the will be assigned to you, the game does the following:
1. Is the item loot-scaling-exempt (gold, green, rare crafting material, etc.)? If so, the item will materialize. If not, then ask...
2. At this moment, is your current gold/time value over the cap? If not, the item will materialize. If so, the item will not materialize -- it's been loot scaled.
In terms of its original goal of stopping the bots that used to make huge gold/time by farming easy monsters for white items, the system is virtually perfect. It is strictly impossible to ever do better than the cap if you're farming loot-scalable items and selling them to the merchant.
Ways to beat the system include:
1. Farm specifically for loot-scale-exempt items. (Ecto, etc.)
2. Farm for loot-scalable items that have a higher value when sold to crafters/collectors/other players than their gold value. (Certain collectibles, salvagables, etc.)
3. Farm for a single high-gold-value loot-scale-exempt item very soon after entry, then rezone and repeat. (Farm raptors for junk golds.)
4. Farm festival items (which seem to be not only loot scale exempt, but entirely outside the normal drop system.)