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Qoi
Exert Force
54
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Posted - 2014.08.02 00:29:00 -
[1] - Quote
I made a PDF with pretty much everything i know about post-Crius industry. Please report any bugs and omissions so we can have something accurate for future reference.
TL;DR: http://eve-industry.org/export/IndustryFormulas.pdf
Well, maybe if the first two sentences were already too much text for you, you should not have clicked the link.
Version 1.01 - 2014-08-02 - Added Invention Fees Furthermore, i respectfully request these forums to be upgraded to support preformatted text. |
Qoi
Exert Force
54
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Posted - 2014.08.02 00:35:00 -
[2] - Quote
- reserved - Furthermore, i respectfully request these forums to be upgraded to support preformatted text. |
Antoni Vale
Standard Eve Corporation
2
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Posted - 2014.08.02 05:50:00 -
[3] - Quote
thanks! |
Rhivre
TarNec Invisible Exchequer
787
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Posted - 2014.08.03 22:40:00 -
[4] - Quote
So much maths! Good job! Fluffy Bunny Pic! |
Riyal
Fluffles Inc.
148
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Posted - 2014.08.04 11:17:00 -
[5] - Quote
Thank you for compiling this It's really handy for readjusting spreadsheets. In hindsight my post should have had more psssshhhh |
Lee Hyori
New Horizons
8
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Posted - 2014.08.05 11:44:00 -
[6] - Quote
Thanks! |
Freya Firn
Anomalous Existence Low-Class
0
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Posted - 2014.08.05 14:25:00 -
[7] - Quote
That looks pretty much like it was written with Latex :) Very usefull thanks. But i-¦m missing a list of what team influences what kind of material.
e.g. whats affects Crystalline Carbonide Armor Plate Blueprint Oscillator Capacitor Unit Blueprint Pulse Shield Emitter Blueprint and the other from this category. The broad specialty is Construction Components right? but What is the narrow specialty?
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Qoi
Exert Force
76
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Posted - 2014.08.05 15:46:00 -
[8] - Quote
Freya Firn wrote:That looks pretty much like it was written with Latex :) Very usefull thanks. But i-¦m missing a list of what team influences what kind of material.
e.g. whats affects Crystalline Carbonide Armor Plate Blueprint Oscillator Capacitor Unit Blueprint Pulse Shield Emitter Blueprint and the other from this category. The broad specialty is Construction Components right? but What is the narrow specialty?
Hey, that is really somewhat out of the scope of that document. In that case there is actually no narrow specialty for Construction Components.
The canonical source for that data is http://public-crest.eveonline.com/industry/specialities/ but i made a CSV export at http://eve-industry.org/export/specialties.csv
I'll think about adding some tables to the appendix, hm.
PS: Yes, i'm one of those LaTeX fetishists (comes with the profession, really), you can find the source code at http://eve-industry.org/export/IndustryFormulas.tex Furthermore, i respectfully request these forums to be upgraded to support preformatted text. |
Qoi
Exert Force
76
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Posted - 2014.08.05 18:29:00 -
[9] - Quote
Okay, i added the tables now. I think they are really useful Thanks for the suggestion. Furthermore, i respectfully request these forums to be upgraded to support preformatted text. |
Freya Firn
Anomalous Existence Low-Class
1
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Posted - 2014.08.05 20:44:00 -
[10] - Quote
the table is really good thanks for adding it. and for sharing the .tex :) but is "Hybrid" really a broad specialization? What kind of items should this affect ? (I know it is kinda off topic; sry for that) |
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Elena Thiesant
Sun Micro Systems
1397
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Posted - 2014.08.05 20:49:00 -
[11] - Quote
I suspect it's the T3 components. Things like Nanowire Composites, Fullerene Intercalated sheets, etc. |
Qoi
Exert Force
77
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Posted - 2014.08.06 09:17:00 -
[12] - Quote
Freya Firn wrote:the table is really good thanks for adding it. and for sharing the .tex :) but is "Hybrid" really a broad specialization? What kind of items should this affect ? (I know it is kinda off topic; sry for that)
Hybrid affects all Hybrid Tech Components/Subsystem Components:
Quote: Optimized Nano-engines Warfare Computation Core Emergent Neurovisual Interface Fullerene Intercalated Sheets Reinforced Metallofullerene Alloys Metallofullerene Plating Electromechanical Interface Nexus Neurovisual Output Analyzer Nanowire Composites Fulleroferrocene Power Conduits Reconfigured Subspace Calibrator
If you look at http://eve-industry.org/teamscout/?g=964 you see that it must be a narrow specialisation. Furthermore, i respectfully request these forums to be upgraded to support preformatted text. |
Audovacar
Least Fixed Point
0
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Posted - 2014.08.07 14:43:00 -
[13] - Quote
Your invention chance formula is slightly different from the one I've been using:
https://www.fuzzwork.co.uk/2013/05/23/manufacturing-201-tech-2/
For most cases they are pretty close but you can get them to diverge quite drastically if you use a high meta component. |
Qoi
Exert Force
77
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Posted - 2014.08.07 14:59:00 -
[14] - Quote
Yes, that's because yours is wrong outdated. See https://forums.eveonline.com/default.aspx?g=posts&t=361543 Furthermore, i respectfully request these forums to be upgraded to support preformatted text. |
Audovacar
Least Fixed Point
0
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Posted - 2014.08.07 15:07:00 -
[15] - Quote
Fantastic. I did wonder if it had been updated but didn't manage to find anything official. |
Zan Ongrard
Namduk The Volition Cult
0
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Posted - 2014.08.08 12:49:00 -
[16] - Quote
Thanks for the formulas.
Are there other formulas to deduce the ME and TE of a T2 blueprint after invention from T1 blueprint ME/TE and the items used ?
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3640
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Posted - 2014.08.08 12:56:00 -
[17] - Quote
Zan Ongrard wrote:Thanks for the formulas.
Are there other formulas to deduce the ME and TE of a T2 blueprint after invention from T1 blueprint ME/TE and the items used ?
The T1 blueprint doesn't change anything. Neither does the meta item.
The decryptor does, and that's a straight add. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Qoi
Exert Force
81
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Posted - 2014.08.09 09:07:00 -
[18] - Quote
Zan Ongrard wrote:Thanks for the formulas.
Are there other formulas to deduce the ME and TE of a T2 blueprint after invention from T1 blueprint ME/TE and the items used ?
Good point, i added a little blurb about the fundamentals of invention:
Quote: Invention subtracts one run from a T1 BPC and produces a BPC for the T2 version with ME -2%, TE -4% and a number of runs remaining that is type specific. For ships, rigs and Perpetual Motion Unit II there is one run remaining, Rapid Heavy Missile Launcher II has 20, all other blueprints have 10. If a decryptor is used, it can also change the ME/TE values as well as the number of runs remaining on the T2 BPC. The ME/TE and runs remaining of the input blueprint have no effect on invention.
Furthermore, i respectfully request these forums to be upgraded to support preformatted text. |
Cilegon
Volicorp
0
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Posted - 2014.08.14 11:00:00 -
[19] - Quote
this is an amazing document, thx Qoi!!!
I have a few suggestions however that would make it even more awesome :)
You list all the different variables that are needed for these calc's, but there is no mention of where these come from.
If at all possible, listing this info in the appendix would be incredible!
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Qoi
Exert Force
84
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Posted - 2014.08.14 14:12:00 -
[20] - Quote
Cilegon wrote:this is an amazing document, thx Qoi!!!
I have a few suggestions however that would make it even more awesome :)
You list all the different variables that are needed for these calc's, but there is no mention of where these come from.
If at all possible, listing this info in the appendix would be incredible!
Hey, what do you mean with listing that info, i can hardly append the base values for every blueprint?
They are mostly in blueprints.yaml which looks like this (Expanded Cargohold I Blueprint):
Quote: 1318: activities: 1: materials: 37: quantity: 10 38: quantity: 1 products: 1317: quantity: 1 skills: 3380: level: 1 time: 900 3: time: 315 4: time: 315 5: time: 720 8: materials: 20415: quantity: 2 20416: quantity: 2 25553: consume: false quantity: 1 products: 1320: probability: 0.4 quantity: 10 skills: 11442: level: 1 11529: level: 1 21791: level: 1 time: 13800 blueprintTypeID: 1318 maxProductionLimit: 200
http://eve-industry.org |
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Cilegon
Volicorp
0
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Posted - 2014.08.14 21:05:00 -
[21] - Quote
sorry, i just mean to make a reference to where someone could get the data.
hmm, i guess everything here comes from the yaml file now, so it's just pointing to that.
When I wrote that, I forgot that I had used Des's yamltoSQL importer, so i still reference tables for this data.
So for instance, the base time for invention comes from the invBlueprintTypes table and the inventionTime field.
same with base production time, it's in the same table, just the productionTime field.
Perhaps this isn't so useful with everything being in the yaml file |
Navaa Mar
Aveli Corporation
0
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Posted - 2014.08.14 23:26:00 -
[22] - Quote
You are my hero, this is great! |
Konpai
Kanpai Dansei
0
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Posted - 2014.08.18 23:51:00 -
[23] - Quote
This is fantastic information! Thank you for pulling it together. |
Destitute Tehol Beddict
Trygalle Trade Guild Letherii Div
29
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Posted - 2014.08.19 01:30:00 -
[24] - Quote
To get correct Reprocessing Results...
First Batch size is important
so we Have Q*(100%Reprocess)
Then we calculate waste.. Which is (1-Yield)*Q*(100%Refine) (You Round down when its <= 0.5 and ) and Roundup when (>0.5) Also calculate Refining Tax but you Round down tax amount when <0.5, and Roundup when >=0.5)
The rounding is for consistency your Return + Waste + Tax = Total Amount.
So the final result you get in game is Return = Q*100%Refine - Waste - Tax.
This avoids the results that Q*Baserefine =/= Game result. Crius Reprocessing Spreadsheet 1B --áhttps://forums.eveonline.com/default.aspx?g=posts&m=4829122#post4829122 Loot Buying Service --áhttps://forums.eveonline.com/default.aspx?g=posts&m=4529397#post4529397 |
Qoi
Exert Force
85
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Posted - 2014.08.19 09:35:00 -
[25] - Quote
Yeah reprocessing is a bit wonky, because the "Unrecoverable" numbers ingame are completely wrong due to rounding issues and you get different results reprocessing in a POS or a NPC station because of rounding bugs. I didn't even know there are also floating point issues... it's a can of worms. http://eve-industry.org |
Psymia
Questionable Ethics. Ministry of Inappropriate Footwork
0
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Posted - 2014.08.20 09:22:00 -
[26] - Quote
Regarding the formula "Required Materials for Production Job": I needed to round to 3 digits instead of 2 to get correct results for large batches (576 runs on POS fuel). |
Qoi
Exert Force
87
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Posted - 2014.08.20 16:28:00 -
[27] - Quote
Psymia wrote:Regarding the formula "Required Materials for Production Job": I needed to round to 3 digits instead of 2 to get correct results for large batches (576 runs on POS fuel).
That is very implausible, i think your rounding function is doing weird stuff. Can you be more specific? I just double checked this on TQ and it works as expected. http://eve-industry.org |
Psymia
Questionable Ethics. Ministry of Inappropriate Footwork
0
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Posted - 2014.08.21 07:17:00 -
[28] - Quote
Mistake in my sheet. Moved stuff a bit around. Now it works with rounded to 2. It was: =roundup(max(runs ,roundup(base_req * modifier, 3) * runs )) Changed it to: =max(runs, roundup(round(base_req * modifier * runs, 2))) |
Medalyn Isis
Tribal Liberation Force Minmatar Republic
302
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Posted - 2014.08.23 00:32:00 -
[29] - Quote
Just to confirm, it is now possible for a T2 ship to use for instance, 2 T1 ships to make 1 T2 finished product. Is that correct?
Also, I haven't tried inventing any T2 BPCs yet, although I thought they were going to be ME 0 by default, although according to the pdf they are -2 ME. Is this correct?
Thanks very much for the good pdf also, nice info in there. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3712
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Posted - 2014.08.23 14:24:00 -
[30] - Quote
Medalyn Isis wrote:Just to confirm, it is now possible for a T2 ship to use for instance, 2 T1 ships to make 1 T2 finished product. Is that correct? As using the given formula that seems to be the case.
Also, I haven't tried inventing any T2 BPCs yet, although I thought they were going to be ME 0 by default, although according to the pdf they are -2 ME. Is this correct?
Thanks very much for the good pdf also, nice info in there.
Two t1 ships for 1 T2 isn't possible. Less than one isn't possible either, as you need a minimum of the number of runs per item.
You start at 100%, and only reduce from there (other than the rapid equipment assembly array adding 5% waste. But it can't do ships)
T2 Blueprints from invention start at ME 2, so the lowest they'll go is ME 0, with an Augmentation decryptor.
I suspect you misread the function for the number of things needed. The 2 in it is an argument for the round function. It's rounded to 2 decimal places, before it's handed to the ceil function. This is to prevent a nasty little floating point error that sometimes crops up. Floating point math is nasty, and sometimes leads to something which should be a whole number actually having a .000000000000001 added to it. Rounding it to 2 decimal places eliminates that, and stops it being raised to the next whole number. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
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