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Martin Mckenna
D00M. Triumvirate.
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Posted - 2009.07.24 13:31:00 -
[1]
Hey,
The last few days ive been running inventions at a POS I set up. Now before I continue I havent dont alot so far. Ive ran something like 10 jobs. Out of the 10 jobs I received 3 BPCs, ballistic control system IIs. Materials to produce the ballistic controls are nothing compared to what they sell for.
But...I did some calculations and basicaly if im failing that much im going to be breaking even/making so little profit its not worth it. I have level 3 skills over the board currently going to 4.
Will this make a big diffrance to the amount of successful runs or is it just a slight diffrance? Also, is the reason im making so little possibly down to the modual im trying to invent? Now I would just like a yes or no to these questions as I know people will not want to give away what they find best to make money from invent as thats their knowlage . Just some usful tips would be nice.
Thanks.
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Gavin DeVries
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Posted - 2009.07.24 13:59:00 -
[2]
Edited by: Gavin DeVries on 24/07/2009 13:59:05 Some of it might be due to skills, and some of it is due to your choice of module to invent. You have two sets of costs to figure here: cost of invention and cost of manufacture. Cost of invention is going to be the same for the same number of jobs no matter what your skill levels are. The higher your skills, the more T2 BPCs you're probably going to get, but the costs invested don't change. Cost to manufacture will change because more BPCs means more materials used.
So, your invention costs will effectively go down as your skills increase because you'll be dividing the total by a larger number. Assuming you got 3 10-run BPCs before, and get 5 10-run BPCs with level 5 skills (not guaranteed), your invention cost per unit will be 60% of what it is now. Manufacturing cost per unit will be the same, so your profit will be a little higher. You'll have to decide if it's high enough to be worthwhile. ______________________________________________________ Isn't it enough to know that I ruined a pony making a gift for you? |
Akita T
Caldari Navy Volunteer Task Force
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Posted - 2009.07.24 14:41:00 -
[3]
Edited by: Akita T on 24/07/2009 14:42:40
Random invention is random. Out of 10 module jobs, failing all or having all succeed is not that uncommon at all, regardless of skills. Everything you get as a slightly different result from what you expected before hundreds of tries are done can easily be explained away by the inherent randomness. "Law of large numbers" helps a lot however, but only in the log run.
P.S. And yes, the profit margins aren't great. Everybody and their dog IS inventing those things, so naturally the competition is pretty tight.
EVE issues|Mining revamp|Build stuff|Make ISK |
ingenting
20th Legion Sodalitas XX
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Posted - 2009.07.24 15:03:00 -
[4]
Edited by: ingenting on 24/07/2009 15:03:23 statistics _________________ - "Welcome to EVE, remember to insu *BAAOOM*... Told you, newb."
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Avalon Champion
The Order of Odin
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Posted - 2009.07.24 15:55:00 -
[5]
As gavin has pointed out, you really need to get your skills up, as this will reduce invention costs by increasing success ratio.
Its not really worth trying to invent unless you have 2 of the 3 skills required at Level 4, Level 5 if you want to do ships.
While waiting for the skills to increase you could throw in a meta 2 item, which will push you from about 46% to just under 50%, while you wait for skills, but remember that will increase your costs and reduce your profit.
As for 3 from 10, its a little below what you would expect, but the sample is too small.
I've had runs of 1 from 10 mods 2-3 times in a row, however ive also had runs of 9 out of 10. In the end it evens out.
Wait till you try ships, now thats soul destroying when you get 1 from 11 cruisers even with max skills.
A useful linky to chance based: http://games.chruker.dk/eve_online/invention_chance.php?base_item=none&decryptor=none&skill_encryption=3&skill_datacore_1=3&skill_datacore_2=3&base_chance=40&precalculated_chance=hidden
You might also want to down load invention Calculator 0.45 its a good tool to work out profit/loss on inventions.
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Jana Tanaka
Caldari Tanaka Industries Inc.
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Posted - 2009.07.24 17:32:00 -
[6]
Edited by: Jana Tanaka on 24/07/2009 17:34:31 Over a few month your invention results, assuming 10 to 20 tries per day, will with a very high certainty get in line, with the calculated success probabilities.
For rudimentary profit calculations I use roughly the method described below. Please note that it does not reflect general cost of operations and sales like POS upkeep cost, broker fees aso.
In the end you will have to calculate the slotprofit per day and correlate that with the market data to find the optimal product portfolio for a given period of time and it will have to be adapted regularly I recommend to create your personal Spreadsheet of doom ;)
Equations: profit / unit = salesPRICE - cost
cost = costINVENTIONperUNIT + costMATERIALperUNIT
costINVENTIONperUNIT = costDATACORES * (1/(chanceINVENTION)) / outputRUNSperSUCCESS / outputUNITSperRUN
costMATERIALperUNIT = costMATERIALperRUN / outputUNITSperRUN
For example:
TheLeetProduct(tm) Sales Price: 500 isk / unit Cost Datacores: 2,000 isk / try Chance of Invention success: 0.5 Runs per Success: 10 Materialcost per Run = 800 isk Units per Run = 4
Sloppy Math costINVENTIONperUNIT = (2000 isk)*(1/0,5) / 10 / 4 = 100 isk costMATERiALperUNIT = 800 / 4 = 200 isk
cost / unit = 200 isk + 100 isk = 300 isk
profit / unit = 500 isk - 300 isk = 200 isk
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Borun Tal
Minmatar Virtual Rock Industries
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Posted - 2009.07.25 06:12:00 -
[7]
As others have stated in varying ways (and expending much bandwidth), jack up the skillz. Your success is normal for what you have.
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