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Dante Cowboy
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Posted - 2011.03.15 05:36:00 -
[1]
What does the Damage Per Run mean next to the RAM item? I see various numbers on the BPC and I don't know what it means
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Dasola
Minmatar
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Posted - 2011.03.15 05:51:00 -
[2]
It means damage per run to ram unit.
Example you need 1x robotics ram for 1 manufacturing run. Blueprint states example: 5% per run damage, you could do upto 20 run with that unit until its destroyed. So after one run you would have ram unit with 95% goodness left.
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Shoogie
Serious Pixels
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Posted - 2011.03.15 05:51:00 -
[3]
The RAM gets used up slowly as you build with it.
If your BPC has a 5% damage per run, then you will have 95% of your RAM left after one run, 90% left after the second run, etc. After 20 runs the RAM disappears.
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Doctor Badger
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Posted - 2011.03.15 05:58:00 -
[4]
Edited by: Doctor Badger on 15/03/2011 05:58:40
Originally by: Dante Cowboy What does the Damage Per Run mean next to the RAM item? I see various numbers on the BPC and I don't know what it means
Damage per run is how much damage is done to a tool each time it's used. If it says the damage per run is 50%, you'll be able to make two runs before the RAM is destroyed. If you make three items, you will completely destroy one RAM and damage another by 50%. The partially damaged RAM *can* be repaired and reused.
Edit: what the others said but also nothing the repair bit.
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RaTTuS
BIG Gentlemen's Agreement
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Posted - 2011.03.15 10:13:00 -
[5]
and you also need 1 whole RAM each job, so if your putting in a 10 Run job and it says 5% damage - you will still need 10 RAM even though you'll have 9.5 left after the fact --
Join BIG
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sg1jack
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Posted - 2011.03.15 11:24:00 -
[6]
You can repair the R.A.M once you have the job setup if that job does not destroy it completly meaning you never really need to buy new R.A.M. Repairing is at least cheaper for R.A.M ammunition than it is to purches new R.A.M.
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Flex Nebura
Caldari
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Posted - 2011.03.15 13:12:00 -
[7]
Originally by: sg1jack You can repair the R.A.M once you have the job setup if that job does not destroy it completly meaning you never really need to buy new R.A.M. Repairing is at least cheaper for R.A.M ammunition than it is to purches new R.A.M.
Some jobs will do enough damage to completly destroy a RAM :( Atleast thats how I remember it when I was building Hulks and Freighters, But I mave have been doing multiple runs at once. If that is the case I messed up and wasted some perfectly good RAMs that just need a bit of fixing up.
It is cheaper and faster to repair those that are left over though.
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Mensche
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Posted - 2011.03.15 13:39:00 -
[8]
It's cheaper to repair them, but it's also time consuming if you're doing large quantities. So you have to balance that with the cost of just buying or building new RAM
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.03.15 15:15:00 -
[9]
Edited by: Akita T on 15/03/2011 15:19:07
Last time I used RAM whenever multiple RAMs were needed there the "total damage" would be more than one full RAM equivalent, instead of having multiple RAMs with light damage, I got many RAMs with no damage, one RAM with partial damage and several missing RAMs. So the "just repair them" scenario won't exactly work in all cases. Hypothetical example : say you have a blueprint with 15 RAM needed which lists a 10% damage per run, and you only build one run. You need 15 RAM to start the build, you get 14 back and lose one. Out of those 14 you get back, 13 of them are intact and one of them has 50% damage.
Granted, it's been a while since I started any jobs that need RAMs, so if anybody has more up-to-date data, feel free to contradict the above. _
Make ISK||Build||React||1k papercuts _
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Shoogie
Serious Pixels
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Posted - 2011.03.15 17:37:00 -
[10]
Yes, it still works that way, Akita.
You do require enough RAMs in the hangar for each run you are starting. However, once started you will only have one damaged one returned to the hangar.
They are cheap enough to get new ones. I don't bother hauling them back to the station to repair them.
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