ergherhdfgh wrote:So you say it won't cost any more to produce from "Perfect" BPOs but somehow we add in 11% more build mats and then take them out again with the new ME. What happened to the old "waste" from unresearched BPOs? I find this confusing could you explain it better?
Currently BPOs have a 10% wastage factor on most items. If you add 11% on top of that and then remove 10% I fail to see how that is not going to get about 10% more expensive to build.
See, this is the reason we want to simplify the system! Let me try and explain how it is currently.
Right now on TQ, we have base build cost, which is "perfect ME" cost. This is the amount you get back when you reprocess something (pre-nerf).
Then you have ME waste. This is 10% added on top of the base build cost, which is then subtracted again by ME on the blueprint.
Then you have what I'll call "skill waste", which is another 25% (right? I'd go check but I have many tabs open already and it doesn't change the rest of the math) added on top of that. When you've trained the ME skill to 5 (which you've done if you're building competitively), this zeroes out and you can ignore it.
So, we have base amount, and then we add waste, and then we subtract it again with ME.
In the new system, we have a base build cost, and we reduce it with the ME %.
Because we're no longer adding the waste in on top of build cost and then subtracting it again, in order to stop everything just getting 10% cheaper, we need to increase the base build cost to compensate.
Because we want ME to go to 10%, and we want "perfect ME" blueprints in the new system to give the same build cost as a "perfect ME" blueprint in the current system, we need to have the new base cost * 0.9 to be equal to the old base build cost, and to get that we have to divide it by 0.9, which comes to 11.1111111111111111111111111111111111111111%.
Yes it's complicated, that's why we're trying to simplify it!
ergherhdfgh wrote:Weaselior wrote:
1.11(repeating)*.9=1
so you wind up back at the "old base cost" (currently the zero-waste cost)
That does not explain what happened to the original 10%.
We had a 10% wasteage factor and every level of ME halved that so 50% of the 10% for ME 1 75% of the 10% for ME 2 etc...
We are removing the old ME values and adding in this new +11% - 10% thingy
I can make a lot of assumptions here but the wording they chose is very confusing. It sounds like they are removing that 10% so if something required 100 units of trit with 0 ME it would now require 90 and muliplying that 90 by 1.11 repeating to get back to 100 or 99.99... but it makes no sense why you would remove something just to add it in again just to remove it again. I mean why not just say you are converting how ME is figured instead of adding and removing stuff twice?
Please clarify.
So currently, something that requires 100 units of trit at 0 ME actually requires 90.90r units of trit, which we then multiply by 1.1 to get 100, and then divide by 1 + (ME efficiency gain) to get back down to 90.90r units at perfect ME.
Or, tl;dr, currently the math is centered around perfect build, we want to recenter it around ME 0 build.