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Qoi
Exert Force
54
|
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
|
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
|
Posted - 2014.08.02 05:50:00 -
[3] - Quote
thanks! |

Rhivre
TarNec Invisible Exchequer
787
|
Posted - 2014.08.03 22:40:00 -
[4] - Quote
So much maths! Good job! Fluffy Bunny Pic! |

Riyal
Fluffles Inc.
148
|
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
|
Posted - 2014.08.05 11:44:00 -
[6] - Quote
Thanks! |

Freya Firn
Anomalous Existence Low-Class
0
|
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?
|

Qoi
Exert Force
76
|
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
|
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
|
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) |

Elena Thiesant
Sun Micro Systems
1397
|
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
|
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
|
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
|
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
|
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
|
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 ?
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3640
|
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
|
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
|
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!
|

Qoi
Exert Force
84
|
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 |

Cilegon
Volicorp
0
|
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
|
Posted - 2014.08.14 23:26:00 -
[22] - Quote
You are my hero, this is great! |

Konpai
Kanpai Dansei
0
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 |

Qoi
Exert Force
91
|
Posted - 2014.08.23 16:06:00 -
[31] - 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.
When i say ME -2% TE -4% i mean that the blueprint reduces the materials by 2% and the build time by 4%. This has nothing to do with the old negative ML/PL values. With the definition of "level" from the PDF this would be a ME level 2, TE level 2 blueprint (each ME level reduces the material requirements by 1%, each TE level reduces the build time by 2%). Blueprints can only have levels from 0 to 10, including copies produced by invention. http://eve-industry.org |

Qoi
Exert Force
91
|
Posted - 2014.08.23 18:17:00 -
[32] - Quote
I added a few things to the reprocessing section, including a sentence about rounding:
The reprocessing output is obtained by multiplying the reprocessing rate with the base material amounts and then rounding down (POS) or rounding to next integer (Station).
I did some quick testing on Singularity and that is what i found, if someone has more accurate information please tell :) http://eve-industry.org |

Creepin
Yellow Flamingo
13
|
Posted - 2014.08.30 14:24:00 -
[33] - Quote
First of all, thanks for your excellent pdf, this is pretty much the only source on Crius manufacture around.
However, I'm a bit confused by your formula for materials required and would appreciate some clarification. Here's what I'm confused about in your formula required=max(runs,ceil(round(runs*baseQuantity*materialModifier,2)): - it seem to me that ",2" part is redundant as there's no way the result of runs*baseQuantity*materialModifier could have more than 2 digits after comma anyway; - why ceil(round())? It seem to me that simple ceil() (or roundup if in excel) will yield totally same result (within the range of what's possible in eve manufacturing, obviously: it might work differently for negative values, but this is not the case here).
Or did I miss something? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3762
|
Posted - 2014.08.30 17:31:00 -
[34] - Quote
Creepin wrote:First of all, thanks for your excellent pdf, this is pretty much the only source on Crius manufacture around.
However, I'm a bit confused by your formula for materials required and would appreciate some clarification. Here's what I'm confused about in your formula required=max(runs,ceil(round(runs*baseQuantity*materialModifier,2)): - it seem to me that ",2" part is redundant as there's no way the result of runs*baseQuantity*materialModifier could have more than 2 digits after comma anyway; - why ceil(round(X,2))? It seem to me that simple ceil(X) (or roundup if in excel) will yield totally same result (within the range of what's possible in eve manufacturing, obviously: it might work differently for negative values, but this is not the case here).
Or did I miss something?
What you missed was floating point math. Because when you have fractions involved, there's a small tendency to have results which end in .000000000000000001. Which is enough to make the ceil() take it to the next integer.
An example:
http://www.wolframalpha.com/input/?i=ceiling%28104*0.9*60%29
http://www.wolframalpha.com/input/?i=ceiling%28104*60*0.9%29
(bah. The links don't work right. if you copy and paste, they should do)
For an explanation: http://www.youtube.com/watch?v=PZRI1IfStY0 Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Creepin
Yellow Flamingo
13
|
Posted - 2014.08.30 20:21:00 -
[35] - Quote
Steve Ronuken, thanks a lot! I'm trying to understand your explanation now, fruitless so far 
1. Am I right interpreting your answer as the statement that when eve engine coming up with manufacturing quotes, it uses raw binary results for an output without rounding it up for a correct decimal value beforehead, so that when binary math tells that 2*7 tritanium is 14,000000000000000000001, it rounds it up to 15? 2. Your examples are quite unsettling :) Does this binary maths voids the rule that changing order of multipliers should provide the same results? 3. Now, even if 1 & 2 are true, I've checked ceil function implementation in both excel & openoffice, and there were no hints that it takes into consideration this floating point (that occasional 0.00000001 from your answer), same true for roundmax. I also tried to simulate you example of ceiling(104*0.9*60)=5617 in Excel via both ceiling(104*0.9*60) & ceiling.math(104*0.9*60) (because I didn't understand the difference ), but both formulas provided me with 5616, as it should in decimal math. Should I interpret this result as a sign that while I need to take floating point into consideration, Excel doesn't give me such opportunity, or that I used wrong formula? If latter, which is the correct one? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3763
|
Posted - 2014.08.30 20:33:00 -
[36] - Quote
You won't find it happening, when you're dealing with integers. Only when you're dealing with floating point numbers. It's because representing them is more difficult than it seems.
A metaphor:
you know that one third, multiplied by 3, is 1.
But representing one third is difficult. If you try to write it, you'll write 0.333333333333 and on and on. But if you stop writing it, then multiply it by 3, you'll get 0.99999999999999999999
If you try to get round that with 0.333333333333334, you'll get a number that's just above 1.
That's pretty much the problem that the computer has.
You see it far more often with programming languages, because they don't try and make things easy on you. Applications like Excel add in logic to 'deal' with it. Probably by just checking for that 0.0000000000000000000001 Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Creepin
Yellow Flamingo
13
|
Posted - 2014.08.30 20:44:00 -
[37] - Quote
Steve Ronuken wrote:You see it far more often with programming languages, because they don't try and make things easy on you. Applications like Excel add in logic to 'deal' with it. Probably by just checking for that 0.0000000000000000000001 Yep, I watched the video you kindly provided, so I figured this much. But then, if Excel applies additional logic to revert binary results to what we expect in decimal maths, is there a way to correctly simulate in Excel Eve engine calculations that use raw binary maths as results? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3763
|
Posted - 2014.08.30 20:50:00 -
[38] - Quote
Creepin wrote:Steve Ronuken wrote:You see it far more often with programming languages, because they don't try and make things easy on you. Applications like Excel add in logic to 'deal' with it. Probably by just checking for that 0.0000000000000000000001 Yep, I watched the video you kindly provided, so I figured this much. But then, if Excel applies additional logic to revert binary results to what we expect in decimal maths, is there a way to correctly simulate in Excel Eve engine calculations that use raw binary maths as results?
That's what the round(,2) is there for. It just eliminates the 0.00000001 Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Creepin
Yellow Flamingo
13
|
Posted - 2014.08.30 21:04:00 -
[39] - Quote
Steve Ronuken wrote:That's what the round(,2) is there for. It just eliminates the 0.00000001 Gah! So, all this time you were explaning to me why are there Round(,2), while I was thinking you're explaining why are there Ceiling! God I feel stupid! Well thanks a lot for bearing with me :) |

Qoi
Exert Force
95
|
Posted - 2014.09.11 17:02:00 -
[40] - Quote
I added the information about the new invention system to the PDF, i will update it as more information becomes available. http://eve-industry.org |

Zifrian
Licentia Ex Vereor Black Core Alliance
1555
|
Posted - 2014.09.11 19:58:00 -
[41] - Quote
Thanks for this. Well done and much better than the old web versions.
One question, where did you get the success rates for reverse engineering? I've been using 20%, 30% and 40% for Wrecked, Malfunctioning, Intact for years. You list 25%, 35% and 40% in Table 2. Did this change and I missed it? Can you provide a link to your source?
Also, your success equation for T3 is slightly different than the one I've used in the past (and others seem to use too):
basechance * 1 + 0.01 * ReverseEngineeringLevel + 0.1 * (Datacore1Level + Datacore2Level)
is what you have but I've used this one for some time:
Success rate = base ate * (1 + reverse engineering skill level * 0.01) * (1 + (datacore 1 skill level + datacore 2 skill level) * 0.1)
They are similar but the rates are not equal.
Thanks GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |

Zifrian
Licentia Ex Vereor Northern Associates.
1580
|
Posted - 2014.09.11 19:58:07 -
[42] - Quote
Thanks for this. Well done and much better than the old web versions.
Edit: [nevermind all fine]
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|

BooomBox
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.09.11 21:15:00 -
[43] - Quote
The new RE formula is from dev blog. It confirms the changed in crius chances of success, shown in industry interface for intact relics (decrease from 84% to 82% with perfect skills). For malfunctioned relics the chance shown in industry interface is 71,7% with perfect skills (was 63% pre crius), which uses base chance of 35% (according to formula). Probably the same calculation is valid for wrecked relics, but I have not made calculations myself. I suppose Qoi used this info from industry interface to determine new base chance for malfuncioned and wrecked relics. |

BooomBox
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.09.11 21:15:29 -
[44] - Quote
The new RE formula is from dev blog. It confirms the changed in crius chances of success, shown in industry interface for intact relics (decrease from 84% to 82% with perfect skills). For malfunctioned relics the chance shown in industry interface is 71,7% with perfect skills (was 63% pre crius), which uses base chance of 35% (according to formula). Probably the same calculation is valid for wrecked relics, but I have not made calculations myself. I suppose Qoi used this info from industry interface to determine new base chance for malfuncioned and wrecked relics. |

Zifrian
Licentia Ex Vereor Black Core Alliance
1555
|
Posted - 2014.09.11 22:42:00 -
[45] - Quote
BooomBox wrote:The new RE formula is from dev blog. It confirms the changed in crius chances of success, shown in industry interface for intact relics (decrease from 84% to 82% with perfect skills). For malfunctioned relics the chance shown in industry interface is 71,7% with perfect skills (was 63% pre crius), which uses base chance of 35% (according to formula). Probably the same calculation is valid for wrecked relics, but I have not made calculations myself. I suppose Qoi used this info from industry interface to determine new base chance for malfuncioned and wrecked relics.
OK, the base chance is listed in the info of the relics and 25%, 35% and 40% are correct (Helps if one plays the game more I guess).
As far as the formula, today's dev blog has it here: http://cdn1.eveonline.com/www/newssystem/media/66476/1/REformula.png
I just never saw it before now. Qoi's guide is updated with the current. So no worries!
Thanks GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |

Zifrian
Licentia Ex Vereor Northern Associates.
1580
|
Posted - 2014.09.11 22:42:47 -
[46] - Quote
BooomBox wrote:The new RE formula is from dev blog. It confirms the changed in crius chances of success, shown in industry interface for intact relics (decrease from 84% to 82% with perfect skills). For malfunctioned relics the chance shown in industry interface is 71,7% with perfect skills (was 63% pre crius), which uses base chance of 35% (according to formula). Probably the same calculation is valid for wrecked relics, but I have not made calculations myself. I suppose Qoi used this info from industry interface to determine new base chance for malfuncioned and wrecked relics.
OK, the base chance is listed in the info of the relics and 25%, 35% and 40% are correct (Helps if one plays the game more I guess).
As far as the formula, today's dev blog has it here: http://cdn1.eveonline.com/www/newssystem/media/66476/1/REformula.png
I just never saw it before now. Qoi's guide is updated with the current. So no worries!
Thanks
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|

Lateralus
War Supplies Inc
3
|
Posted - 2014.09.26 22:53:00 -
[47] - Quote
Ok, I've done a monumental thing - to me anyhow. I've created my own spreadsheet, which pulls information on crazy amounts of data from Fuzzwork's site, with a few things manually put in from me (such as BPO ME/TE levels) but it does almost everything else for me. It's great I love it.
However, the Job Fees are making me insane.
On page 3 of your PDF you have this formula: jobFee = baseJobCost * systemCostIndex * 0.02 * runs I can do this using your website api by pulling the system cost index...
However... on page 4, section 7, there's a section about how to calculate the baseJobCost... I have no clue now to do this: baseJobCost = SUM ( baseQuantity * adjustedPrice ) for all materials
So, I have a section in my spreadsheet that calculates the T1 manfuacturing cost, and the T2 manufacturing cost, which pulls information using IMPORTXML in a google doc for the prices. I figured I would use those prices to approximate the 'adjustedPrice', but it seems to be way off.
Where do I get the 'adjustedPrice' data? Is that a whole set of different prices for all the materials required to make something that is hidden away somewhere?
|

Lateralus
War Supplies Inc
3
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Posted - 2014.09.26 22:53:19 -
[48] - Quote
Ok, I've done a monumental thing - to me anyhow. I've created my own spreadsheet, which pulls information on crazy amounts of data from Fuzzwork's site, with a few things manually put in from me (such as BPO ME/TE levels) but it does almost everything else for me. It's great I love it.
However, the Job Fees are making me insane.
On page 3 of your PDF you have this formula: jobFee = baseJobCost * systemCostIndex * 0.02 * runs I can do this using your website api by pulling the system cost index...
However... on page 4, section 7, there's a section about how to calculate the baseJobCost... I have no clue now to do this: baseJobCost = SUM ( baseQuantity * adjustedPrice ) for all materials
So, I have a section in my spreadsheet that calculates the T1 manfuacturing cost, and the T2 manufacturing cost, which pulls information using IMPORTXML in a google doc for the prices. I figured I would use those prices to approximate the 'adjustedPrice', but it seems to be way off.
Where do I get the 'adjustedPrice' data? Is that a whole set of different prices for all the materials required to make something that is hidden away somewhere?
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Qoi
Exert Force
103
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Posted - 2014.11.04 19:43:28 -
[49] - Quote
I updated the formulas for Phoebe.
Lateralus wrote: Where do I get the 'adjustedPrice' data? Is that a whole set of different prices for all the materials required to make something that is hidden away somewhere?
The canonical source is http://public-crest.eveonline.com/market/types/ and if you are lazy you can get the baseJobCost from http://api.eve-industry.org/
http://eve-industry.org
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Cilegon
Volicorp
0
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Posted - 2014.11.05 14:29:12 -
[50] - Quote
Hi Qoi,
I don't see the production build time forumla taking into the account the reduction based on the science skills... Unless i'm isunderstanding something?
You mention TE modifier, but i assume thats just the TE mod from the bp itself with no mention of the 1% from the science skills
from here: http://community.eveonline.com/news/dev-blogs/invention-updates/
To compensate for this change, all those skills will now give a 1% Time Efficiency bonus for the Tech II manufacturing job they are required for, which is still going to give an incentive for players to train those up, or give an edge for players that already trained them. |

Qoi
Exert Force
103
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Posted - 2014.11.05 17:01:51 -
[51] - Quote
Hey, you are right, i forgot to add that. I updated the PDF now.
http://eve-industry.org
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Luminocity
The Dark Revenants PLEASE NOT VIOLENCE OUR BOATS
20
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Posted - 2014.11.06 22:50:00 -
[52] - Quote
Lateralus wrote:Where do I get the 'adjustedPrice' data? Is that a whole set of different prices for all the materials required to make something that is hidden away somewhere? From here: http://public-crest.eveonline.com/market/prices/
These are magical values that CCP uses to mitigate any attempts of players to impact the installation cost by manipulating the market
Qoi great work on compiling this. Is a good single-point-resource for detailed overview of inner workings for post-crius industry |

Qoi
Exert Force
105
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Posted - 2014.11.07 18:18:38 -
[53] - Quote
Luminocity wrote:Lateralus wrote:Where do I get the 'adjustedPrice' data? Is that a whole set of different prices for all the materials required to make something that is hidden away somewhere? From here: http://public-crest.eveonline.com/market/prices/
These are magical values that CCP uses to mitigate any attempts of players to impact the installation cost by manipulating the market Qoi great work on compiling this. Is a good single-point-resource for detailed overview of inner workings for post-crius industry. One thing that caught my eye is regarding the "Total Job Installation Costs" section of paragraph 5. I think "teamCostModifier" should instead be "teamCostRate" to be consistent with how percentage/decimal values are expressed in the rest of the document Thanks :-) I silently updated the identifier to teamCostRate. You have a keen eye!
http://eve-industry.org
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