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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.15 16:58:00 -
[1]
All right, we know that invention is chance based. However, what isthe chance of success or failure, exactly?
The Devs are playing the "stay silent, don't document, and let the players figure it out" card. While this has worked in the past, I have to go on record as saying it's a pretty crappy stance.
Anyway, this topic is to try to consolidate everyone's experience in invention, and try to hammer out the approximate variables and benefits that impact it.
I'm going to start with a few assumptions. They may be incorrect, but I certainly hope not!
I)Any invention job that is submitted has a chance--though possibly a miniscule one--of success. - This means that the "base chance of success" for an item, if there is such a thing, cannot be negative. It does not rule out a 0% base chance, however.
II)You cannot have a 100% chance of a successful invention. - This means that even with the best decryptor, meta item, and skills you can't get 100%. Since the best decryptor is known to give you a 1.3x multiplier on your success rate, this means that the skills and meta item and base chance combined must be less than 75% chance of success.
III)Every decryptor is intended to be used/useful. - Basically, this means that no decryptor is intended to be a waste of space. Some decryptors have "Average" benefits or a negligable impact on success rates, but more importantly for this discussion some have a significant negative impact on success rate. What this means, is that the skills+meta item+base chance combination has to be a decent amount on its lonesome, otherwise slashing it in half would basically make using that decryptor an exercise in futility.
These assumptions are in no way verified or proven to be true; but one would hope that CCP would have taken them into account when designing the system. Additionally, a fair amount of the assumptions are derived from the decryptor modifier information from Coldfront. If these have been changed or tweaked at all, then obviously there is a good margin for error here!
Skills There are a few schools of thought we can take here. Obviously skills are an important part of invention. The first school is that the Encryption Methods skill is of primary importance, and that the other two field skills are of secondary benefit. The other school is that all three skills are of equal benefit. For the purposes of creating a model, I'll assume the skills do simple addition to your chance of success, as opposed to the decryptors' percent multiplier.
If we take the first school of thought to heart, we have the following possibility:
Encryption methods: +3-5% chance per level Supporting field skills: +2% chance per level
This leaves us with a base chance from pure skills of anywhere from 35% to 45% when maxed out, depending on how weighted the encryption methods skill is.
The second school would probably play out like the following:
All 3 skills: 2-4% per level
This gives us 30%, 45%, or 60% base value. While it is tempting to throw out the high value as being too high, remember that this is with maxed skills and even with the best chance decryptor allows for a 1-in-5 chance of failure. Still, one of the lower values is perhaps more likely...so for the purposes of argument I'm going to peg the skills part of invention as giving a 45% chance of success when maxed -- slightly worse than even odds.
Meta Item It is hard to say how this impacts. It could be a simple multiplier of the meta value added on top of skills, or it could be a multiplier--though for the last to be of significant impact it would likely have to be the meta value, multiplied, then applied as a multipler (eg, meta value of 5, multiplied by 5, then applied to the skill chance as a 1.25% modifier. Whereas a 1.05 multiplier would be almost insignificant to the best-case skills success chance of 45%.)
----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.15 17:01:00 -
[2]
Decryptors are more or less the only "known" factors in invention chance, from the data dumps given by CCP. However, as mentioned before, these values are subject to modification and "Tweaking" by the devs and are therefore not 100% concrete until Invention gets fully shaken-down and balanced as a game mechanic.
Please post here with any thoughts or impressions you get from your invention experiences; please keep flames and rhetoric to a minimum...I'd like to try to be able to reason this out (unless a Dev would be so kind as to share with us the actual formulas....you'd have a HUGE chunk of the playerbase contented! ) ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.15 17:29:00 -
[3]
My own invention experience:
Covert Ops Cloak attempts: 7 Successes: 4 Failures: 3
Relevent skills are all at level 4. Best success decryptor used every time, with a Proto Cloak I used as the base item.
So, it looks like slightly better than even odds for the cloak invention at my present skill level. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Salvis Tallan
Gallente The Shadow Order Hydra Alliance
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Posted - 2007.03.15 17:38:00 -
[4]
From the data dump, we can get the following: Chance of Duplicating - Item Chance Of Reverse Engineering - Blueprint
When we look up the item, say Sensor Booster I, it has a duplicating chance of 0.07, which we will assume is 7%
When we look up its blueprint, its chance of reverse engineering is 0. When we look up the Sensor Booster II blueprint, we get 0.4 (40%).
If we look up a ship, such as the rifter, which has the Wolf and Jaguar as tech 2 versions, their reverse enginering numbers are both 0.2 (half of 0.4). I believe that this Chance of Reverse Engineering on the Tech 2 blueprint is the base % to successfully get the blueprint. I think when you add in the tech 1 version, it adds the Chance of Duplicating, or 7% for the booster.
We can also look up the meta number for an item, such as the Shadow Serpentis Sensor Booster is part of metagroup 4. Gallante navy sensor booster is also group 4. The Alumel-Wired I Sensor Augmentation (named version) has metagroup number 1. Could this be a straight multiplication to the Chance of Duplicating number? Problem here is that ships have high metagroup numbers, so this theory could be bunk, or more complicated.
Also so far by reading the dev blogs and the results of invention, I do not believe there is much randomness involved in the final product's numbers. Most items with the same decryptor all have the same ME, PE and the runs seem to change a bit, but not alot. The Devs have also commented that they want to add More randomness in for this, leading me to believe there isnt much already. Decryptor information can be found on various site or in the data dump, however these numbers have been tweaked and I doubt we will get an updated data dump any time soon, so the best way to get their numbers now is to try and work backwards from results. ------
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.15 17:49:00 -
[5]
At this point, I'm more concerned with the chance of success; ME/PE and number of runs are another ball of wax entirely that may involve another computation involving skills and the T1 BPC quality and runs...
That said, I'm using an ME20/PE0 50-run Proto Cloak BPC for each attempt and getting ME -7, PE -4 (I think) and 9 runs consistently. So the quality is definitely an input-x,y,z; get-a,b,c function. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Salvis Tallan
Gallente The Shadow Order Hydra Alliance
|
Posted - 2007.03.15 18:08:00 -
[6]
Originally by: Vladimir Tinakin At this point, I'm more concerned with the chance of success; ME/PE and number of runs are another ball of wax entirely that may involve another computation involving skills and the T1 BPC quality and runs...
That said, I'm using an ME20/PE0 50-run Proto Cloak BPC for each attempt and getting ME -7, PE -4 (I think) and 9 runs consistently. So the quality is definitely an input-x,y,z; get-a,b,c function.
Yea, results seem to only depend on the decryptor. But I am fairly confident about the success chance numbers. In which case our equation so far is: (BP trying to Invent chance + (Item meta number*?meta multiplier))*Skills?*Decryptor chance modifier ------
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Fergus Runkle
Minmatar
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Posted - 2007.03.15 18:34:00 -
[7]
So far I have tried the following jobs,
1 x cloak 4 x Heavy launcher 4 x Warp disruptor 2 x Shield power relay
All skills have been at 4, I have always used the best meta item (not available for the cloak so used a proto 1) and the "best chance" decryptor.
The cloak job failed, all the others succeeded (with various messages from "just got there" to "could do it in your sleep"). This leads me to believe that the meta item is quite important and maybe carries a higher weighting than you suspect.
Ever single bpc has come out at 14 runs, -7ME, -2PE
The various input bpc's have had varying ME and PE levels but always been max runs.
I wonder if the ME / PE of the input matters at all ? .. maybe past a certain point its worthless (as in production).
Have a look at this site in game
http://eve.databased.at/decryptors.asp
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Judician Nar
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Posted - 2007.03.17 21:42:00 -
[8]
Originally by: Vladimir Tinakin
Encryption methods: +3-5% chance per level Supporting field skills: +2% chance per level
I'm just starting to look at invention & have been doing some background reading. What are these supporting field skills you mention??
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Bentus Kushani
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Posted - 2007.03.17 23:32:00 -
[9]
Edited by: Bentus Kushani on 17/03/2007 23:33:23 My results: Encryption 3, Supports at 3
Normal Item: Best Chance Decryptor(BCD)/ No item: 0/1 successful BCD/2nd top named items: 18/25
Shield Hardeners: BCD/1st named(only one available): 1/1
E: Also interesting to note is that until yesterday sometime I was having much better results. In the last 24 hours, my results have gone very sour on me. I've failed 5/6 attempts. I changed nothing, perhaps CCP tweaked something in the last day? I know that stastically I fit in, but I went from about 90% success to about 20% success in 24 hours. 6 may not be a huge sample, but it's not statistically insignificant either as these results go. Could just be a run of bad luck, it happens
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Dyeadmheet
Caldari Khanid Aerospace Group
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Posted - 2007.03.18 01:24:00 -
[10]
I've started trying to work out what the base is on the test server using level 1 skills only and no base item or decryptor. So far I've gotten:
Shield Power Relay II - 3 of 7 succeeded - 30% Anciliary Current Router II - 2 of 11 succeeded - 18%
Have some ships cooking now but they take a day in NPC station labs.
Of course this isn't really enough samples, and the process of gathering samples is kind of slow. I could speed it up a little by building a POS and using POS labs but I'm too lazy :)
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.18 02:01:00 -
[11]
Excellent idea. I think I'll do something like that on monday when I get to work....its good to be the net admin.  ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

AvatarADV
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Posted - 2007.03.18 02:43:00 -
[12]
Actually, 6 is -by definition- statistically insignificant. You need a larger sample size to rule out clustering effects (essentially, luck of the draw).
This is gonna be a tough one to back-extrapolate because of the various skill effects and the cost of doing it over and over again. Realistically, you need 50-100 identical runs before you can say "this is my expected success rate, with these initial conditions", assuming you do it all in a period of time where the devs haven't poked anything (so throw the data out Tuesday and start over!) This'll get easier. ;p
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.18 07:02:00 -
[13]
Beauty of the test server...everything for it costs 100 isk and is market seeded :D
Granted, they may have tweaked something on SiSi, but its probably the best way to figure it out. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Nedolzna Ovcica
Mindstar Brigade
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Posted - 2007.03.18 21:59:00 -
[14]
Edited by: Nedolzna Ovcica on 18/03/2007 21:57:19 i did 9 invetion jobs so far, 7 succeded. all skills are lvl 4 and i used best named item and best decryptor everytime. every bpc i got was 14 runs, -7ME, -2PE
didn't try ships yet tough.
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Dyeadmheet
Caldari Khanid Aerospace Group
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Posted - 2007.03.19 23:34:00 -
[15]
On the test server I'm up to 33 total, 12 succeeded, 21 failed (36% succeeded). Can anyone with knowledge of statistics tell me what the confidence interval is on this?
All of these jobs were run with: Shield Power Relay BPC(note that all modules are probably the same) 1 run ME0 PE0 All skills at level 1 no base item no decryptor
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.20 06:52:00 -
[16]
I'm no statistics major, but I'd say that with a sampling of that size, you're within a few percentage points error of the true "base value"...
Especially with it being around the 33% mark--not objective, but subjective numbers like that "feel" right.
Now the real boring--er, scientific--part is to increment the skills while trying a bunch of jobs at each skill level.
But still, just on the face of it, 30% or so base chance of success...toss in 24-30% from skills all at level 4, and then the best chance decryptor and you have an 80% or so chance of success inventing SPR IIs. Seems a bit high now that I think about it--we're not even factoring meta item in that. Eh, that's why we test.
To the singularity server!
----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Hermes Massai
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.03.21 08:08:00 -
[17]
From my testing on SiSi, the runs on the tech 1 BPC only affect the runs on the resulting tech 2 BPC.
I used a Small Armor Repairer blueprint, War Strategon as decryptor (increases success rate), and Small Accommodation Armor Repairer as meta-item. No ME/PE on the BPC.
1-run tech 1 BPC = 4-run tech 2 BPC (4 success out of 5)
100-run tech 1 BPC = 7-run tech 2 BPC (3 success out of 5)
200-run tech 1 BPC = 10-run tech 2 BPC (4 success out of 5)
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Artmedis Valben
Gallente Lobster of Babel
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Posted - 2007.03.21 11:52:00 -
[18]
Edited by: Artmedis Valben on 21/03/2007 11:51:16 I think there is a base chance. modified with the encryptor 40-130%
I would assume that the meta item either gives a add on modifier or a percentage modifier, that meta-level 0 items give a base modifier and that higer metalevels add 10% or so to that modifier.
The skill modifier may work similiar to the gang links, with the supporing science skills modifing the encryption skill by 10% per level. Again either an add-on modifier or a percentage modifier.
If we assume that all skills at level 5, meta-item level 4 and best chance encryptor on a module give a chance under 100%. We can sort of see what this means.
module base chance 30% (that Sisi test seems to suggest no more than 35% base chance). Modified with encryptor this yields a chance from 12-39% lets say add 7% for the meta-item, and an extra percentage for each meta-level yielding from 19-50% base chance before skills. Assume skills give an add on effect of 4% per encryption level, and that each level of support skills gives 10% modification to skill effect. that means a minimum of 4,84% (with all skills at level 1) to a maximum of 45% add-on chance.
If this is correct no invention job can ever have a better chance than 95% with modules. Unless you can use high meta-level items like officer or 0.0-faction stuff (meta levels of 6-14).
obviously we need more testing, but the few jobs I have made do not contradict this thesis. ___________________________________________ Selling PERFECT PRINTS of almost all seeded BPOs. Lobster of Babel currently holds 666 of the 723 Tech 1 BPOs seeded. 7 ships and Capital are missing. |

Quutar
Caldari Auraxian Irregulars The Sundering
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Posted - 2007.03.21 16:31:00 -
[19]
http://oldforums.eveonline.com/?a=topic&threadID=494598&page=1#3
I checked in my own copy of the SQL... those results are valid for the drycptors... not sure what it means though...
Not finding research slots in Empire Space? Try Quutar Research Services. |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.21 17:40:00 -
[20]
The decryptors appear to multiply your percentage chance of success--the best one gives a 1.3 multiplier, while the 'worst' one more than halves it with a 0.4 multiplier--but if it succeeds you get a huge amount of runs on the BPC.
Testing on SiSi with me0/pe0 1 run covetor BPCs...
With stolen fomulas (best chance decryptor), no covetor as a base item, and the 4/3/3 skills I have on the test server I got 3 successes out of 5 attempts. Obviously not enough to form any conclusions, but it looks like hulks have a low base chance of success. Doing another round of testing now, with no decryptor.
----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Ruffio Sepico
Minmatar Hidden Agenda Deep Space Engineering
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Posted - 2007.03.21 18:11:00 -
[21]
Originally by: Vladimir Tinakin The decryptors appear to multiply your percentage chance of success--the best one gives a 1.3 multiplier, while the 'worst' one more than halves it with a 0.4 multiplier--but if it succeeds you get a huge amount of runs on the BPC.
What is a HUGE? amount of runs? I did some jobs last night and I still get the same amount of runs as I did pre-patch. 19 runs of a module using a 300 run t1 bpc, and the circurity schematics decryptor that is supposed to give the most runs. 1 job succeed, 4 failed, and all skills at level 4 + using best metha items.
Home: http://www.hidden-agenda.co.uk
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.21 18:14:00 -
[22]
Originally by: Ruffio Sepico
Originally by: Vladimir Tinakin The decryptors appear to multiply your percentage chance of success--the best one gives a 1.3 multiplier, while the 'worst' one more than halves it with a 0.4 multiplier--but if it succeeds you get a huge amount of runs on the BPC.
What is a HUGE? amount of runs? I did some jobs last night and I still get the same amount of runs as I did pre-patch. 19 runs of a module using a 300 run t1 bpc, and the circurity schematics decryptor that is supposed to give the most runs. 1 job succeed, 4 failed, and all skills at level 4 + using best metha items.
Hedging my bets since I wasn't sure if they had changed it to a multiplier. 
In any case, at least 5 more runs than the "best chance" decryptors, which in turn add 4 runs to the output. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Fergus Runkle
Minmatar
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Posted - 2007.03.21 19:35:00 -
[23]
Originally by: Vladimir Tinakin
In any case, at least 5 more runs than the "best chance" decryptors, which in turn add 4 runs to the output.
Yes but the patch notes said there would be changes, and so far no one is seeing any changes to the number of runs that we have been getting since Rev 1.3.1 (?).
Which was when the runs were seriously nerfed down from 40-90 to 14-19.
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Supreme Feather
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Posted - 2007.03.21 20:35:00 -
[24]
So where on gods green earth can I find any info about what decrypters to get?
Please help me, I need the one for aux nano pump I = so armor rigs.
I got no freaking clue! Why doesnt CCP give a freaking database instead of wasting everyones time and ISK.. its ******* fustrating..
Signature: I only take direct trade or Item Exchange after autions please (to prevent scams). When ever I sell or buy! |

Dyeadmheet
Caldari Khanid Aerospace Group
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Posted - 2007.03.21 20:41:00 -
[25]
One interesting thing I did notice on the test server is that with some 1 run BPCs that I used with a +4 run decryptor, the resulting BPC ended up with 4 runs. This seems to imply that with a really low-run input BPC you can end up with a base runs of 0, which then must get rounded up to 1 if there's no decrypter to add to the 0.
I saw some CCC II BPCs on contract in Jita on the real server that also seemed to show the same sort of behavior.
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Vishnej
Demonic Retribution Pure.
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Posted - 2007.03.21 21:49:00 -
[26]
Edited by: Vishnej on 21/03/2007 21:47:37 -
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.22 00:01:00 -
[27]
Originally by: Dyeadmheet One interesting thing I did notice on the test server is that with some 1 run BPCs that I used with a +4 run decryptor, the resulting BPC ended up with 4 runs. This seems to imply that with a really low-run input BPC you can end up with a base runs of 0, which then must get rounded up to 1 if there's no decrypter to add to the 0.
I saw some CCC II BPCs on contract in Jita on the real server that also seemed to show the same sort of behavior.
Yes, I'm seeing the same with the hulk tests that I'm doing.
Of course, it could also be x4, but I doubt thats the case. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Little Girly
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Posted - 2007.03.22 01:35:00 -
[28]
Used max run covetor bpcs, stolen formulas, covetor ship, skills all level 5 - i only get 25% success rate making hulks.
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.22 07:05:00 -
[29]
Originally by: Little Girly Used max run covetor bpcs, stolen formulas, covetor ship, skills all level 5 - i only get 25% success rate making hulks.
Over how many attempts?
The actual success rate with everything maxed--what you're using--has to be higher, otherwise ship invention is an utter joke and not the "future of T2 production in Eve." ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Umbriele
Gallente Natural Inventions
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Posted - 2007.03.22 08:08:00 -
[30]
My last invention experience, after 1.4 patch:
10x invention jobs of cap rec II all skills lvl4 formation layout decryptor eutetic cap rec I BPC ME140 PE10 300 runs
results: 8 successfull, 2 failed, 1 was 19 runs, 1 was 11 runs, the others all 10 runs.
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.03.22 10:21:00 -
[31]
Originally by: Umbriele My last invention experience, after 1.4 patch:
10x invention jobs of cap rec II all skills lvl4 formation layout decryptor eutetic cap rec I BPC ME140 PE10 300 runs
results: 8 successfull, 2 failed, 1 was 19 runs, 1 was 11 runs, the others all 10 runs.
If you used the same decryptor for all 10 jobs the number of runs look really odd to me. I would say you used a Circular Logic for the 19 run, a Classic Doctrine for the 11 run and Formation Layouts on the rest. If not then this is the very first sign of random number of runs. Can you please provide the ME / PE for the 11 and 19 run BPCs?
We're sorry, something happened. |

Jags
Minmatar M. Corp M. PIRE
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Posted - 2007.03.22 13:58:00 -
[32]
1 invention job done last night
1400mm Howis 300 run BPC ME100 3rd best named mod All skills @ 4 NO decryptor
Result : 10 run BPC ME -7 PE -4
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.22 20:28:00 -
[33]
Hulk invention: Encryption/GSE/ME skills at 4/3/3 NO decryptor, NO Covetor
So far: 0 for 5 success rate. I have another 6 attempts in the oven, will report on them tomorrow. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Miranda Milan
Milan Engineering
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Posted - 2007.03.23 23:54:00 -
[34]
How did you go with the second batch Vlad?
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Salvis Tallan
Gallente The Shadow Order Hydra Alliance
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Posted - 2007.03.24 00:51:00 -
[35]
Back to skills needed for invention:
Quote: Instead of using the Invention skill, you have to use skills related to the datacores and interface needed for your invention process.
So, if you wanted to invent a Vagabond BPC using a Stabber BPC, you see that required datacores are: ôDatacore - Minmatar Starship Engineeringö ôDatacore û Mechanical Engineeringö And the following Interface: ôCryptic Ship Data Interfaceö
To get the best chance of a positive result you would have to have the following skills at level 5:
ôMinmatar Starship Engineeringö ôMechanical Engineeringö ôMinmatar Encryption Methodsö
found here
So this gives us more to go from as far as the skills math is concerned. Since each interface needs one skill, and there are two kinds of datacores needed for invention jobs, we are looking at three skill modifiers. ------
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.24 04:21:00 -
[36]
Edited by: Vladimir Tinakin on 24/03/2007 04:21:41 While it is possible that the skills have unique modifiers, given the range of modules and ships for invention it is more likely that there is a "primary" and a "secondary" skill for each invention job and the modifier is based on that. This is, of course, assuming that the skills aren't equally "weighted" or that they aren't taken on the same level of the encryptions skill (as in my original post).
As for my second round of 6 "naked" hulk invention attempts at 4/3/3....
0 for 6. This makes 0 for 11. Ouch.
Another 6 naked invention types put in for testing... ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

sahtila
principle of motion Interstellar Alcohol Conglomerate
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Posted - 2007.03.24 12:54:00 -
[37]
Why you dont use at least some cheap decryptor? There could be big negative effect for not using any decryptor. Same with base item.
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Effei Gloom
Minmatar eXceed Inc. INVICTUS.
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Posted - 2007.03.24 13:54:00 -
[38]
Originally by: Vladimir Tinakin Edited by: Vladimir Tinakin on 24/03/2007 04:21:41 While it is possible that the skills have unique modifiers, given the range of modules and ships for invention it is more likely that there is a "primary" and a "secondary" skill for each invention job and the modifier is based on that. This is, of course, assuming that the skills aren't equally "weighted" or that they aren't taken on the same level of the encryptions skill (as in my original post).
As for my second round of 6 "naked" hulk invention attempts at 4/3/3....
0 for 6. This makes 0 for 11. Ouch.
Another 6 naked invention types put in for testing...
no desryptor will give you worse chance than -60% i think and adding no base item i tihnk give no result at all but let us see if you get anything
i would not wonder if you get a chance of 1-3% or none (that would be 1 of 30 jobs)
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.24 19:48:00 -
[39]
Edited by: Vladimir Tinakin on 24/03/2007 19:45:55 The reason I'm throwing a ton of "naked" jobs in is to test the "Base chance" of a hulk invention with moderate skills.
Supposedly, the decryptor and the base item are not required...if it does nerf your chances down to 2% I'd say CCP is splitting hairs when they made that statement--its pretty damn well required then.
Also, while not really relevant on singularity, a covetor is a 20M isk ship--that is guaranteed to be destroyed with the invention attempt. determining what impact it has exactly is very much of interest...however to do that we need to establish a baseline first.
Edit: also, I believe the decryptors are multiplied against your chances, so a 60% chance job used with a 1.3 decryptor has an 80% chance of success (roughly). The +9, 0.4x decryptor would make a 60% chance into a 24% chance. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

xeom
Exit 13
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Posted - 2007.03.24 23:25:00 -
[40]
Seems invention still as a long way to go. --- "Those nuclear missiles are for domestic heating." - Scagga
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.25 06:09:00 -
[41]
Latest invention attempt: 2 successes, 4 failures. This brings the total to 15 fail, 2 success, or about a 12% chance of success with no decryptor or base item. I'm going to do 7 more attempts to pad out the sample size, and then I'll add in a covetor and start a new round of testing to see what results.
BTW, for those interested, I'm using a ME/PE 0 BPC to run these, and the successes were me/pe -4 each. So adjust that with whatever decryptor you want to use. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Commander Morgoth
Caldari Hammerfall Industries
|
Posted - 2007.03.25 09:43:00 -
[42]
Edited by: Commander Morgoth on 25/03/2007 09:39:48 Vladimir: Will you make some profit after production and selling the hulk? Or is selling all these datacores in market more profitable?
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Dominique Vasilkovsky
Techmart Industries
|
Posted - 2007.03.25 13:38:00 -
[43]
Originally by: Vladimir Tinakin BTW, for those interested, I'm using a ME/PE 0 BPC to run these, and the successes were me/pe -4 each. So adjust that with whatever decryptor you want to use.
Do you use 10 run Covetor BPCs? And if so did you get 1 run Hulk BPCs in the successful jobs?
We're sorry, something happened. |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.25 15:10:00 -
[44]
For purposes of testing I'm using 1 run bpcs...remember, this is all on singularity, not TQ. I'm not that crazy! 
Datacore prices are going to crash hard once the lottery is totally over; plus anyone serious about invention will likely have their own source.
----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Jas Dor
Minmatar
|
Posted - 2007.03.25 15:42:00 -
[45]
Edited by: Jas Dor on 25/03/2007 15:41:41
Originally by: sahtila Why you dont use at least some cheap decryptor? There could be big negative effect for not using any decryptor. Same with base item.
Likely because a run is costing him around 10mil and if he get's anything he's going to make a huge profit.
or he could be doing this on the test server...
Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.26 07:14:00 -
[46]
Just delivered the last 7 "naked" jobs at this skill level.
5 failures, 2 successes. Total: 20 failures, 4 successes, or about 1/6 success rate. 16.666% chance of success with 4/3/3 and no decryptor, no covetor. Sample size of 24 jobs...maybe not exhaustively conclusive, but 'good enough' for a baseline, I think.
Next up: 4/3/3, with covetor!
----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Pizi
Gallente
|
Posted - 2007.03.26 08:00:00 -
[47]
Originally by: Dominique Vasilkovsky
Originally by: Umbriele My last invention experience, after 1.4 patch:
10x invention jobs of cap rec II all skills lvl4 formation layout decryptor eutetic cap rec I BPC ME140 PE10 300 runs
results: 8 successfull, 2 failed, 1 was 19 runs, 1 was 11 runs, the others all 10 runs.
If you used the same decryptor for all 10 jobs the number of runs look really odd to me. I would say you used a Circular Logic for the 19 run, a Classic Doctrine for the 11 run and Formation Layouts on the rest. If not then this is the very first sign of random number of runs. Can you please provide the ME / PE for the 11 and 19 run BPCs?
some lucky guy linked an 8 run hulk BPC in the BP channel and he said he did it with an 1 run + stolen formula
dunno how this is possible, maybe their is a random factor
_______________________________________________ EVEpedia[Deutsch/German] add
|

Monica Foulkes
Hooligans Of War
|
Posted - 2007.03.26 10:00:00 -
[48]
Originally by: Pizi some lucky guy linked an 8 run hulk BPC in the BP channel and he said he did it with an 1 run + stolen formula
dunno how this is possible, maybe their is a random factor
Someone got a 100 run module BPC so it seems the lottery has moved over to the invention after the latest patch.
We're sorry, something happened. |

Qual
Gallente Cornexant Research
|
Posted - 2007.03.26 11:34:00 -
[49]
Ok, just a but of info for the wolfs...
I've found out the following:
There are "base stats" for inveted bpc's. THey are ME -4, PE -4. The decryptor used will modify these base stats. The numbers on the bpc going in to the job doesnt do anything. So no need to go for high, ME/PE prints.
(More here)
Runs have a base to. 1 for ships/rigs and 10 for modules. This number IS modified. You get a base number of runs equal to this formula:
base runs = round.down(bpc runs/max runs of bpc type)
So for ships and tuners only max runs gives you a base of 1. Anything lower will be rounded to 0. Fortunately decryptors will add the runs to 0 and give a print anyways, but invention with no decryptors on anything lower than max run will fail by default. (That should explain the failure of the Covetor tests earlier in this thread...)
For modules the gains for max runs are larger, obviously. But in short, if you want many runs, put in max run bpc's.
"The short version: Qual is right." -Papa Smurf |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.26 13:59:00 -
[50]
Originally by: Qual Edited by: Qual on 26/03/2007 12:55:57 Ok, just a but of info for the wolfs...
I've found out the following:
There are "base stats" for inveted bpc's. THey are ME -4, PE -4. The decryptor used will modify these base stats. The numbers on the bpc going in to the job doesnt do anything. So no need to go for high, ME/PE prints.
(More here)
Runs have a base to. 1 for ships/rigs and 10 for modules. This number IS modified. You get a base number of runs equal to this formula:
runs = round.down((bpc runs/max runs of bpc type)*base runs) + datacore bonus
So for ships and tuners only max runs gives you a base of 1. Anything lower will be rounded to 0. Fortunately decryptors will add the runs to 0 and give a print anyways, but invention with no decryptors on anything lower than max run will fail by default. (That should explain the failure of the Covetor tests earlier in this thread...)
For modules the gains for max runs are larger, obviously. But in short, if you want many runs, put in max run bpc's.
EDIT: Fixed formula
I agree with the "base stats" for ME/PE--they jive with my findings on invention with the me/pe 0 covetor BPCs.
However, I've gotten 4 successes on 1-run covetor bpcs (max run is 10), resulting in 1-run hulk bpcs. So the job success is not related to the number of runs--if it succeeds, you get 1 run guaranteed. As for the impact of a max run, you may be correct in that it has no appreciable impact...I have a slave...er, alt...whipping up some max runs while I do different testing on SiSi. One would hope that a max run ship BPC nets you at least one additional run, but if you're right then we'll all be better off using single runs for ship invention. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Qual
Gallente Cornexant Research
|
Posted - 2007.03.26 17:47:00 -
[51]
Originally by: Vladimir Tinakin
However, I've gotten 4 successes on 1-run covetor bpcs (max run is 10), resulting in 1-run hulk bpcs. So the job success is not related to the number of runs--if it succeeds, you get 1 run guaranteed. As for the impact of a max run, you may be correct in that it has no appreciable impact...I have a slave...er, alt...whipping up some max runs while I do different testing on SiSi. One would hope that a max run ship BPC nets you at least one additional run, but if you're right then we'll all be better off using single runs for ship invention.
AH, you get me slightly wrong: My point is that a 9 run is just as good as a 1 run. A 10 run would give you one extra run.
Did you do those jobs without any use of decryptors?
"The short version: Qual is right." -Papa Smurf |

Lord Dynastron
Mystical Knights
|
Posted - 2007.03.26 17:53:00 -
[52]
Seems like the right place to post this...
7 Run Covetor + 1 Covetor + 2nd Best Decryptor (No stolen formulas laying around)
= 1 run Hulk
Seems to be 100% success rate too... but *knock on wood* I am sure that will eventually change.
Oh... 4 in all the relevant skills.
Soo,, if I upped it to 10 run covetors I would get 2 Hulks!? *kicks self*
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.26 19:05:00 -
[53]
When you say 2nd best, you mean Test Reports?
And yes, so far all my testing has not used any decryptors except for my initial "it works!" hulk invention testing.
I just finished the "naked" testing with no decryptors and no covetor...I'm now testing with a covetor but still no decryptor to get a feel for how much the cov helps.
And since it seems to escape a few people, yes this is all on singularity, the test server, where everything is 100 isk.  ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Lord Dynastron
Mystical Knights
|
Posted - 2007.03.26 19:25:00 -
[54]
Originally by: Vladimir Tinakin When you say 2nd best, you mean Test Reports?
And yes, so far all my testing has not used any decryptors except for my initial "it works!" hulk invention testing.
I just finished the "naked" testing with no decryptors and no covetor...I'm now testing with a covetor but still no decryptor to get a feel for how much the cov helps.
And since it seems to escape a few people, yes this is all on singularity, the test server, where everything is 100 isk. 
yeppers, test reports.... on tranquility. 
|

N'kano Hunyeq
|
Posted - 2007.03.26 19:56:00 -
[55]
Edited by: N''kano Hunyeq on 26/03/2007 19:55:10
Originally by: Vladimir Tinakin
Originally by: Qual Edited by: Qual on 26/03/2007 12:55:57 Ok, just a but of info for the wolfs...
I've found out the following:
There are "base stats" for inveted bpc's. THey are ME -4, PE -4. The decryptor used will modify these base stats. The numbers on the bpc going in to the job doesnt do anything. So no need to go for high, ME/PE prints.
(More here)
Runs have a base to. 1 for ships/rigs and 10 for modules. This number IS modified. You get a base number of runs equal to this formula:
runs = round.down((bpc runs/max runs of bpc type)*base runs) + datacore bonus
So for ships and tuners only max runs gives you a base of 1. Anything lower will be rounded to 0. Fortunately decryptors will add the runs to 0 and give a print anyways, but invention with no decryptors on anything lower than max run will fail by default. (That should explain the failure of the Covetor tests earlier in this thread...)
For modules the gains for max runs are larger, obviously. But in short, if you want many runs, put in max run bpc's.
EDIT: Fixed formula
I agree with the "base stats" for ME/PE--they jive with my findings on invention with the me/pe 0 covetor BPCs.
However, I've gotten 4 successes on 1-run covetor bpcs (max run is 10), resulting in 1-run hulk bpcs. So the job success is not related to the number of runs--if it succeeds, you get 1 run guaranteed. As for the impact of a max run, you may be correct in that it has no appreciable impact...I have a slave...er, alt...whipping up some max runs while I do different testing on SiSi. One would hope that a max run ship BPC nets you at least one additional run, but if you're right then we'll all be better off using single runs for ship invention.
I've tested using 10 runs and 5 runs, i will tell you i get more runs of the hulk bpc when using max runs and i will only be using max runs from now on. That extra run or so you get from using a 10 run is a lot of extra isk when you are talking about Hulks.
|

Salvis Tallan
Gallente The Shadow Order Hydra Alliance
|
Posted - 2007.03.26 20:27:00 -
[56]
Originally by: N'kano Hunyeq Edited by: N''kano Hunyeq on 26/03/2007 19:55:10
Originally by: Vladimir Tinakin
Originally by: Qual Edited by: Qual on 26/03/2007 12:55:57 Ok, just a but of info for the wolfs...
I've found out the following:
There are "base stats" for inveted bpc's. THey are ME -4, PE -4. The decryptor used will modify these base stats. The numbers on the bpc going in to the job doesnt do anything. So no need to go for high, ME/PE prints.
(More here)
Runs have a base to. 1 for ships/rigs and 10 for modules. This number IS modified. You get a base number of runs equal to this formula:
runs = round.down((bpc runs/max runs of bpc type)*base runs) + datacore bonus
So for ships and tuners only max runs gives you a base of 1. Anything lower will be rounded to 0. Fortunately decryptors will add the runs to 0 and give a print anyways, but invention with no decryptors on anything lower than max run will fail by default. (That should explain the failure of the Covetor tests earlier in this thread...)
For modules the gains for max runs are larger, obviously. But in short, if you want many runs, put in max run bpc's.
EDIT: Fixed formula
I agree with the "base stats" for ME/PE--they jive with my findings on invention with the me/pe 0 covetor BPCs.
However, I've gotten 4 successes on 1-run covetor bpcs (max run is 10), resulting in 1-run hulk bpcs. So the job success is not related to the number of runs--if it succeeds, you get 1 run guaranteed. As for the impact of a max run, you may be correct in that it has no appreciable impact...I have a slave...er, alt...whipping up some max runs while I do different testing on SiSi. One would hope that a max run ship BPC nets you at least one additional run, but if you're right then we'll all be better off using single runs for ship invention.
I've tested using 10 runs and 5 runs, i will tell you i get more runs of the hulk bpc when using max runs and i will only be using max runs from now on. That extra run or so you get from using a 10 run is a lot of extra isk when you are talking about Hulks.
Can we have more specifics on your invention jobs? runs started vs runs resulted, decrypter, ect? ------
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ProSaturn
hirr Morsus Mihi
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Posted - 2007.03.27 00:50:00 -
[57]
ME of the original BPC in my experience definately affects the chance of success. I have been inventing a mod with ME=131, max run BPC and getting 75% success. As a test I did 10 attempts with ME=0, max run BPC's and got only 30% success. Everything else in the invention attempts were the same. Anybody else have similar findings?
The reprocussions of this are that to be profitable in the future (when t2 prices stabilize) you won't be able to just pickup a cheap t1 BPO and start copying it, rather you would have to take the time to research it properly before copying.
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ShadowRat
|
Posted - 2007.03.27 08:33:00 -
[58]
Edited by: ShadowRat on 27/03/2007 08:37:30 Lets start with multi formula:
succes rate= 1* (1+item in use) * (1+ enc.lev*0.02) * (1+ related science I.lev*0.02)* (1+ related science II.lev*0.02)* decryptor_mod
Multiply is resonable, but you can use 'add' too and results is not much diferent (form 67% to 85% at best config)
bpc:round_down(base_runs/30)+decryptor_mod+ little_lottery(after 1.4 patch) me:-4+round_down(oryginal_me/30)+decryptor_mod pe:-4+round_down(oryginal_pe/30)+decryptor_mod
If bpc runs after formula is 0 ... invention fail too, so this my be 'lost thing' that ppl dont consider in calculation.
Example: Encryption lev = 4 -> 1.08 modifier science I = 4 -> 1.08 modifier science II = 4 -> 1.08 modifier best descryptor =1.3 item in use = 0.07 (best!?!) -> 1.07 modifier
That give you around 75% of succes. When you dont use items only skils .. succes rate is around 25%
Seams resonable for me... any commnts so far? --------------------------------- Have a nice day
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Meau
|
Posted - 2007.03.27 11:51:00 -
[59]
Edited by: Meau on 27/03/2007 11:51:27 Edited by: Meau on 27/03/2007 11:49:47
Originally by: ShadowRat Edited by: ShadowRat on 27/03/2007 08:37:30 Lets start with multi formula:
succes rate= 1* (1+item in use) * (1+ enc.lev*0.02) * (1+ related science I.lev*0.02)* (1+ related science II.lev*0.02)* decryptor_mod
Multiply is resonable, but you can use 'add' too and results is not much diferent (form 67% to 85% at best config)
bpc:round_down(base_runs/30)+decryptor_mod+ little_lottery(after 1.4 patch) me:-4+round_down(oryginal_me/30)+decryptor_mod pe:-4+round_down(oryginal_pe/30)+decryptor_mod
If bpc runs after formula is 0 ... invention fail too, so this my be 'lost thing' that ppl dont consider in calculation.
Example: Encryption lev = 4 -> 1.08 modifier science I = 4 -> 1.08 modifier science II = 4 -> 1.08 modifier best descryptor =1.3 item in use = 0.07 (best!?!) -> 1.07 modifier
That give you around 75% of succes. When you dont use items only skils .. succes rate is around 25%
Seams resonable for me... any commnts so far? --------------------------------- Have a nice day
The formula for runs was already correctly* posted in this thread and looks nothing like the above. Try getting MaxRunsInputBP, MaxRunsOutputBP(no, the two are nearly never the same) and ActualRunsInputBPC in there.
Furthermore, most important comment, the whole formula has a max(1;formula) around it (*that was missing from the formula post). There are no jobs failing cause of 0 runs.
About chance, i have a good guess about the formula and its wildly different from yours ;). I do need more statistics for any real hint of validity though.
|

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.27 23:52:00 -
[60]
Initial 4/3/3 + covetor (with no decryptor) tests on Singularity: 5 fail, 1 success. No change in BPC quality or runs (not that it was expected)
Initially no real difference in chance from without a covetor, but obviously this is a very limited sample size. over the next 3 days I'll be popping in 24 more attempts. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

ShadowRat
|
Posted - 2007.03.28 07:45:00 -
[61]
Edited by: ShadowRat on 28/03/2007 08:25:03 Ok - lets see some points:
Quote: The formula for runs was already correctly* posted in this thread and looks nothing like the above. Try getting MaxRunsInputBP, MaxRunsOutputBP(no, the two are nearly never the same) and ActualRunsInputBPC in there.
If correctly ... MaxRunsInputBP: that is nice, but what is MaxRUn for BPO? Yes bpc makes for max time in lab... but where? In station lab or pos? If you use 'standard station lab' BPC in your formula you got 100% but when you use from pos 133%. You must put another formula for pos bpc and some new modifiers :P, but why pos bpc must be trethed in onther way?This is little silly and too complicated in checking and implementing.
bpc_output: round_down(base_runs/30)+decryptor_mod + little_lottery(after 1.4 patch)
Is simply linear and continous function (without lottery). Easy to implement and there by only mistake in number '30' that is 'constans' number for all BPC (if?). Our job is found of what this number is. 30? 40? 80? But when you look at ppl's number they got more/less from 1run bpc 4 (1/30+4).... from 100run bpc 7 (100/30 +4).. from 300run 14 (300/30 +4)... You see? 30 is almost there...
Good side: - no difference in ship/mod/rig/weapon.. etc BPC... Yes. Why there must be diference? When eve engine prevent you to make ship BPC more in run then modules... Simply less run input less you get. -simple
Now 'little lotery' - that can be happen when you got next roll in luck and put you extra runs.
The me and pe. If you can make any number (in theory) in me and pe constans modifier here can be huge... 30 is only example.
Quote: Furthermore, most important comment, the whole formula has a max(1;formula) around it (*that was missing from the formula post). There are no jobs failing cause of 0 runs.
When you got 0 run BPC ... yes you faill. No you win :) but you got nothing... so you fail anyway. And you count this as 'bad luck' in succes_rate... but this is a different story.
Quote: About chance, i have a good guess about the formula and its wildly different from yours ;). I do need more statistics for any real hint of validity though.
At the end anyone use own formula. More or less acurate. ----------------- Have nice day.
|

Qual
Gallente Cornexant Research
|
Posted - 2007.03.28 11:04:00 -
[62]
Edited by: Qual on 28/03/2007 11:00:07
Originally by: ShadowRat
...
Huh?
The formula for number of resulting runs goes like this in its full glory:
Runs = max(1;Round.Down(ActualRunsInputBPC/MaxRunsInputBPC*MaxRunsOutputBPC + DecryptorBonusRuns))
MaxRunsOutputBPC is 1 for Ships and Rigs and 10 for modules. Rest should explain itself.
(NOTE I: MaxRunInputBPC is fixed for each blueprint type, and is the same no matter where you copy (station, outpost or POS). And we dont have to consider BPO's as you cant use BPO's for invention.)
(NOTE II: There is no RANDOM or LOTTERY part in this formula. You get the smae results all the time.)
As for ME and PE the formula is very simple:
MEOutputBPC = -4 + DecryptorBonusME
PEOutputBPC = -4 + DecryptorBonusPE
(NOTE I: MEInputBPC and PEInputBPC does not enter into the formula, and thus have no effect on the result. -4 is a constant used instead by EVE.)
"The short version: Qual is right." -Papa Smurf |

Aykido
Gallente Lobster of Babel
|
Posted - 2007.03.28 11:27:00 -
[63]
Edited by: Aykido on 28/03/2007 11:37:04 Edited by: Aykido on 28/03/2007 11:24:46 Here is some data:
Invention data (51 attempts)
All jobs with relevant skills at level 4. All T1 BPCs used (me100/pe100/max runs: either 100 or 300 or 1000)
9 attempts: -Meta item level 3 -Decryptor (1,1 prob/-2me/+5pe/+2runs) = 4 failures & 5 successes (all resulting in 11runs/me-6/pe1 BPCs) >>> success rate 55,55%
14 attempts: -Meta iem level 4 -Decryptor (1,1 prob/-2me/+5pe/+2runs) = 3 failure and 11 successes (all resulting in 11runs/me-6/pe1 BPCs) >>> success rate 78,57%
3 attempts: -Meta item level 0 -Decryptor (1,3 prob/-3me/+2pe/+4runs) = 2 failures and 1 success (resulting in 14runs/me-7/pe-2 BPC) >>> success rate 33%
13 attempts: -Meta item level 2 -Decryptor (1,3 prob/-3me/+2pe/+4runs) = 5 failures and 8 successes (all resulting in 14runs/me-7/pe-2 BPC) >>> success rate 61,54%
6 attempts: -Meta item level 3 -Decryptor (1,3 prob/-3me/+2pe/+4runs) = 3 failures and 3 successes (all resulting in 14runs/me-7/pe-2 BPC) >>> success rate 50%
6 attempts: -Meta item level 4 -Decryptor (1,3 prob/-3me/+2pe/+4runs) = 6 successes (all resulting in 14runs/me-7/pe-2 BPC) >>> success rate 100%
seems to correspond to the previous posters findings. except that I get 11 (not 12) runs when using a decryptor that should give 10+2 runs with a max run input BPC.
Selling PERFECT PRINTS of 672 of the 728 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. |

Meau
|
Posted - 2007.03.28 12:51:00 -
[64]
Edited by: Meau on 28/03/2007 12:55:20
@Aykido now thats some nice data :) *starts number crunching*
Concerning runs, i nearly fully agree with qual. I just include a 1/10 factor and use actual maxrun numbers of the BPC type(f.e. 10 for T2 cruisers, not 1).
Runs = max(1;Round.Down( (ActualRunsInputBPC/MaxRunsInputBPC) * (MaxRunsOutputBPC/10) + DecryptorBonusRuns))
To make it absolutely clear, lets consider Cruiser invention. Max runs of a T1 BPC is 15, of the T2 BPC 10. This is the max number of runs allowed if you copy from a BPO. Ergo: Outputruns = Max(1; Decryptorbonus + 0.1 * Inputsruns * 10/15) Leaving the decryptor part and the max aside the formula is thus Outputruns = Inputruns * 0,066666666...
Inventing Modules there are for example modules with T1 Max runs on a BPC allowed of 450, T2 150. The simplest form is then Outputruns = Inputruns/30, yes.
But thats not true for all modules(as far as i know) and also not for ships and rigs(and probably ammo and drones as soon as they enter invention).
Thus the formula posted twice by qual is the only correct one(though i would the 1/10, as already mentioned ;P ), any simplification can only be done with a known fixed input and output item.
Trying to express it in another way would be: You look how much percentage of max allowed runs does your input bpc have. A Maxrun has 100% of allowed max runs, easy. You then divide this by 10 => 10%. This is the percentage of max allowed runs on the output bpc that you get. F.e. if that number is 150, you get 10% * 150 = 15 runs + decryptor.
|

Hermes Massai
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.28 14:27:00 -
[65]
Is it possible that the number of datacores needed is a factor in establishing the base success chance?
Up to now, I seem to have better luck with items that require 1x2 datacores than with 2x2 items.
Just a thought.
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Khajit Smitty
Minmatar MisFunk Inc.
|
Posted - 2007.03.28 15:01:00 -
[66]
hows does the max() function work in the above formulae?
if max(a;b) then does it take the bigger of the two numbers?
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Qual
Gallente Cornexant Research
|
Posted - 2007.03.28 15:42:00 -
[67]
Originally by: Khajit Smitty
hows does the max() function work in the above formulae?
if max(a;b) then does it take the bigger of the two numbers?
Correct. It enusres that a succes allways gives at least one run, which seems to be the case.
"The short version: Qual is right." -Papa Smurf |

Qual
Gallente Cornexant Research
|
Posted - 2007.03.28 16:08:00 -
[68]
Originally by: Meau
Concerning runs, i nearly fully agree with qual. I just include a 1/10 factor and use actual maxrun numbers of the BPC type(f.e. 10 for T2 cruisers, not 1).
Runs = max(1;Round.Down( (ActualRunsInputBPC/MaxRunsInputBPC) * (MaxRunsOutputBPC/10) + DecryptorBonusRuns))
Well... Does not really work with rigs and modules. Rigs bpc's can have 1000 runs. Modules usually around 300. That would result in much larger resulting runs using your formula.
"The short version: Qual is right." -Papa Smurf |

CosmoTrader
|
Posted - 2007.03.28 19:07:00 -
[69]
How can I define meta item level?
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Meau
|
Posted - 2007.03.28 21:07:00 -
[70]
Edited by: Meau on 28/03/2007 21:16:52
Originally by: Qual
Originally by: Meau
Concerning runs, i nearly fully agree with qual. I just include a 1/10 factor and use actual maxrun numbers of the BPC type(f.e. 10 for T2 cruisers, not 1).
Runs = max(1;Round.Down( (ActualRunsInputBPC/MaxRunsInputBPC) * (MaxRunsOutputBPC/10) + DecryptorBonusRuns))
Well... Does not really work with rigs and modules. Rigs bpc's can have 1000 runs. Modules usually around 300. That would result in much larger resulting runs using your formula.
For rigs, i think MaxRunsInputBPC = 1000, MaxRunsOutputBPC = 10*. Thus the thing ends as: max(1; trunc(ActualRunsInputBpc/1000)*(10/10) + Decryptorbonus)) = max(1; trunc(ActualRunsInputBpc/1000 + Decryptorbonus))
Ergo: You get one output run (+decryptor) for a maxrun input copy, same as with ships.
You¦re with me? The basic truth to internalize is that Maxruns for T1 and corresponding T2 blueprints can and is wildly different in most cases(except for ships, where the are roughyl the same, i.e. 15 and 10). This introduces a factor between 2/3 and 1/100 into the formula. My alternative way to think about the formula, percentage of actual in respect to maximal possible input runs on the input bpc leading to output runs equaling 1/10 of that percentage of max possible output runs may also suit you better for grabbing the idea.
* I calculated the ratio MaxRunsInputBPC/MaxRunsOutputBPC from low friction nozzle BPO/BPC info as 100/1. "Copy time"(meaning maxrun copies) divided by "Copy time(you per single copy)". As i was too lazy correcting exactly for skills, i have no absolute numbers, but if a T1 rig BPC has 1000 runs max(from my quick check could also be 1250 or something around that number), the T2 has 10. And yes, i double checked this calculation with different T2 BPOs which i own(no rigs, but ships, ammo, drones and modules), by starting a copy dialog and testing the allowed maxuns.
|

Meau
|
Posted - 2007.03.28 22:00:00 -
[71]
Edited by: Meau on 28/03/2007 21:59:04
Originally by: CosmoTrader How can I define meta item level?
Metalevel can be found in the data dump for modules, and ranges from 0 to 4 for t1 modules(1 to 4 are the named versions of the item, better item, higher level). There is a web version of the data dump somewhere, but cant remember the adress right now, maybe someone else? :) Ships dont seem to have a meta-level(not even fleet issue ones), but im still putting T1 ships into my jobs, you never know ;P.
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Kylar Renpurs
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Posted - 2007.03.29 00:44:00 -
[72]
Just something which i'm not sure if people have investigated, but the more you invent something, the less likely it seems you'll have success it seems.
Case example, i did three successful inventions in a row of an item. All had less and less favourable messages as output. I then successfully predicted the fourth attempt would fail. I waited a day, then sent off another attempt, the 5th was successful, but had the same success message as my 3rd attempt, which was the least favourable of the initial success attempts
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Qual
Gallente Cornexant Research
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Posted - 2007.03.29 05:58:00 -
[73]
Originally by: Kylar Renpurs Just something which i'm not sure if people have investigated, but the more you invent something, the less likely it seems you'll have success it seems.
Case example, i did three successful inventions in a row of an item. All had less and less favourable messages as output. I then successfully predicted the fourth attempt would fail. I waited a day, then sent off another attempt, the 5th was successful, but had the same success message as my 3rd attempt, which was the least favourable of the initial success attempts
Considering my current information from TQ (sample base 50+) this is not true. The chance of invention is static, given the same input.
"The short version: Qual is right." -Papa Smurf |

darkst0rm
Caldari Insidious Existence Interstellar Alcohol Conglomerate
|
Posted - 2007.03.29 06:25:00 -
[74]
Edited by: darkst0rm on 29/03/2007 06:21:48 I've had a look at the database export and from what I can tell all the warp disruptor's have a meta-level of 1.
I'm not sure if this is outdated database but it sure makes inventing warp distruptor II alot harder.
I thought faint should have meta-level 4, and fleeting should have meta-level 3. etc.
Is there an easier or in-game method to check an item's meta-level.
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.29 06:57:00 -
[75]
Latest 4/3/3, no decryptor, with covetor, on SiSi tests:
8 fail, 1 success.
It doesn't look like the covetor is adding much if anything to the job...which if the meta level is low (as would be indicated by data dumps) would be expected.
Putting in more tests now. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Meau
|
Posted - 2007.03.29 08:50:00 -
[76]
Edited by: Meau on 29/03/2007 08:48:12
Originally by: darkst0rm Edited by: darkst0rm on 29/03/2007 06:21:48 I've had a look at the database export and from what I can tell all the warp disruptor's have a meta-level of 1.
I'm not sure if this is outdated database but it sure makes inventing warp distruptor II alot harder.
I thought faint should have meta-level 4, and fleeting should have meta-level 3. etc.
Is there an easier or in-game method to check an item's meta-level.
The same problem exists for i.e. 1mn MWDs, the highest metalevel available is 2. From the data i have this indeed gimps the invention success changes, which are below 50% with a 1.3er decryptor and good skills. This is in agreement(if any statement can be made with the available statistics) with the above posted chance for metalevel 2, but of course highly annoying.
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Meau
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Posted - 2007.03.29 09:04:00 -
[77]
Originally by: Vladimir Tinakin Latest 4/3/3, no decryptor, with covetor, on SiSi tests:
8 fail, 1 success.
It doesn't look like the covetor is adding much if anything to the job...which if the meta level is low (as would be indicated by data dumps) would be expected.
Putting in more tests now.
I guess the meta-level, if existant for ships, is zero, so the effect of including a covetor should probably be not existant. As my input ships are cheaper(im not into hulks) im still superstitious enough to use T1 ships as base items, though. And btw, thanks for all the data :)
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Nihila
Caldari Lithuanians
|
Posted - 2007.03.29 11:15:00 -
[78]
Hello. Have good time studiinng this :). May someome correct me, is the max(1; trunc(ActualRunsInputBpc/1000 + Decryptorbonus)) <> 1+Decryptorbonus ?
Regards.
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.03.29 11:37:00 -
[79]
Originally by: Meau Problems arise where less than 4 named versions exist.
Tell me about it, Cloaking Device I has meta level 0. Which combined with one of the longest copy times for a max run BPC (just under 11 days in POS) makes it a pain to invent.
Just to add some more fun on top it has the same invention time as a ship, 16h in POS compared to 1h45min for a reglar module.
Who knows, maybe a dev will read my bug report and put it in line with the other modules out there.
We're sorry, something happened. |

Ricdic
Caldari Corporate Research And Production Pty Ltd
|
Posted - 2007.03.29 12:12:00 -
[80]
Yeh cloak has always seemed to be an exception to the T1 rule. Hell, we never even got the T1 bpo's seeded.
Insured Research and Production Services |

City Chick
|
Posted - 2007.03.29 12:14:00 -
[81]
Dont faction cloakes have a higer level ?
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ShadowRat
|
Posted - 2007.03.29 12:38:00 -
[82]
Acording to inputs by ppl here succes rate formula can looks like this:
succes_rate= (1+encryption.lev/10)*(1+related_science1.lev/10)*(1+related_science2.lev/10)*(1+(meta_item.lev*5+5)/10)*modyfier_decryptor
There is low skill weight.. so you put 1.01,1.02, ...1.05 at max lev for 3 skils... If item is put into invention you got 1.05,1.10,...1.25 modyfier at last from meta level of item. If there is no item this part is eqal to 1. Modyfier_decryptor is like we know, in example 1.3 for best descryptor.
So best chance is: 1.05*1.05*1.05*1.25*1.3=> 88% if no item and decryptor 1.05*1.05*1.05=> 15%-16%
Some ppl imputs in this thread: In order: encryptionscience Iscience IImeta_levdecryptorSUCCESmetaleverror_rangePPL_SUCCES_REPORTED
1.041.041.041.251.382.790447.178.50% 1.041.041.041.151.368.16716827.7061% 1.041.041.041.21.375.478784316.650% 1.041.041.041.251.382.7904416.6100% 1.041.041.041.051.353.543936033.333% 1.041.041.041.21.148.482048311.155.55% 1.011.011.011103.0301noitem9.142% 1.031.031.031.21.370.4654123472% 1.041.041.041.251.382.7904411.177% 1.041.041.041.251.382.790441080%
As you see imputs are in range of this function +/- error range I wonder why dev put here 0.4 decryptor... This sugest another few more paramets that help to get succes rate.
So.. use best items (if exist) and best decryptor.. :P ------------- Have Nice Day
P.S. No point in max function :P If you got 0 BPC you fail :P
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Khajit Smitty
Minmatar MisFunk Inc.
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Posted - 2007.03.29 14:48:00 -
[83]
Originally by: ShadowRat Acording to inputs by ppl here succes rate formula can looks like this:
succes_rate= (1+encryption.lev/10)*(1+related_science1.lev/10)*(1+related_science2.lev/10)*(1+(meta_item.lev*5+5)/10)*modyfier_decryptor
There is low skill weight.. so you put 1.01,1.02, ...1.05 at max lev for 3 skils... If item is put into invention you got 1.05,1.10,...1.25 modyfier at last from meta level of item. If there is no item this part is eqal to 1. Modyfier_decryptor is like we know, in example 1.3 for best descryptor.
So best chance is: 1.05*1.05*1.05*1.25*1.3=> 88% if no item and decryptor 1.05*1.05*1.05=> 15%-16%
Some ppl imputs in this thread: In order: encryptionscience Iscience IImeta_levdecryptorSUCCESmetaleverror_rangePPL_SUCCES_REPORTED
1.041.041.041.251.382.790447.178.50% 1.041.041.041.151.368.16716827.7061% 1.041.041.041.21.375.478784316.650% 1.041.041.041.251.382.7904416.6100% 1.041.041.041.051.353.543936033.333% 1.041.041.041.21.148.482048311.155.55% 1.011.011.011103.0301noitem9.142% 1.031.031.031.21.370.4654123472% 1.041.041.041.251.382.7904411.177% 1.041.041.041.251.382.790441080%
As you see imputs are in range of this function +/- error range I wonder why dev put here 0.4 decryptor... This sugest another few more paramets that help to get succes rate.
So.. use best items (if exist) and best decryptor.. :P ------------- Have Nice Day
P.S. No point in max function :P If you got 0 BPC you fail :P
use bodmas, oh and dev's have stated that it is harder to invent ships compared to modules so there must be some variable somewhere that factors this in - and i dont think it relates to the meta level of the item.
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Bambi
|
Posted - 2007.03.29 15:12:00 -
[84]
Going back a long time I read somewhere that the base chance for success on modules was in the region of 40% and it was 20% for ships.
Sorry if this throws excement into the circular ventilation system
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Meau
|
Posted - 2007.03.29 16:32:00 -
[85]
Edited by: Meau on 29/03/2007 16:32:44
Originally by: ShadowRat
P.S. No point in max function :P If you got 0 BPC you fail :P
If you use a 1 run ship bpc without any decryptor you get 1 output run. If you use a maxrun ship bpc without any decryptor you get 1 output run(with the same success chance as above). If you use a 1 run bpc and a +1 run decryptor you get 1 output run(Yes, same number of runs as above). If you use a 1 run bpc and a +4 run decryptor you get 4 output runs. And so on...
Care to explain?
Anyway, this is my last try, i dont care if you still dont get it, your problem :)
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Meau
|
Posted - 2007.03.29 16:51:00 -
[86]
Edited by: Meau on 29/03/2007 16:54:28
Originally by: Bambi Going back a long time I read somewhere that the base chance for success on modules was in the region of 40% and it was 20% for ships.
Sorry if this throws excement into the circular ventilation system
If i plug all my data into my best formula candidate i get something like basechance 35% for modules and 15% for ships. My expectation was also 40% and 20%, but maybe im still doing something wrong, statistics is too low or they lowered it after last patch(as some people claim).
So no problem, thanks ;)
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Daerkannon Shimmerscale
Gallente Paxton Industries
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Posted - 2007.03.29 17:07:00 -
[87]
So I've been following this thread a while as I have a vested interest in invention (as well as two months of planned training time dependent on the results here). Hopefully I'll be able to add some hard data to this thread soon. In the meantime, however, I thought I'd throw out some thoughts I had on the success formula.
My familiarity with other reverse engineered CCP forumlae leads me to believe that the formula we are looking for will be something like:
(Base Chance) x (1+Skill1x0.05) x (1+Skill2x0.05) x (1+Skill3x0.05) x MetaMod x Decryptor
The big question mark then is the base chance and how the meta-item affects the outcome.
I'd originally been operating under the assumption that the base chance was around 10-15% for ships and 30-35% for modules, but then I had an interesting thought. What if we accept the 20% and 40% base chances previously mentioned and instead look at the meta-item as a penalty reduction?
If we assume that a job with no meta item gives you a 25% penalty (CCP loves their 5% after all) and that each meta-level of an item reduces that by 5% then we end up very close to the numbers we're seeing.
--- Honest officer, the dwarf was on fire when I got here! Paxton Industries is recruiting. |

Meau
|
Posted - 2007.03.29 17:11:00 -
[88]
Edited by: Meau on 29/03/2007 17:08:48
Originally by: Daerkannon Shimmerscale Stuff
All power to you!
My brain hurts after answering the other formula post ;), so i welcome a fresh breeze.
I fully agree that currently using a meta-level as penalty reduction factor looks most promising.
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.03.29 17:33:00 -
[89]
Interesting twist to it...now that I think about it, that does seem to have promise.
However, that also implies that there is a limit to the returns--so using a faction or officer item (if you were psychotic) would be overshooting the metamod penalty...unless maybe its a fixed penalty--or negative percentage--reduced by the meta level, with the possibility of breaking into the positive percentages (turning it into a bonus)?
Testing that would be difficult at best...are faction items even seeded on Singularity?
Still, this would imply that ship invention is still Borked due to the lack of meta for ships. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Lena Carebear
|
Posted - 2007.03.29 17:43:00 -
[90]
there is somethin unexceptet in invention ... mabe a stealth nerf ... maybe aother factor that no one knows i personaly have done over 150 - 200 module ivention jobs
2-3 days bevore there was a channge i think after 1.4 nothing change it mut be 2-3 days bevore
bevore i have a sucess rate of 80-90 % with skills lvl4 and meta lvl 4 item.
now i have with the same system a rate of 33-40 %
this shows after many inventions not just after a couple jobs so please dont answer " no luck "
so in my opinion there are 3 possible things
1. Stealth nerf 2. sucess factor lowers the more invention jobs started 3. sucess factor dynamical changed by ccp
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Meau
|
Posted - 2007.03.29 18:47:00 -
[91]
Edited by: Meau on 29/03/2007 18:52:42
@Vladimir , in this thread Hunter(dev) states
Quote:
Also remember that you have the option of adding a Tech I item (of the correct type) to the job (adding a Tech II item does nothing). The better the metal-level of the item, the greater the chance of success is when using it.
Only tech II is explicitly ruled out, but i guess adding a Tech I item means an item under the Tech I group in the variants tab, excluding those under storyline, faction or "deadspace"(what officer loots seems to be called), which are different groups.
Anybody willing to sacrifice a few faction items for the good cause? ^^
About ship invention being borked, the success change is rather low(im currently around 25% with 1.3er decrpytors and 5/4/4). But supply of datacores and demand of ships are probably the main factors for the profit of inventors. This may sound strange, and does not work perfectly cause of decrpytors and need for copies, but the patch did not "fix" ship invention by increasing the chance, it increased datacore supply, which is a dominant factor(together with decryptor supply). If the chance would be twice as high, ship prices would just drop faster and lower, good for the rest of eve, no big profit change for the inventor.
@Lena That sounds worrying, and several people told me similar things(though not as drastic as your info), maybe its some bug, maybe some bug fix, a stealth nerf or maybe CCP dynamically change things as they see fit Oo.
For ships the success change does not seem to have changed(and i have 6+ jobs running simultanously, and global total number of jobs is huge compared to prepatch, probably ruling out 2. )
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Lena Carebear
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Posted - 2007.03.29 20:02:00 -
[92]
just finish 10 module jobs ...... 3 sucess :-( remember lvl4 and best named item.
That sucks.
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Sir Emi
Gallente
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Posted - 2007.03.29 20:35:00 -
[93]
I can confirm the success rate for modules has been cut in half in the 27 or 28 march downtime, acording to my success data...
Stealth nerf for sure.
Space Odyssey Maker...
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Lord Dynastron
Mystical Knights Legionnaire Services Ltd.
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Posted - 2007.03.29 21:04:00 -
[94]
Originally by: Sir Emi I can confirm the success rate for modules has been cut in half in the 27 or 28 march downtime, acording to my success data...
Stealth nerf for sure.
Yea,, the T2 markets in several categories are all crashing badly,,, a nerf was bound to happen. Not sure tho what will happen when teh datacores run out. Well,, not run out,, but the mass glut is gone.
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Brolly
Caldari Morphic field
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Posted - 2007.03.29 22:12:00 -
[95]
I've done 10 jobs using the same materials, they being: Invulnerability field me 20 BPC, installation guide, standard T2 invulnerability field for meta item.
9/10 of these have been a success with caldari encryption 4, hydromagnetic physics 3 and quantum physics 3
Intresting thing is, I have done 5 jobs with a BPC 5 run (4 succesful) and 5 with a 25 run (5 successful). Thing is, both have the same production runs, that being 4.
Got 4 days until I try again with a BPC 100 run, in which time I will have hydromagnetic physics up to 4.
Surely there should be a difference in runs that you get on a 5 and 25 run BPC.
I stink yo feer |

Bentus Kushani
|
Posted - 2007.03.29 22:57:00 -
[96]
Originally by: Meau [ Only tech II is explicitly ruled out, but i guess adding a Tech I item means an item under the Tech I group in the variants tab, excluding those under storyline, faction or "deadspace"(what officer loots seems to be called), which are different groups.
Anybody willing to sacrifice a few faction items for the good cause? ^^
Faction items cannot be used. I tried it, it said that it was "too advanced to learn anything from" or something similar.
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Plutoinum
German Cyberdome Corp Cult of War
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Posted - 2007.03.30 06:59:00 -
[97]
The messages seem also a bit randomized.
Usually it says, my chances have been better, when I used an item with a higher meta-level.
But I had already different success messages, although everything was the same: Same meta-level of the item, same pe/me/run bpc, same skills.
___________ Muuuhhh !!! |

Hessi
The Forsakened Companions
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Posted - 2007.03.30 07:07:00 -
[98]
Edited by: Hessi on 30/03/2007 07:03:33
Originally by: Brolly I've done 10 jobs using the same materials, they being: Invulnerability field me 20 BPC, installation guide, standard T2 invulnerability field for meta item.
9/10 of these have been a success with caldari encryption 4, hydromagnetic physics 3 and quantum physics 3
Intresting thing is, I have done 5 jobs with a BPC 5 run (4 succesful) and 5 with a 25 run (5 successful). Thing is, both have the same production runs, that being 4.
Got 4 days until I try again with a BPC 100 run, in which time I will have hydromagnetic physics up to 4.
Surely there should be a difference in runs that you get on a 5 and 25 run BPC.
Your results pretty much confirm the formula for number of runs for modules:
Number of runs on BPC/Max runs * 10 + Decryptor Modifier
Number of runs on BPC/Max runs * 10 is rounded down, the complete formula is modified to result in at least a one run BPC even if you do not use a decryptor.
As the max run for Invul Fields should be 300, both 5/300*10 and 25/300*10 are smaller than 1, rounded down, so you end with the 4 runs that are added through the decryptor modifier. If you use a 100 run bpc, you should get a 7 run, 200 run bpc a 10 run , 300 run bpc a 14 run result.
|

Plutoinum
German Cyberdome Corp Cult of War
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Posted - 2007.03.30 08:25:00 -
[99]
Edited by: Plutoinum on 30/03/2007 08:21:42 Done 6 invention jobs today and the message degraded with each job. The first 4 succeeded, the last two failed.
1) You have a good feeling this job is perfectly suited to someone of your talents. 2) Completing this job was fairly comfortable for you and didn't tax your talents too much. 3) You're happy with your success, for succeeding this job was far from certain. 4) You're happy with your success, for succeeding this job was far from certain. 5) Although you have a firm understanding of the basics of this job you were never close to a solution. 6) Although you have a firm understanding of the basics of this job you were never close to a solution.
Is there some sort of self-balancing mechanism that prevents that people invent too much ? That's seems really strange. ___________ Muuuhhh !!! |

Qual
Gallente Cornexant Research
|
Posted - 2007.03.30 08:41:00 -
[100]
Originally by: Sir Emi I can confirm the success rate for modules has been cut in half in the 27 or 28 march downtime, acording to my success data...
Stealth nerf for sure.
With a sample base of 50+ jobs after patch, I can NOT conform this. Im getting the same succesrate now as before.
"The short version: Qual is right." -Papa Smurf |

ShadowRat
|
Posted - 2007.03.30 11:42:00 -
[101]
Another pices of puzzle:
What can be additiona modifier for succes rate? -used interface ship/data/tuner and it influence on 'base' chance :) (most resonable cus you use it) -equpment level in station/pos -standing to corp/fraction operating labortory -race for items types .. -weather in Iceland. :D
Any ideas?
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Rider Plague
|
Posted - 2007.03.30 13:16:00 -
[102]
I looked at Probe BPC(O) and it has the invention tab so as BS's and other ships which do not have t2 version. What's gonna happen if i'll put these item in invention ? (can i even do that ?)
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Bermag
Point-Zero Ratel Alliance
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Posted - 2007.03.30 13:36:00 -
[103]
Have you verified that using a less than max run BPC don't effect the chance of success ?
If you have got a 1 run BPC with a 1 run input BPC then sure it looks like the formula for runs mentioned above seems right.
However maybe it has some impact and if you have less than max runs on your BPC it will lower the chance of success. The ration between actual run / max runs is one factor of the total probability of success.
Only one way to prove it. Do like 100 jobs with max run bpc and compare it with 100 runs of 1 run bpc.
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Kaven Kantrix
Two Brothers Mining Corp.
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Posted - 2007.03.30 18:22:00 -
[104]
So Qual, you seem to have perfectly nailed down exactly what the resulting BPC will be IF your job succeeds. Thats awesome.
Have you figured out the change of actual success/failure?
Many other people have put forth success/failure forumla's, but not you.
Also, the general consensus seems to be that the metalevel of the item you include drastically effects the chance of success. For items that have only metalevel 0 versions (such as ship), does that then mean that you shouldnt bother to include the item at all? In other words, is metalevel 0 item = no item at all chance to succeed?
|

Meau
|
Posted - 2007.03.30 22:09:00 -
[105]
Edited by: Meau on 30/03/2007 22:06:34
Originally by: Bermag Have you verified that using a less than max run BPC don't effect the chance of success ?
If you have got a 1 run BPC with a 1 run input BPC then sure it looks like the formula for runs mentioned above seems right.
However maybe it has some impact and if you have less than max runs on your BPC it will lower the chance of success. The ration between actual run / max runs is one factor of the total probability of success.
Only one way to prove it. Do like 100 jobs with max run bpc and compare it with 100 runs of 1 run bpc.
So far ive personally done 12 cruiser invention jobs with maxrun copies, 8 with 1 run copies, and 12 frigate jobs with 1 run copies.
All had very similar success changes, as far as statistics allow to say.
All data i got from other people shows no influence either.
The post of Hunter(Dev) explicitly mentions 4 things that modify the chance(in addition to base chance): - the 3 skills - decryptor - meta-item
I guess there are no hidden chance modifiers, and the most astonishing thing is that there seems to be no influence of ME and PE, which is far more interesting than no influence from copy number, station type, whatever, cause thats to be expected.
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Sir Emi
Gallente
|
Posted - 2007.03.30 22:16:00 -
[106]
Edited by: Sir Emi on 30/03/2007 22:14:35
Originally by: Meau I guess there are no hidden chance modifiers, and the most astonishing thing is that there seems to be no influence of ME and PE, which is far more interesting than no influence from copy number, station type, whatever, cause thats to be expected.
It was done in a rush, they will probably add the ME / PE modifier later. They definetely had time to add a hidden modifier , try setting 10 jobs and getting them all at once, you'll see...
Space Odyssey Maker...
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Meau
|
Posted - 2007.03.30 22:18:00 -
[107]
Ill see what? Oo
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Sir Emi
Gallente
|
Posted - 2007.03.30 22:20:00 -
[108]
Invention jobs are stack nerfed 
Space Odyssey Maker...
|

Meau
|
Posted - 2007.03.30 22:22:00 -
[109]
Edited by: Meau on 30/03/2007 22:18:08 Im always running 8 jobs in parallel Oo
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Sir Emi
Gallente
|
Posted - 2007.03.30 22:50:00 -
[110]
On another note, I'm using 3 jobs with 3 different descryptors and 3 different modules.
This is what I did: module A, decryptor +9 runs, module B dec +2 runs, module C dec 1.1 change, +0 runs.
Then I come and complete the jobs, this is what I get: Completing them from reverse to first: - deliver module C, fail - deliver module B, success, gives me runs 12, decryptor +2 runs - deliver module A, success, gives me runs 10, decryptor is NOT +9 runs, but is the decryptor for module C, the success one.
Now I guess I know why the one that was supposed to be most successful failed, because it was using the decryptor with +9 runs, the one that was used in the first invention job.
I'm going to test some more too see if they mess up their encryptors again with two jobs, if it's true, it could also mess with the meta levels, you could set a low level invention job with the best meta for a module, then one for Hulks and use the module meta to increase the Hulks success ahahaha. Too bad I cant invent Hulks yet 
Space Odyssey Maker...
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Dyeadmheet
Caldari Khanid Aerospace Group
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Posted - 2007.03.31 04:18:00 -
[111]
Edited by: Dyeadmheet on 31/03/2007 04:22:49 I believe that CCP is editing the per-blueprint invention success probability data in the database on individual items to respond to prices that are falling too far. (the "stealth nerf" that everyone is talking about.)
They can't just start deleting datacores, it's pretty difficult to predict what people are going to do with their RP, and we can't just have 1M isk cap charger II's and such all over the place. Also, they need to be able to modify the chance on a per-item basis. They can't just go around increasing the number of datacores needed for various items from day to day to respond to price drops.
This is the only explanation that makes sense to me for some of the job failure rates that I've seen lately. Interestingly enough, the success/fail messages that I see for jobs where only 15% are succeeding are about the same as the ones I see for jobs with a 50% success rate.
As much as I might see some of the logic in this, I think it's a pretty crappy way to tune the system. This is essentially equivalent to GOD sabotaging automobile factories because there are too many cheap cars on the market!
This would also explain why they don't want to provide people with the success probability formula. If they did, they'd have to expose these changing success modifiers or it wouldn't make much sense.
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Dyeadmheet
Caldari Khanid Aerospace Group
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Posted - 2007.03.31 04:31:00 -
[112]
Another thing: This price protection from God is probably being done in part to help protect T2 BPO owners. If this really is a big factor they should just buy the T2 BPOs back from their owners or something (with pricing based on their contract data) and put everyone on the same system.
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Marcus Starr
Chosen Path
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Posted - 2007.03.31 06:41:00 -
[113]
T2 BPO owners hardly need protection. They can keep undercutting inventors until enough give up for prices to go back up and stay at a steady level to meet the demands of consumers.
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Sir Emi
Gallente
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Posted - 2007.03.31 07:29:00 -
[114]
Edited by: Sir Emi on 31/03/2007 07:30:19
We are going to make the T2 BPO owners cry and beg us to stop undercutting them and then get our T2 fitted battleships out and have some real fun.  
The T2 will cost 2 x manufacture price, and soon, very soon. Every miner / pirates and his alt out there is now training for invention ahahaha 
Invention is so much cooler then having a T2 BPO 
It's like... having them all 
Space Odyssey Maker...
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Sufjan Stevens
Bauhaus Inc.
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Posted - 2007.03.31 12:23:00 -
[115]
Can you use a t2 item as the meta item? if so is it better/as good as the best t1 meta item?
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Qual
Gallente Cornexant Research
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Posted - 2007.03.31 13:03:00 -
[116]
Originally by: Kaven Kantrix So Qual, you seem to have perfectly nailed down exactly what the resulting BPC will be IF your job succeeds. Thats awesome.
Have you figured out the change of actual success/failure?
Many other people have put forth success/failure forumla's, but not you.
Thanks for the vote of onfidence, but actually my formula has a probelm... I working in it. 
Meau was probably right about me missing to factor in the max possible runs of T2 version bpc into the formula.
Once that is done, i'll get to work on the main succes formula. That said, there seems to be a lot of good idea going around allready and my formula would most likely build on that work.
"The short version: Qual is right." -Papa Smurf |

ShadowRat
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Posted - 2007.03.31 18:54:00 -
[117]
My next few coins: ship_clas t1max_bpc t2mac_bpc frigates 30 10 crusers 15 10 b.crusers 10 10 b.ships 10 10? dreds 1 ? carrier 1 (low class) ? titan 1? (due a time) ?
Dominix BPC is nice example and give GOOD clue :) You dont put it into invention... because:
This job cannot result in an output blueprint. The reason might be that the metalevel of your input blueprint is too high or that there are no items in the same metagroup with a higher metalevel.
So :) metalevel is included in formula... for shure:)
Have nice day :)
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.31 19:01:00 -
[118]
Actually Shadow, thats an entirely different check.
Several BPs have the "Invention" materials tab for future reference, but if there is no "Variations" tab with a T2 variant listed, you cannot do invention jobs on them. The message you got was the result of the "Does T2 version exist Yes/No?" check failing.
This was the reason Hulks and other T2 barges couldn't be invented for a while--Hulks are clearly T2 Covetors, but because the ships were not linked together on the meta table the covetor jobs would fail before they were finished being submitted. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Plutoinum
German Cyberdome Corp Cult of War
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Posted - 2007.04.01 00:42:00 -
[119]
Edited by: Plutoinum on 01/04/2007 00:40:16
Originally by: Sufjan Stevens Can you use a t2 item as the meta item? if so is it better/as good as the best t1 meta item?
No, actually I had that idea, because then I'd use improved cloaking devices and wolfs to invent covert ops cloaking devices and jaguars (recycling the less valuable outcomes). tech-2 is meta-level 5. But doesn't work.   ___________ Muuuhhh !!! |

Trinity Faetal
Gallente 0utbreak
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Posted - 2007.04.01 17:21:00 -
[120]
5x 60 run 1mn mwd bpc ran without any base item and/or datafiles
3 runs succes / 2run t2 bpc/ me -4/ pe -4. 2 failed
4x 60run 1mn mwd bpc ran with advanced theories/ no base item
2 runs succes / 3run t2 bpc/ me -6/ pe 1. 2 failed --
Enjoy The Silence |

Tahreem
Minmatar Rather Odd Industrial Dynasty
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Posted - 2007.04.01 22:27:00 -
[121]
to reply on some peepz asking about faction mods to help increase the chance..
I tried to use dread guristas cloaking device to get my chances higher for good result..
You can choose the item but when you activate the job it moans something like:
This job is to sophisticated for our scientists..
All needed skills are at lvl 4 ------- Ceo of Rather odd industrial dynasty, We build the things rather odd
Recruiting ! |

Imprezina
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Posted - 2007.04.02 03:49:00 -
[122]
What will i get if I use 1-run bpcs for modules? for ships?
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Aykido
Gallente Lobster of Babel
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Posted - 2007.04.02 08:48:00 -
[123]
Trinity with a 300 run BPC you would get 10 runs +encryptor run modifier. Selling PERFECT PRINTS of 672 of the 728 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. |

Trinity Faetal
Gallente 0utbreak
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Posted - 2007.04.02 14:25:00 -
[124]
Originally by: Aykido Trinity with a 300 run BPC you would get 10 runs +encryptor run modifier.
yeah just found, thx  --
Enjoy The Silence |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.04.02 16:10:00 -
[125]
Well, thanks to the stealth nerf on invention, my previous success rate datasets are worth exactly two things: Jack and ****. And Jack got podded.
Since then on TQ I've attempted about 10 hulk inventions with no success with 4/4/4 skills and a mixture of Test Reports and Stolen Formulas, and with covetors. I'm a bit peeved.
However, I had a few jobs pending on Singularity. Delivered them (4/3/3 skills there, and the jobs were no decryptor but with a covetor) and got 75% success....so maybe the stealth nerf is rolled back some with the new build? Oveur accidentally misplace the decimal point with the current invention success rate perhaps?
Guess we'll see tomorrow. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

CampyloBacter
Gallente Enteritis Inc
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Posted - 2007.04.02 16:58:00 -
[126]
I've noticed a strange phenomenon occurring in my invention of Cap recharger 2s. All skills at 4, and using fixed parallel link-capacitors as the meta item (second best I think)and initially just 10 run BPCs and no decryptors, I had ten successes out of twelve attempts, each however was for a 1 run T2 BPC. Then, when my nice new 300-run BPCs came of the photocopier, I changed to using them. My first four attempts with the 300 run BPCs but everything else the same (and in two of those jobs using the best Meta item) have all failed.
Has anyone else noticed a decreased chance of success with increasing BPC run size? Or could this just be down to chance?
The cynic in me thinks that the Devs want small scale invention to be more successful just to allow players to manufacture items for their own use, but to prevent inventors threatening the T2 BPO owner's stranglehold on the market. We're already seeing nerfs to invention, doubtless following bleating from the monopoly holders who fear the genuine competition which invention has the potential to introduce.
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Qual
Gallente Cornexant Research
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Posted - 2007.04.02 21:40:00 -
[127]
Originally by: Vladimir Tinakin Well, thanks to the stealth nerf on invention, my previous success rate datasets are worth exactly two things: Jack and ****. And Jack got podded.
Since then on TQ I've attempted about 10 hulk inventions with no success with 4/4/4 skills and a mixture of Test Reports and Stolen Formulas, and with covetors. I'm a bit peeved.
However, I had a few jobs pending on Singularity. Delivered them (4/3/3 skills there, and the jobs were no decryptor but with a covetor) and got 75% success....so maybe the stealth nerf is rolled back some with the new build? Oveur accidentally misplace the decimal point with the current invention success rate perhaps?
Guess we'll see tomorrow.
Nerf? There has been no nerf. You are experincing really bad luck. It happens.
"The short version: Qual is right." -Papa Smurf |

Qual
Gallente Cornexant Research
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Posted - 2007.04.02 21:44:00 -
[128]
Originally by: CampyloBacter
Has anyone else noticed a decreased chance of success with increasing BPC run size? Or could this just be down to chance?
Chance. I do my module invention using 300 runs. ~70% succes over time. (No change before and after patch. Large sample base of 100+ jobs.)
"The short version: Qual is right." -Papa Smurf |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.04.02 22:29:00 -
[129]
Originally by: Qual
Nerf? There has been no nerf. You are experincing really bad luck. It happens.
Just seems to be a lot of anecdotal evidence pointing to a general upping of the difficulty to invention...it could be random chance, admittedly, but I'm left with a nagging feeling that the devs are doing some behind the scenes, ignore-the-man-behind-the-curtain tweaking of invention odds.
In any event, I'm going to launch a new round of testing after 1.4.1 to recheck the baseline. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Anfauglith
Retired Soldier Ltd.
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Posted - 2007.04.03 01:12:00 -
[130]
I do think some tweaking has been made, cause the sucess rate has dropped A LOT. Using decryptors I've even yet to get a single sucess. (The one adding more runs)
And without decryptors I've gotten 2x 10-runs out of 5 tries on warp disruptors II's and 1/4 on vagabonds.
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Two step
Amarr Chosen Path Lotka Volterra
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Posted - 2007.04.03 03:42:00 -
[131]
I don't buy the nerf theory either. My success rate is still close to 75%, just where it was pre-patch. This is with about 75 runs before and another 75 after the patch.
One thing I have noticed is that the meta level of the item has a huge effect on your success rates. For runs where I have been poorer and bought a crappier named item, I am seeing success rates lower than 50%.
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Plutoinum
German Cyberdome Corp Cult of War
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Posted - 2007.04.03 03:47:00 -
[132]
Originally by: Anfauglith I do think some tweaking has been made, cause the sucess rate has dropped A LOT. Using decryptors I've even yet to get a single sucess. (The one adding more runs)
And without decryptors I've gotten 2x 10-runs out of 5 tries on warp disruptors II's and 1/4 on vagabonds.
Yes, I did 6 jobs yesterday, all failed. Normal would have been 4 successes. Maybe I shouldn't invent during eve primetime, if they have some sort of limit, how many stuff we are allowed to invent. ( I still remember this incident a few days ago with 6 jobs, each message getting worse, first 4 succeeded, last too failed. I think that was right after downtime. ) Now it was the first time I invented during EVE primetime and the first time I got such a craptastic result. ___________ Muuuhhh !!! |

Moonaru Izu
Caldari I.Z.U Syndicate
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Posted - 2007.04.03 07:47:00 -
[133]
I've been following this thread for quit a while now. As I'm planning to get into invention soon (damn interfaces :) I thought I might as well prepare myself as good as I can and this thread delivers 
However, the recent "indications" that there have been some stealth nerfs got me thinking. Not hindered by any hands-on experience of inventions (and therefor surely no expert), I think that there were some nerfs, because it would make sense. Let me explain....
ATM, everbody, including the kitchen sink, is getting into invention it seems. A lot of them focussing on the modules and ships which are insanely overpriced, like hulks, cloaks and some others.
If all you inventors would suddenly be succesfull at inventing and building them and put them on the market, the prices would not only drop, they would probably crash. Invention is a very good initiative but it should not be that it makes the T2 stuff so common (and thus low-cost) that is will become mainstream, that was not the intention of CCP I recon.
So, I think that CCP has been monitoring the success rate of certain inventions and has start fiddling with the numbers of some of them to make sure that these items remain, kinda, exclusive and we do not end up with noobs flying T2 fitted ibis's.
This could explain why some of you get the feeling that the succesrate is not as high as it was and others do not experience this. My hunch is that the persons experiencing the stealth nerf are into inventing the more exclusive T2 stuff (like hulks).
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Anfauglith
Retired Soldier Ltd.
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Posted - 2007.04.03 09:17:00 -
[134]
The idea was to get more producers getting into the T2 market Moonaru Izu. As it stands only the high-price mods/ships will give you any real profit.
With 1/4 sucess on a vagabond for instance you would actually EARN isk by buying a built a ship for 200m and selling your datacores.
With current invention and buildcost if you have a 100% sucess ratio the cost for a vaga is roughly between 80-90m. (With Mech Eng cores @ 4m/each)
I'm not good at math, but 4 tries with one ship built came down to 230m. So the people with t2 bpo's have no need to worry since invention cost is always going to make the cost higher for inventors, not to mention the negative ME & PE. Decryptors, from what I've seen, was not suppose to lower the % fo sucess and yet all tries failed with it, but managed 2/5 with warp disruptors without decryptors. (The decryptor adding more runs that is, I'm aware of one decryptor having a x0.8 mod to sucess)
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Khajit Smitty
Minmatar MisFunk Inc.
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Posted - 2007.04.03 10:02:00 -
[135]
T2 BPO owners will always make profit, however it wont be the 300% markup sort of profit and more like a 25% to 50% markup.
anyways lets not loose sight of the objective here.
So far on sisi with all relvant invention skills at level 1 and trying to invent a module, i have the following stats to share :
Total jobs : 50 Total success's : 15 Total failure : 35
Job stats : Item type : Module No decrytor used at all. Base T1 item used in all jobs.
Minmatar Encyption Methods : Lvl 1 Science skill 1 : lvl 1 Science skill 2 : lvl 1
More stats to come......
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Khajit Smitty
Minmatar MisFunk Inc.
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Posted - 2007.04.03 10:02:00 -
[136]
Edited by: Khajit Smitty on 03/04/2007 10:00:35 dble post, stupid forums
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Ozzie Asrail
Exploited
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Posted - 2007.04.03 12:24:00 -
[137]
I havn't noticed any nerf at all, admittidly I've only been inventing on-off a week or 2 and only seroiusly this weekend. Don't really have massive amounts of runs done.
BCUII 10 Invents Base Item - Standard BCU I Decryptor: 1.3x success, +4 runs 8 Successes 1 Fail 1 Fail using the 0.4x, +9 runs.
Sensor Boosters II 2 Invents Base Item - Standard SB I Decryptor: 1.3x success, +4 runs 1 Success 1 Fail
Magstab II 2 Invents Same as sensor booster
425mm Rail 5 Invents 425mm 'Scout' - 3rd best 1.3x, +4 decryptor 2 Sucesses 3 fails
I was a bit disapointed with the 425mm rail but the bcu was real successfull. Only got 3/3/3 for skills so possibly thats what hurt the 425's chance.
Overall - 19 invents - 12 Success - 7 Fail = 71.4% success rate and probably 250mil+ profit once everything sells. I'm happy enough tbh. -----
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Plutoinum
German Cyberdome Corp Cult of War
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Posted - 2007.04.03 15:36:00 -
[138]
Well, just had a 5 out of 5 for overdrives without any decryptor. I have started another 5 invention runs. I'm really interested to see, how it goes on... ___________ Muuuhhh !!! |

GayL0rd
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Posted - 2007.04.04 10:30:00 -
[139]
Is there any chance that the sucess rate is dynamic like the loyalty points and mission rewards that depend on average globals run time?
So, if there is alot of success on some mods for a week or so, the sucess rate for that particular mod drops. Would explaine why some people notice a dorp but others dont. And it insures that inventin doesnt cracs the market for some mods/ships. It would fit in with what CCP manage oter stuff like the missions.
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Aristedes
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Posted - 2007.04.04 11:36:00 -
[140]
Edited by: Aristedes on 04/04/2007 11:36:24 some data
invention job no.1 (before revelations 1.4) Skills: 4/3/3 BPC 300run ME0 PE0 item meta-level: 4 decryptor: none Total success's : 13 Total failure : 7
invention job no.2 (before revelations 1.4) Skills: 4/3/3 BPC 300run ME0 PE0 item meta-level: 4 decryptor: assembly instructions (used in 1 job only - finished with success) Total success's : 14 Total failure : 6
invention job no.3 (after revelations 1.4) Skills: 4/3/3 BPC 300run ME0 PE0 item meta-level: 4 decryptor: none Total success's : 15 Total failure : 5
invention job no.4 (after revelations 1.4) Skills: 4/4/3 BPC 300run ME0 PE0 item meta-level: 4 decryptor: none Total success's : 16 Total failure : 4
invention job no.5 (after revelations 1.4) Skills: 4/4/3 BPC 300run ME0 PE0 item meta-level: 4 decryptor: none Total success's : 15 Total failure : 5
invention job no.6 (before revelations 1.4) Skills: 4/4/4 BPC 15run stabber bpc ME0 PE0 item meta-level: 1? (stabber) decryptor: assembly instructions (+4 run +30%success rate) Total success's : 0 Total failure : 3
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Pale NPastey
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Posted - 2007.04.04 15:18:00 -
[141]
The formulas you number crunchers out there come up with just make my head hurt. How can you guys go back and forth and assume you're correct with such limited information. Forgive me for trolling but the hardcore formulas presented here are a joke! Can't we agree that the majority of what we're all workng under (for the foreseeable future) is educated guesses and assumptions? I do (assume) think it's safe to assume that CCP will be making stealth adjustments to the sucess percentages of individual items for a while. 1) theres no way to predict the outcome until you cut it loose and see what happens, it can be so easy that they're as available and cheap as T1. 2)It seems that it'd be asking for headaches to announce every tweak to every item (cloak sucess percentages being dropped 2% today at downtime, something else increased 5%, etc. and see that daily) People would blow a gasket over every item and adjustment. The successes/failures, attempts and general information is the only helpful stuff here. We can't come up with hard fomulas without a lot more time and information. Course....it would be nice if ccp would just release the percentages.. FYI-5 Hulk atempts, all using 10 run (max) bpc's with ME/PE 0, coveter as base item and 1.1 sucess decrypter first 3 attempts, skill were 3/4/4 - All Failed 4th and 5th attempt had skills at 4/4/4-1 success. 2-run -4ME/PE
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Daerkannon Shimmerscale
Gallente Paxton Industries
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Posted - 2007.04.04 15:35:00 -
[142]
Edited by: Daerkannon Shimmerscale on 04/04/2007 15:37:32
Originally by: Pale NPastey The formulas you number crunchers out there come up with just make my head hurt. How can you guys go back and forth and assume you're correct with such limited information. Forgive me for trolling but the hardcore formulas presented here are a joke! Can't we agree that the majority of what we're all workng under (for the foreseeable future) is educated guesses and assumptions? I do (assume) think it's safe to assume that CCP will be making stealth adjustments to the sucess percentages of individual items for a while. 1) theres no way to predict the outcome until you cut it loose and see what happens, it can be so easy that they're as available and cheap as T1. 2)It seems that it'd be asking for headaches to announce every tweak to every item (cloak sucess percentages being dropped 2% today at downtime, something else increased 5%, etc. and see that daily) People would blow a gasket over every item and adjustment. The successes/failures, attempts and general information is the only helpful stuff here. We can't come up with hard fomulas without a lot more time and information. Course....it would be nice if ccp would just release the percentages.. FYI-5 Hulk atempts, all using 10 run (max) bpc's with ME/PE 0, coveter as base item and 1.1 sucess decrypter first 3 attempts, skill were 3/4/4 - All Failed 4th and 5th attempt had skills at 4/4/4-1 success. 2-run -4ME/PE
To answer your question, we make assumptions because that is part of the scientific process. Gather some data, make a theory and establish a possibility. Gather more data and see if that guess is right (it usually isn't). Refine your equation until you get something that accounts for 99% of all cases. Then you're probably very close to the actual result. Sometimes your assumptions prove to be wrong and you have to change those.
There is no evidence to suggest that CCP is tweaking invention secretly without telling the player base. Most of the samples presented here are, individually, far too statistically small to make any good observations from. Even with an 80% success rate failing 10 jobs in a row isn't that improbable.
Incidentally Newton's equations for physics are still being used today even though Einstein's equations superseded his because Newton's equations are good enough for 99% of what we need them for even if they have since been proven to be incorrect (and even Einstein's equations have faults).
--- Honest officer, the dwarf was on fire when I got here! Paxton Industries is recruiting. |

Meau
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Posted - 2007.04.04 18:11:00 -
[143]
Edited by: Meau on 04/04/2007 18:07:54 @Pale NPastey
Firstly i agree with Daerkannon.
Furthermore one formula seems to be fully(100%) understood, output run number. Might not be the most valuable one(that one being the success chance) but its a success and can be helpful.
About formulae for success chance. You will probably never be able to calculate success changes for all modules, cause its sure there is a base chance in there and that one is hard to pin down and could chance over time. Still having an approximate table would be extremely helpful.
BUT was imho is most important at the current stage of this "scientific" endeavor is discovering the dependance of success on skills and meta-level. As this should be the same for all items, there is hope, with enough data, and it would be very nice to have that knowledge.
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DeODokktor
Caldari Dark Templars The Fonz Presidium
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Posted - 2007.04.04 21:24:00 -
[144]
Originally by: Ricdic Yeh cloak has always seemed to be an exception to the T1 rule. Hell, we never even got the T1 bpo's seeded.
The tech1 proto cloak bpo's were seeded in like November. |

Kaaii
Caldari Equilibrium LLC
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Posted - 2007.04.04 22:04:00 -
[145]
Something ive been curious about...
In corp jobs, one player "starts" an invention process, his stats are checked against the job reqs. The job finishes sometime later.
Another player "finishes" (delivers) the job. This has no effect on the outcome right?? If player 1 has all skills, player 2 has none but delivers? Im thinking "probably" not, but I had an instance where my skills were lower than the starters(job) skills and when i delivered the job, it failed, bad luck i suppose but it got me thinking...
oh and for some numbers folks Ive been playing with heavy launchers: 10 jobs-failed 4 skills rocket/mech/ency 4/4/4 caldari tunning instructions 84 runs total
Kaaii
Trading 101 Kaaii-Net Research Labs
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Daerkannon Shimmerscale
Gallente Paxton Industries
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Posted - 2007.04.04 22:11:00 -
[146]
Originally by: Kaaii Another player "finishes" (delivers) the job. This has no effect on the outcome right?? If player 1 has all skills, player 2 has none but delivers? Im thinking "probably" not, but I had an instance where my skills were lower than the starters(job) skills and when i delivered the job, it failed, bad luck i suppose but it got me thinking...
I would think that is safe to assume that whomever delivers the job has no effect on the outcome of the job since that's consistent with how the rest of the manufacturing discipline works. If I pop in a job at PE5 and later a corp mate with PE3 delivers it, it doesn't suddenly cost more minerals. --- Honest officer, the dwarf was on fire when I got here! Can't find a mechanical engineering agent? Need a non-Caldari Navy agent? http://www.eve-agents.com/ for all your agent needs! |

Meau
|
Posted - 2007.04.05 11:06:00 -
[147]
Originally by: Daerkannon Shimmerscale
Originally by: Kaaii Another player "finishes" (delivers) the job. This has no effect on the outcome right?? If player 1 has all skills, player 2 has none but delivers? Im thinking "probably" not, but I had an instance where my skills were lower than the starters(job) skills and when i delivered the job, it failed, bad luck i suppose but it got me thinking...
I would think that is safe to assume that whomever delivers the job has no effect on the outcome of the job since that's consistent with how the rest of the manufacturing discipline works. If I pop in a job at PE5 and later a corp mate with PE3 delivers it, it doesn't suddenly cost more minerals.
/agree
The outcome of the job is probably determined in the moment you start it, it just doesnt tell you for obvious reasons. Why do i think that? Cause which type of output BPC you get(when there are several options, i.e. with cloaks or rifters) is also determined in the moment of starting the job(and this, it tells you).
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Mazhius
Observatory
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Posted - 2007.04.05 11:44:00 -
[148]
Edited by: Mazhius on 05/04/2007 11:52:14
Quote: succes_rate= (1+encryption.lev/10)*(1+related_science1.lev/10)*(1+related_science2.lev/10)*(1+(meta_item.lev*5+5)/10)*modyfier_decryptor
I suspect this is latest formula that we assumed is close to reality?
with skills at lvl 4, 1.3 decryptor and meta_item.lev4 it gives result of 12.4852(1.4*1.4*1.4*3.5*1.3) and this number just confuses me (I'm not the maths specialist though.. )
shouldn't it be devided by 100, not 10 in each case? it would give result of 1.8279 (1.04*1.04*1.04*1.25*1.3), what cout be assumed a 82.79% succes chance?
Ofcourse it should also be multiplied by a 'base chance' - which I suspect is not a costant but variable figure. As someone previuosly spotted, this number could vary based on global attemts or succes figures. I can assume that it changes on each dt, summarising all activities of previuost DT to DT period (EDIT: or rather week - as per dt is too short to make reasonable influece)per item - in this way it would not only add randomnes to invention, but also would influece prices of t2 items - making them more stable due to higher cost per item for inventor (what is also should be quite important issue for dev and players).
Thus, if the above is close to truth, invention of less profitable items has a bigger chance of succes as less people are attempting it.
But I wont be surprissed if I'm totally wrong... 
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Anfauglith
Retired Soldier Ltd.
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Posted - 2007.04.05 12:27:00 -
[149]
Vagabond invention: Before "pressumed stealth-nerf" 4/6 sucesses, no decryptors.
All related skills at lvl 4.
After: 0/5 sucesses, no decryptors. 1/4 sucesses with decryptors.
All related skills at lvl 4.
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Salvis Tallan
Gallente The Shadow Order Hydra Alliance
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Posted - 2007.04.05 13:30:00 -
[150]
Originally by: Mazhius Edited by: Mazhius on 05/04/2007 11:52:14
Quote: succes_rate= (1+encryption.lev/10)*(1+related_science1.lev/10)*(1+related_science2.lev/10)*(1+(meta_item.lev*5+5)/10)*modyfier_decryptor
I suspect this is latest formula that we assumed is close to reality?
with skills at lvl 4, 1.3 decryptor and meta_item.lev4 it gives result of 12.4852(1.4*1.4*1.4*3.5*1.3) and this number just confuses me (I'm not the maths specialist though.. )
shouldn't it be devided by 100, not 10 in each case? it would give result of 1.8279 (1.04*1.04*1.04*1.25*1.3), what cout be assumed a 82.79% succes chance?
Ofcourse it should also be multiplied by a 'base chance' - which I suspect is not a costant but variable figure. As someone previuosly spotted, this number could vary based on global attemts or succes figures. I can assume that it changes on each dt, summarising all activities of previuost DT to DT period (EDIT: or rather week - as per dt is too short to make reasonable influece)per item - in this way it would not only add randomnes to invention, but also would influece prices of t2 items - making them more stable due to higher cost per item for inventor (what is also should be quite important issue for dev and players).
Thus, if the above is close to truth, invention of less profitable items has a bigger chance of succes as less people are attempting it.
But I wont be surprissed if I'm totally wrong... 
I still believe this base success chance does not change each dt or anything like that(unless its a patch and done on purpose). The data files give something like 0.43 for a base chance, and then if we multiply it by 1.04*1.04*1.04*1.25*1.3 we get 0.84 which is far more likely and looks right. ------
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Dyeadmheet
Caldari Khanid Aerospace Group
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Posted - 2007.04.06 02:52:00 -
[151]
Originally by: Salvis Tallan I still believe this base success chance does not change each dt or anything like that(unless its a patch and done on purpose).
I don't think it changes automatically, or that it's changed at EVERY downtime, but I do think that these base success probabilities have been changed on certain items in order to keep their price from dropping "too low."
If core prices drop too far and some items drop too far in price again, these base chances will be changed to compensate.
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Daerkannon Shimmerscale
Gallente Paxton Industries
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Posted - 2007.04.06 06:02:00 -
[152]
Originally by: Dyeadmheet I don't think it changes automatically, or that it's changed at EVERY downtime, but I do think that these base success probabilities have been changed on certain items in order to keep their price from dropping "too low."
If core prices drop too far and some items drop too far in price again, these base chances will be changed to compensate.
I'm not really sure why people believe this. CCP is perfectly happy to let the player driven market determine what's worthwhile to make and what isn't without tinkering with success chances on an per item basis. I know I sure wouldn't want to manage a database with thousands of individual base chances. --- Honest officer, the dwarf was on fire when I got here! Can't find a mechanical engineering agent? Need a non-Caldari Navy agent? http://www.eve-agents.com/ for all your agent needs! |

Miso Houni
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Posted - 2007.04.06 09:53:00 -
[153]
Originally by: Vladimir Tinakin My own invention experience:
Covert Ops Cloak attempts: 7 Successes: 4 Failures: 3
Relevent skills are all at level 4. Best success decryptor used every time, with a Proto Cloak I used as the base item.
So, it looks like slightly better than even odds for the cloak invention at my present skill level.
my dissimilar experience attempting to invent covert cloaks 
i put in 8 batches, each with a 10run unresearched bpc, datacores, prototype cloak as base item, and 2 attempts with each type of decryptor except installation guide - i have all relevant skills maxed
results:
interface alignment chart (2)
0.4% probability -4 me 1 pe +9 max run
#1
Sadly you were unable to produce anything of value in this job. Although you have a firm understanding of the basics of this job you were never close to a solution.
#2
Sadly you were unable to produce anything of value in this job. You've got a good feel for this job, even if nothing of value came out of it this time.
tuning instructions (2)
1 probability -1 me 3 pe +0 max run
#1
Great news! You were successful in producing a new Tech II blueprint! You're happy with your success, for succeeding this job was far from certain.
Blueprint details: Blueprint Type: Improved Cloaking Device II Blueprint Number of Runs: 1 Material Level: -5 Productivity Level: -1
#2
Sadly you were unable to produce anything of value in this job. This job requires lot of diligence and hard work on your part if you want to succeed.
user manual (2)
0.8% probability 0 me 4 pe +2 max run
#1
Great news! You were successful in producing a new Tech II blueprint! You're happy with your success, for succeeding this job was far from certain.
Blueprint details: Blueprint Type: Improved Cloaking Device II Blueprint Number of Runs: 3 Material Level: -4 Productivity Level: 0
#2
Sadly you were unable to produce anything of value in this job. You've got a good feel for this job, even if nothing of value came out of it this time.
prototype diagram (2)
1.1 probability -2 me 5 pe +1 max run
#1
Sadly you were unable to produce anything of value in this job. Although you have a firm understanding of the basics of this job you were never close to a solution.
#2
Sadly you were unable to produce anything of value in this job. This job requires lot of diligence and hard work on your part if you want to succeed.
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Meau
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Posted - 2007.04.06 10:44:00 -
[154]
Edited by: Meau on 06/04/2007 10:43:49
Originally by: Mazhius Edited by: Mazhius on 05/04/2007 11:52:14
Quote: succes_rate= (1+encryption.lev/10)*(1+related_science1.lev/10)*(1+related_science2.lev/10)*(1+(meta_item.lev*5+5)/10)*modyfier_decryptor
I suspect this is latest formula that we assumed is close to reality?
with skills at lvl 4, 1.3 decryptor and meta_item.lev4 it gives result of 12.4852(1.4*1.4*1.4*3.5*1.3) and this number just confuses me (I'm not the maths specialist though.. )
shouldn't it be devided by 100, not 10 in each case? it would give result of 1.8279 (1.04*1.04*1.04*1.25*1.3), what cout be assumed a 82.79% succes chance?
Ofcourse it should also be multiplied by a 'base chance' - which I suspect is not a costant but variable figure. As someone previuosly spotted, this number could vary based on global attemts or succes figures. I can assume that it changes on each dt, summarising all activities of previuost DT to DT period (EDIT: or rather week - as per dt is too short to make reasonable influece)per item - in this way it would not only add randomnes to invention, but also would influece prices of t2 items - making them more stable due to higher cost per item for inventor (what is also should be quite important issue for dev and players).
Thus, if the above is close to truth, invention of less profitable items has a bigger chance of succes as less people are attempting it.
But I wont be surprissed if I'm totally wrong... 
If you ask me, no, you suspect wrongly.
Without wanting to be offensive to the poster of this formula, his math, or basic calculations seem very weird and are at no point understandable.
As he seems to multiply some numbers and gets completely different results from what you what get if you, yay, multiply these numbers, i wouldnt recommend spending time on it.
Just try to understand the following:
Originally by: ShadowRat
So best chance is: 1.05*1.05*1.05*1.25*1.3=> 88% if no item and decryptor 1.05*1.05*1.05=> 15%-16%
I cant. He seems to multiply everthing and then substract 1 at the to end to get a percentage, and something below 1, which is totally arbitrary and unscientific, not say plainly wrong to do. And he doesnt even tell us.
Your best guess for a starting point would be
Originally by: Daerkannon Shimmerscale
(Base Chance) x (1+Skill1x0.05) x (1+Skill2x0.05) x (1+Skill3x0.05) x MetaMod x Decryptor
Though i personally think the 0.05s are probably 0.01s (influence doesnt seem to be that high) and Metamod is something like (0.8+0.05*MetaMod) or something.
While ShadowRat is certainly enthusiastic to the cause, his posts cloud the issue in my humble opinion, and can confuse or mislead newcomers quite a bit, by being just a tad chaotic and his calculations most importantly totally unreproducible(he seems to use different base math than me).
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Meau
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Posted - 2007.04.06 11:54:00 -
[155]
Edited by: Meau on 06/04/2007 11:53:00
Okay, as the lack of any formula describing the data in a consistent way was evident, i tried to do a few fits.
My basic assumption was something along these lines:
Chance = BaseChance * Decryptor * (1 + Skill1 * a1) * (1 + Skill2 * a2) * (1 + EncryptionsSkill * a3) * (b1 + Metalevel * b2)
First Problem was the very high success rate reported for invuls linked in my previous post, even with tech 1 item and extremely low skills. One solution may be that, as there exist no invul fields with meta level 3 and 4 (only one named version with meta level 2 available), which would gimp invention chance, the base chance was set extremely high. Still im very suspicious, even if the data is true, maybe there is something broken. This data is also fully and best consistent with the 2 datacore related skills having no influence at all.
Still i will present the formula resulting from this data(used to determine dependancy on skills) and Aykidos data in this thread(to determine dependancy on meta-item level), for discussion and tests.
If i believe in the 2 skills having some effect, and trying to be consistent within errors:
Success chance = BaseChance * Decryptor * (1 + Skill1 * 0,01) * (1 + Skill2 * 0,01) * (1 + EncryptionsSkill * 0,15) * (0,4 + Metalevel * 0,15)
Base chance for Aykidos data would be 0.4, and for the Invul data 1.6. One reason could be as above that as only 1 named item exists and not 4, one dev thought lets multiply it by four, to not gimp invention of this item. Yeah crazy, i would be extremely happy if someone has another explanation or data that proves the above used invul data wrong.
Base chance for my own cruiser invention data (5 out of 18 with 4/5/4 and 1.3er decryptor) would be 0.3.
Errors on all factors are still quite huge, and i doubt the whole thing ;P, the Encryption skill one could well be 0.1 and not 0.15 for example(which sounds "neater").
So discuss if you want, and any data on invul field invention would make me extremely happy.
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Meau
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Posted - 2007.04.06 11:54:00 -
[156]
Edited by: Meau on 06/04/2007 13:04:54
Okay, as the lack of any formula describing the data in a consistent way was evident, i tried to do a few fits.
My basic assumption was something along these lines:
Chance = BaseChance * Decryptor * (1 + Skill1 * a1) * (1 + Skill2 * a2) * (1 + EncryptionsSkill * a3) * (b1 + Metalevel * b2)
First Problem was the very high success rate reported for invuls linked in my previous post, even with tech 1 item and extremely low skills. One solution may be that, as there exist no invul fields with meta level 3 and 4 (only one named version with meta level 2 available), which would gimp invention chance, the base chance was set extremely high. Still im very suspicious, even if the data is true, maybe there is something broken. This data is also fully and best consistent with the 2 datacore related skills having no influence at all.
Still i will present the formula resulting from this data(used to determine dependancy on skills) and Aykidos data in this thread(to determine dependancy on meta-item level), for discussion and tests.
If i believe in the 2 skills having some effect, and trying to be consistent within errors:
Success chance = BaseChance * Decryptor * (1 + Skill1 * 0,01) * (1 + Skill2 * 0,01) * (1 + EncryptionsSkill * 0,15) * (0,4 + Metalevel * 0,15)
Base chance for Aykidos data would be 0.4, and for the Invul data 1.6. One reason could be as above that as only 1 named item exists and not 4, one dev thought lets multiply it by four, to not gimp invention of this item. Yeah crazy, i would be extremely happy if someone has another explanation or data that proves the above used invul data wrong.
Base chance for my own cruiser invention data (5 out of 18 with 4/5/4 and 1.3er decryptor) would be 0.3(sensible).
Errors on all factors are still quite huge, and i doubt the whole thing ;P, the Encryption skill one could well be 0.1 and not 0.15 for example(which sounds "neater"). The system is still a bit underconstrained(see below in the edit).
So discuss if you want, and any data on invul field invention would make me extremely happy, as this invention type seems to behave "strangely" (low skill dependancy and extremely high base chance).
Edit: Success and tries reported and expectation from above formula Aykidos data:
Reported....Expectation from formula with above factors 5/9.........5.8/9 11/14.........10.6/14 1/3.........1.1/3 8/13.........8.2/13 3/6.........4.6/6 6/6.........5.4/6
Invul data: 31/50.........30.0/50 38/50.........37.9/50 30/50.........31.8/50 39/50.........44.3/50
It looks even a bit better(especially the last 2 lines) if i set a1 and a2 to zero, but according to dev posts, for best success chance one should have all three skills at 5, thus they should have at least some influence. The agreement is striking, but keep in mind that these factors have been handtailored to exactly result in the reported values and in "reasonable" values(no skill * 0,6915...), and the dataset used is small(though thanks to the posters again, effort was huge). Additionally it is a bit underconstrained, as i dont really have more datapoints than parameters.
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Meau
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Posted - 2007.04.06 13:38:00 -
[157]
Edited by: Meau on 06/04/2007 13:44:36
Just to illustrate the problem with not knowing base chances, different weigthing of data points and dropping the assumptions that the 2 datacore skills have an influence and meta-level enters some "waste-like" formula, could lead to:
Success chance = BaseChance * Decryptor * (1 + EncryptionsSkill * 0,1) * (1 + Metalevel * 0,5)
Base chance here would be 70% and 17% for the two data samples (15% for cruisers).
Agreement of reports....expectation
5/9.........5.9/9 11/14.........11.0/14 1/3.........0.9/3 8/13.........8.0/13 3/6.........4.6/6 6/6.........5.6/6
Invul data: 31/50.........30.8/50 38/50.........36.4/50 30/50.........30.8/50 39/50.........39.2/50
Much closer to the mark, but as i said, as statistic errors are much higher then the deviations, using the real formula(if i were a dev) would probably show much bigger differences between data and expectation.
The big unknown still is, why did Aykido get so (comparatively) low success rates with high skills, good decryptor and good meta-item when the invul field sample shows huge success rates with crappy skills, no meta items and crappy decryptor.
(i.e. with skills 4/4/4, 1.3 decryptor and metalevel 2 61%; skills 4/4/4 with 0.8(!!!) decryptor and metalevel 0(!!!) 78%)
Is the variation of base chance for modules spread so much, are there unknown factors in there, or is something broken?
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Kaven Kantrix
Two Brothers Mining Corp.
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Posted - 2007.04.06 16:01:00 -
[158]
Ok. So we dont know the formula. Maybe we have something close, maybe we dont. We also might have some weird things with particular items. But, we do know some very important things, which is really all that is needed to do invention:
1-Encryption skill seems to have the greatest impact on invention of the 3 skills needed. If you only have time/willpower to max one of the 3 skills, this is the one. Also, max this first, and maybe max the others or leave them at 4.
2-Using the best metalevel item for invention seems to be the single biggest factor for increasing your success chances across the board. No other factor gives such a big boost. (Sadly, this is not always possible, especially for ships or weird modules).
3-Using the "1.3" decryptor really helps your success chances and is an all around good decryptor to use as well.
4-At best, if you do everything right, you can hope for around 20-30% chance to invent a ship, and 80-90% chance to invent a module. (Best decryptor, best meta item, meta item 4 actually exists, etc)
Now, it seems to me that if you keep these 4 things in mind when doing your invention, you will be able to run your business successfully even without knowing the exact formula.
Comments?
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.04.06 16:30:00 -
[159]
This latest data/formula approximations appear to be getting closer to agreement, it seems.
There is another factor that we aren't able to test or investigate, of course--the random number generator that CCP uses to "roll" the job. Depending on what they're using and the frequency of seed renewal, this could also account for the failure "clusters" some people get while simultaneously avoiding the whole "CCP Shadowy Market Manipulation" issue. However, unless a dev comes forward with the info there's no way we can be certain....and it might be better if they don't to prevent people from gaming the system.
Anyway, my testing has been somewhat interrupted due to RL concerns and the like, however I'll be setting up for a slew of tests within a few days or so.
Many thanks to everyone that has contributed and helped so far; Invention IS the future of T2 production and so everyone's contribution helps everyone else in determining how that future will be shaped. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Salvis Tallan
Gallente The Shadow Order Hydra Alliance
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Posted - 2007.04.06 16:56:00 -
[160]
Originally by: Vladimir Tinakin This latest data/formula approximations appear to be getting closer to agreement, it seems.
There is another factor that we aren't able to test or investigate, of course--the random number generator that CCP uses to "roll" the job. Depending on what they're using and the frequency of seed renewal, this could also account for the failure "clusters" some people get while simultaneously avoiding the whole "CCP Shadowy Market Manipulation" issue. However, unless a dev comes forward with the info there's no way we can be certain....and it might be better if they don't to prevent people from gaming the system.
Anyway, my testing has been somewhat interrupted due to RL concerns and the like, however I'll be setting up for a slew of tests within a few days or so.
Many thanks to everyone that has contributed and helped so far; Invention IS the future of T2 production and so everyone's contribution helps everyone else in determining how that future will be shaped.
It would be nice if a Dev were to tell us if there is randomization and where. We dont need them to tell us full equations, but if we know where the random parts are we can finish finding the equations ourselves.
Once I finish writing the display handling and meta level support, ill update my invention plugin so we can flip through and compare if our current equations match results that we get. My current Success formula is: BaseChance * (1+ DecrypterSkill*0.05) * (1+ DatacoreSkill*0.02) * (1+ DatacoreSkill*0.02) * Metamod
I picked 0.05 and 0.02 because the data seems to support it. Can someone help me out by listing max runs for types of blueprints? ------
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sahtila
principle of motion Interstellar Alcohol Conglomerate
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Posted - 2007.04.06 18:34:00 -
[161]
Edited by: sahtila on 06/04/2007 18:32:24 Anyone played with idea that Basechance is derived straight from number of datacores in job? My own limited experience seems to show that modules needing 1+1 datacores are easier than 2+2 modules, and frigate inventin is much easier than cruiser invention. I would not be surprised if there is only one equation for all invention success rate, both modules and ships. And ships would be more difficult to invent only because a) they need more datacores usually b) t1 base item (ships) are meta level 0 or 1.
Hmm could base success chance be something like 1/2^(amount of datacores/2).
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Meau
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Posted - 2007.04.06 20:31:00 -
[162]
Edited by: Meau on 06/04/2007 20:31:15
Originally by: sahtila Edited by: sahtila on 06/04/2007 18:32:24 Anyone played with idea that Basechance is derived straight from number of datacores in job? My own limited experience seems to show that modules needing 1+1 datacores are easier than 2+2 modules, and frigate inventin is much easier than cruiser invention. I would not be surprised if there is only one equation for all invention success rate, both modules and ships. And ships would be more difficult to invent only because a) they need more datacores usually b) t1 base item (ships) are meta level 0 or 1.
Hmm could base success chance be something like 1/2^(amount of datacores/2).
The datacore thing sounds like a very good idea :). Now i'd only need some spare time to check it, so stay tuned 
Metalevel of T1 ships, hmm, no idea :(. In the database they dont seem to have a metalevel, and its not known if they help at all, probably not, being the superstitious girl i am i still use them, though ;)
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Lithalnas
Amarr Hadean Drive Yards Archaean Cooperative
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Posted - 2007.04.06 21:19:00 -
[163]
This thread needs sticky ------------- Hadean Drive Yards The EvE inflation, 80 Macro miners, 1.5b isk/day |

Alcoholique
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Posted - 2007.04.06 23:51:00 -
[164]
Now i must admit i started reading all this stuff pretty late at night and my wife was nawing in my ear with all the bull**** of the day..... Any way i found it all really quite hard to understand.... not because i am especially thick or nowt but it would be v helpful if someone could try to put all this info in a basic form. maybe this will happen through time? just wanted to through my thoughts into the mix!
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Lord Dynastron
Mystical Knights Legionnaire Services Ltd.
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Posted - 2007.04.07 17:35:00 -
[165]
Edited by: Lord Dynastron on 07/04/2007 17:32:12
Originally by: Lord Dynastron
Originally by: Vladimir Tinakin When you say 2nd best, you mean Test Reports?
And yes, so far all my testing has not used any decryptors except for my initial "it works!" hulk invention testing.
I just finished the "naked" testing with no decryptors and no covetor...I'm now testing with a covetor but still no decryptor to get a feel for how much the cov helps.
And since it seems to escape a few people, yes this is all on singularity, the test server, where everything is 100 isk. 
yeppers, test reports.... on tranquility. 
For the record... no longer 100% success rate. =P
Seems to have taken a turn for the complete opposite. Last 5 tries,, all failed.
Paybacks are a beyotch! 
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Aidyn Avery
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Posted - 2007.04.08 02:18:00 -
[166]
question for the inventors out there: Do you have to attmept one run at a time for invention...i would like to try for example to obtain covert op cloak 10 times...do i have to install 10 jobs separately. or this there a simple way have the job try 10 runs using up only one lab slot?
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Hehulk
Black Sea Industries Cult of War
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Posted - 2007.04.08 08:53:00 -
[167]
Nope, train advanced lab ops 4 to get 10 slots. ---------- It's great being minmatar, ain't it |

Foxy Cleopatra
Caldari Deep Core Mining Inc.
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Posted - 2007.04.08 13:11:00 -
[168]
Originally by: sahtila Edited by: sahtila on 06/04/2007 18:32:24 Anyone played with idea that Basechance is derived straight from number of datacores in job? My own limited experience seems to show that modules needing 1+1 datacores are easier than 2+2 modules, and frigate inventin is much easier than cruiser invention. I would not be surprised if there is only one equation for all invention success rate, both modules and ships. And ships would be more difficult to invent only because a) they need more datacores usually b) t1 base item (ships) are meta level 0 or 1.
Hmm could base success chance be something like 1/2^(amount of datacores/2).
That's something I also notice and is backed up by the data I have collected so far (over 500 invention jobs by now)
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Eamon Wouk
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Posted - 2007.04.08 18:06:00 -
[169]
Originally by: Aidyn Avery question for the inventors out there: Do you have to attmept one run at a time for invention...i would like to try for example to obtain covert op cloak 10 times...do i have to install 10 jobs separately. or this there a simple way have the job try 10 runs using up only one lab slot?
You can run as many jobs simultaneously as you have the skill to run research jobs. All can use the same Data Interface.
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Aykido
Gallente Lobster of Babel
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Posted - 2007.04.09 21:10:00 -
[170]
All normal T1 gear (including ships) have meta-level 0 All basic gear (including named versions) have meta-level 0
Named versions of normal T1 gear have meta-level 1-4.
Tech II has meta-level 5, and faction/storyline gear has meta-level 6-14 (ingredients in future tech levels?). Only stuff with lower meta-level than the stuff being invented can be used as ingredient.
All tech 1 modules have from 0-4 named versions.
I would think the meta item factor is in the form of negating a 25% penalty to success chance. That means that with no meta-item your max chance should be less than 75%.
inserting an item would offset the penalty by (1+meta-level)x20%. So with a meta-item level 2, 60% of the 25% penalty would be negated, resulting in a -10% chance modifier.
so my working thesis is: ((Base chance*decryptor modifier)*skill modifier)+meta-item penalty.
I assume the datacore skills modify the encryptor skill, in a similiar fashion to the way gang links are modified with warfare link specialist skill.
need more data :)
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Kaylee Zara
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Posted - 2007.04.10 08:21:00 -
[171]
3/4/3 1.1 Decryptor Meta level 1 module 3 of each datacore needed 1 succeeded out of 2 tries.
4/4/3 1.3 Decryptor Meta level 4 module 3 of each datacore needed 17 succeeded out of 18 attempts.
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Insomnia
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Posted - 2007.04.10 08:52:00 -
[172]
Does anybody know if anything was changed during the weekend?
I did 10 invention jobs on friday, (5x BCU and 5x heavy missile launcher, max run BPC's) and I had 7/10 successes. I used a mix of best chance and second best chance decryptors and T1 items on every run.
I did another 10 runs (same setup) yesterday (monday) and ALL 10 failed :(.
Anybody else had such a big streak of bad luck? Am I missing something?
My skills are 3/4/4 for the BCU and 3/3/4 for the heavy missile launcher...
it's getting rather expensive at this rate :(...
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Don Kartel
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Posted - 2007.04.10 09:15:00 -
[173]
Just completed 10 invention run for Tachyon II lasers and got the following results
skill Amarr encryption 5 High energy physics 4 Laser physics 4
Items used Tachyon I BPC ME400 PE10 RUN300 Tachyon Anode particle stream I Formation layout decryptor Occult data interface
Result was 5 successful out of 10. All were 10run -5ME -1PE prints
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Barbara Nichole
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Posted - 2007.04.10 19:38:00 -
[174]
Quote: Yea, the T2 markets in several categories are all crashing badly; a nerf was bound to happen.
Crash? I prefer market adjustment. Anytime you increase the supply (read competition) prices are going to adjust. This is a necessary cause and effect relationship. Everyone wanted invention so badly.. but not really; what they really wanted was a piece of the existing inflated price pie.
Prices have not finished their adjustment in my opinion.
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Xade
Caldari K.T.P
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Posted - 2007.04.10 23:41:00 -
[175]
The inventors are their own worst enemy atm, so eager to make as much isk as possible and filling the market with T2 items is crashing prices. Soon enough i am sure we will have people complaining about how much effort is needed to build T2 items for no or little profit because the cost of datacores/decryptors/interfaces cost way beyond the value of the finished products.
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Kaylee Zara
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Posted - 2007.04.11 02:07:00 -
[176]
Edited by: Kaylee Zara on 11/04/2007 02:07:15 That was always the way this was going to end. Invention is just a control on T2 prices but at the moment there is money to be made. Who knows maybe I'm wrong and demand will outstrip what people with bpo's can produce and Invention will continue to at least be slightly profitable. Time will tell.
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the blender
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Posted - 2007.04.11 04:03:00 -
[177]
This thread has proven both informative and useful. And I just wanted to add some info I have gleaned from my invention jobs.
First up as people have stated before the PE ME and run results are pretty much fixed with only the decryptor and run amounts on the BPC used seeming to affect the t2 BPC outcome.
Secondly as has been mentioned before when I run a batch of jobs together with differing decyptors the overall chance of success on all jobs seems to be improved (possibly an unintended side affect).
I ran two sets of jobs before and after the latest patch.
1x heavy missile bpc maxed + arabelst + cadari insalllation guide 1x heavy missile bpc maxed + arablest + interface aligment chart 1x heavy missile bpc maxed + arablest + prototype diagrams
All jobs were done with max run BPC's Both times all jobs succeded with the outcome being three bpcs with 11(pd) runs 14(ig) runs and 19(iac) runs
Now even with luck on my side at leaast one of the jobs using IAC decryptors should have failed.
Also I found the most success when inventing rigs is not to use a base item or decyptor for them.(just wish t2 rig bpcs wernt so damned useless)
Also while everybody is predicting doom and gloom about the t2 market consider that the prices of t2 shot up massivly over christmas and looking at the market graphs the prices are only leveling out now t2 bpo owners arnt dictating the market. And also yes people are building the high value items atm which means the items not being built will increase in value as the markets demand drives prices.
Infact a more immediate concern for inventors should be the rapidly rising price of t1 named items. I have found that to be a far bigger cost factor when inventing rather than the profit that I get out the otherside of the process.
So the problem for the inventors is not market demand but being flexible enough to go with the markets.
And one major factor that really needs to be addressed is t2 BPO's theres no place for them with invention and the sooner we see the back of them the quicker the t2 market will stabilise.
And no I cant spell and the comma button dosnt work on this lappy so there grammer ****es :)
PS cosmos items dont work as well gets same message as you would if you try to use faction items
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.04.11 23:04:00 -
[178]
Originally by: sahtila Hmm could base success chance be something like 1/2^(amount of datacores/2).
I did play around a little in Excel with base chance decided by the datacores in combination with the numbers provided be Meau below.
Originally by: Meau Chance = BaseChance * Decryptor * (1 + Skill1 * 0,02) * (1 + Skill2 * 0,02) * (1 + EncryptionsSkill * 0,02) * (1 + Metalevel * 0,5)
(base chance 20% and 75%, for cruisers 15%)
I tried two formulas, one using the CCP favorite sqaure root of 32 (used for skill levels) and one to simply get inside the 15-75% range.
Formula 1: BaseChance = SQRT(32)/10)^(DataCores*(SQRT(32)/14)
Formula 2:
BaseChance = 1-(SQRT(32)/10)^(2.3625-DataCores*0.2625)
CoresFormula 1Formula 2
10.7943743240.697721348 20.6310305670.648960051 30.501274480.592332953 40.3981995760.526571201 80.1585629020.138905263 160.025142can't handle
Any suggestions welcome, something must be wrong as I doubt 2.5% is the base chance for Command Ships.
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Inferno Fred
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Posted - 2007.04.12 00:57:00 -
[179]
14 run of invention. with skills all skill at 4 and named items ! prototype 250mm and success of about ZERO ! thanks CCP !
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Kaylee Zara
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Posted - 2007.04.12 01:22:00 -
[180]
Edited by: Kaylee Zara on 12/04/2007 01:19:23 Dominique, if the number of datacores used is involved (which I'm not convinced of yet) I'd suggest that your BaseChance must still involve some form of modifier based on the type of job ship/module/rig the job uses.
Reasoning: Not allowing for a difference between ships and modules means that Frigate invention jobs, which need 2 of each core, and Module invention jobs (also the 2 of each core variety) would have the same base chance. This seems very unlikely given we know ship invention is supposed to be harder.
Whether the number of datacores has an effect or not I think the base chance is based on the Data Interface that the job requires. This would give different base chances for rigs, modules and ships. This may or may not be modified by the number of datacores.
I also think those numbers are far too high at the top end for those formulas to be anywhere close. I'm only sitting at around 60% success with 2x2 datacore jobs using a meta level 0 item and +1.3 decryptor.
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.04.12 10:04:00 -
[181]
Originally by: Kaylee Zara Dominique, if the number of datacores used is involved (which I'm not convinced of yet) I'd suggest that your BaseChance must still involve some form of modifier based on the type of job ship/module/rig the job uses.
That's an interesting idea, didn't think of it when I did my formulas above.
Originally by: Kaylee Zara Reasoning: Not allowing for a difference between ships and modules means that Frigate invention jobs, which need 2 of each core, and Module invention jobs (also the 2 of each core variety) would have the same base chance. This seems very unlikely given we know ship invention is supposed to be harder.
The question is, is it harder to invent a frig than a 2+2 core module with no meta item? The meta items seems to influence a lot.
Originally by: Kaylee Zara Whether the number of datacores has an effect or not I think the base chance is based on the Data Interface that the job requires. This would give different base chances for rigs, modules and ships. This may or may not be modified by the number of datacores.
It would be great if Vladimir Tinakin could test frig invention on SiSi using the same skills as during the Hulk test. Should point us in the right direction if the number of cores matter or not. I would do it myself if it wasn't for my account there had all research slots stuck "in use" without a chance to clear the jobs.
Originally by: Kaylee Zara I also think those numbers are far too high at the top end for those formulas to be anywhere close. I'm only sitting at around 60% success with 2x2 datacore jobs using a meta level 0 item and +1.3 decryptor.
What skill level and how many runs did you do?
Feedback like this is great, the more data, the better.
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Kaylee Zara
|
Posted - 2007.04.12 12:03:00 -
[182]
Edited by: Kaylee Zara on 12/04/2007 13:52:47 Edited by: Kaylee Zara on 12/04/2007 13:51:54 This replaces my previous numbers and is not in addition to them:
I've discarded the first set from my previous post as I'm not going to be doing more jobs using those options and 2 attempts are never going to say much.
Module A (3 of each datacore needed) Skills: 4/4/3 Decryptor: 1.3 Item Meta Level: 4 (Best Named version of Module A) Successes: 24 Attempts: 25 Success Rate: 96.00%
Module B (2 of each datacore needed) Skills: 4/4/3 Decryptor: 1.3 Item Meta Level: 0 (Base T1 version of Module B) Successes: 8 Attempts: 13 Success Rate: 61.54%
I realise I'm jumping to conclusions when I say 60% given my sample size but we shall see as I get more jobs done whether I am correct or not. I have materials for my next 30 attempts of module B (however my skills are now 4/4/4) and my next 20 of module A. I was hoping that A and B would eventually give me an idea of exactly how much of a difference there is between using a meta level 0 and 4 item but the possibility of the number datacores effecting chance throws a bit of a spanner in that idea.
I should start turning over more invention jobs in the next few days as the mid-length ME research jobs I had going before I started Inventing finish up. That will give me more slots to work with . I've only been inventing with 2 slots so far.
I would try doing some frigates with the same options as Module B however my (admittedly highly conservative) numbers say I need a 75% success rate to break even which I can't see happening and I'm in this to make money not loose it.
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.04.12 23:30:00 -
[183]
I'll try to invent a series of Taranis on singularity, to contrast the Hulk.
As an aside, I got lucky with my latest hulk inventions and scored a 10-run. I get to eat well tonight!
Also as another aside, when pricing out the T2 components needed to build said 10 hulks (at -8ME! ), I found that it was cheaper by HALF to build them from the advanced materials. Interesting stuff. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Dominique Vasilkovsky
Techmart Industries
|
Posted - 2007.04.13 00:09:00 -
[184]
Originally by: Vladimir Tinakin I'll try to invent a series of Taranis on singularity, to contrast the Hulk.
As an aside, I got lucky with my latest hulk inventions and scored a 10-run. I get to eat well tonight!
Also as another aside, when pricing out the T2 components needed to build said 10 hulks (at -8ME! ), I found that it was cheaper by HALF to build them from the advanced materials. Interesting stuff.
Do you still have a 1/6 success rate in total for the Hulks?
I'm trying to put together a spreadsheet with success/fail data for invention so all number crunchers have an easy to access source to use. Unfortunately I will need a little bit more detail than provided soo far in this thread. Don't worry, I don't really care what you invented just what the input data and outcome was.
I would be greatful if you could post the following data:
Skill level (Encryption/DC1/DC2): Interface (Ship/Tuner/Data): Number of datacores from one group: Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): Item meta level (0/1/2/3/4): Attempts: Successes:
Thanks
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Nedolzna Ovcica
OCForums
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Posted - 2007.04.13 09:01:00 -
[185]
Edited by: Nedolzna Ovcica on 13/04/2007 09:00:48 Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 1.3x Item meta level (0/1/2/3/4): 4 Attempts: 19 Successes: 11
Skill level (Encryption/DC1/DC2): 4/5/4 Interface (Ship/Tuner/Data): ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 1.3x Item meta level (0/1/2/3/4): t1 ship is meta 1 i guess? Attempts: 6 Successes: 2
btw, how is that, people get different number of runs... i alway got 14 run ME -7 PE -2 for modules and 5 run ME -7 PE -2 for ships...
do u use max run BPCs or no?
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.04.13 10:17:00 -
[186]
Originally by: Nedolzna Ovcica
btw, how is that, people get different number of runs... i alway got 14 run ME -7 PE -2 for modules and 5 run ME -7 PE -2 for ships...
do u use max run BPCs or no?
Check post 49-51 in this thread regarding the formula as input runs and decryptor affect the final runs.
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Aidyn Avery
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Posted - 2007.04.13 18:50:00 -
[187]
27 hulk tries...here is my data:
Skill level (Encryption/DC1/DC2):4/4/4 Interface (Ship/Tuner/Data): ship Number of datacores from one group:8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x):.4 Item meta level (0/1/2/3/4):ship item(dont know how that counts) Attempts:27 Successes:2
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Aidyn Avery
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Posted - 2007.04.13 18:51:00 -
[188]
btw, are people getting similiar results to me with ship .4 decryptors?
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Samhein
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Posted - 2007.04.13 20:14:00 -
[189]
Originally by: Aidyn Avery btw, are people getting similiar results to me with ship .4 decryptors?
Your results jive with the estimated success rate of ship invention. People were guessing a base rate of around 20% with level 4 skills. With a .4 success modifier that gives about an 8% chance of success with that decryptor. 27 * .08 ='s and expected number of successes of 2.16. So that is about what you would expect on average with a 20% base rate.
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Pizi
Gallente
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Posted - 2007.04.13 20:23:00 -
[190]
Originally by: Aidyn Avery btw, are people getting similiar results to me with ship .4 decryptors?
with 444 in skills and that decryptor im at 12 trys 0 success _______________________________________________ EVEpedia[Deutsch/German] add
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.04.13 22:27:00 -
[191]
Originally by: Pizi
Originally by: Aidyn Avery btw, are people getting similiar results to me with ship .4 decryptors?
with 444 in skills and that decryptor im at 12 trys 0 success
Is that with or without T1 ships used? What size ships?
I should have 20 ship attempts completed by Sunday as well and with a bit of luck CCP might sort out my stuck jobs on SiSi next week for some more in depth testing.
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Kaylee Zara
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Posted - 2007.04.14 00:05:00 -
[192]
Updating Module B (one skill has leveled up so this is in addition to my previous Module B data) and adding data for Module C.
Module B (2 of each datacore needed) Skills: 4/4/4 Decryptor: 1.3 Item Meta Level: 0 (Base T1 version of Module B) Successes: 3 Attempts: 7 Success Rate: 42.86%
Module C (2 of each datacore needed) Skills: 4/4/3 Decryptor: 1.3 Item Meta Level: 2 Successes: 10 Attempts: 19 Success Rate: 52.63%
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Phasics
|
Posted - 2007.04.14 08:47:00 -
[193]
Edited by: Phasics on 14/04/2007 08:45:53 Has anyone consider that skills may be like skill for earning RP ?
and that getting that final 5th level of the skill give the biggest boost to the RP/Day
could somthing similar be happening here , I've yet to see much data from people with 5/5/5 or even 4/5/5
also has anyone done testing without decryptors ? from the numbers I would be guess the best outcome would be 10run with -4ME -4PE and a 1x success chance.
migth save people some iskies trying without decrptors ?
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.04.14 14:31:00 -
[194]
Originally by: Phasics also has anyone done testing without decryptors ? from the numbers I would be guess the best outcome would be 10run with -4ME -4PE and a 1x success chance.
migth save people some iskies trying without decrptors ?
That is true for modules if you use max run BPCs, however without a decryptor you will only get a 1run BPC.
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Pizi
Gallente
|
Posted - 2007.04.14 17:54:00 -
[195]
Originally by: Dominique Vasilkovsky
Originally by: Pizi
Originally by: Aidyn Avery btw, are people getting similiar results to me with ship .4 decryptors?
with 444 in skills and that decryptor im at 12 trys 0 success
Is that with or without T1 ships used? What size ships?
I should have 20 ship attempts completed by Sunday as well and with a bit of luck CCP might sort out my stuck jobs on SiSi next week for some more in depth testing.
i think on 2 jobs i used a covetor rest is without _______________________________________________ EVEpedia[Deutsch/German] add
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Qual
Gallente Cornexant Research
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Posted - 2007.04.14 19:46:00 -
[196]
Originally by: Phasics Edited by: Phasics on 14/04/2007 08:45:53 Has anyone consider that skills may be like skill for earning RP ?
and that getting that final 5th level of the skill give the biggest boost to the RP/Day
could somthing similar be happening here , I've yet to see much data from people with 5/5/5 or even 4/5/5
also has anyone done testing without decryptors ? from the numbers I would be guess the best outcome would be 10run with -4ME -4PE and a 1x success chance.
migth save people some iskies trying without decrptors ?
Doing jobs without decryptors is indeed a good choise on some modules provided you use max run BPC. And yes, you get the numbers you mention. On ships its less usefull as you only get one run.
And, he, he, all my jobs are 5/5/5. I'm all maxed in R&D/invention skills. Doesn't seem to give me significantly better numbers though.
"The short version: Qual is right." -Papa Smurf |

Mazhius
Observatory
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Posted - 2007.04.14 20:31:00 -
[197]
Skill level (Encryption/DC1/DC2):3/3/1 Interface (Ship/Tuner/Data): data Number of datacores from one group:2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x):1.1 Item meta level (0/1/2/3/4): 4 Attempts:19 Successes:10
Skill level (Encryption/DC1/DC2):3/4/3 Interface (Ship/Tuner/Data): data Number of datacores from one group:2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x):1.1 Item meta level (0/1/2/3/4): 3 Attempts:16 Successes:9
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.04.15 00:56:00 -
[198]
Done some invention myself today:
Skill level (Encryption/DC1/DC2): 4/2/2 Interface (Ship/Tuner/Data): Ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): no ship Attempts: 18 Successes: 4
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Mrs Amadeus
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Posted - 2007.04.17 01:59:00 -
[199]
This is before they reset singularity today with updated skills.
Skills= 4/3/3 (amarr encryptions/amarr starship/mech eng)
all jobs were done with no ship and no decryptor.
Punisher
9/48 success/failure.
4 retribution/5 vengence BPCs.
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Cold Senthen
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Posted - 2007.04.17 07:28:00 -
[200]
Skill level (Encryption/DC1/DC2):3/4/3 Interface (Ship/Tuner/Data): data Number of datacores from one group:2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): no decryptor Item meta level (0/1/2/3/4): 4 Attempts:5 Successes:4 Rate: 80 %
Done some other invention jobs and personally i would say that decryptor are for ships "only" :) You can normally cover the few fales with the succesful jobs
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Kaylee Zara
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Posted - 2007.04.17 08:00:00 -
[201]
Updating Module A
Module A (3 of each datacore needed) Skills: 4/4/3 Decryptor: 1.3 Item Meta Level: 4 (Best Named version of Module A) Successes: 61 Attempts: 68 Success Rate: 89.71%
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Yarrr Rabble
Minmatar
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Posted - 2007.04.17 15:37:00 -
[202]
Ship Invention (8 of each datacore needed) Skills: 4/4/4 Decryptor: 1.3 Item Meta Level: 1 (Ships...duh!!) Successes: 4 Attempts: 7 Success Rate: 57.00%
Yes, 7 tries isn't enough to draw conclusions...still nice though  --------------------------------------------- Originally Posted by Dianabolic God I suck!!! |

Dominique Vasilkovsky
Techmart Industries
|
Posted - 2007.04.17 15:53:00 -
[203]
Originally by: Yarrr Rabble
Item Meta Level: 1 (Ships...duh!!)
Don't bet on the ships making a difference as they don't have a meta value in the database.
Nice outcome soo far though.
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.04.17 22:38:00 -
[204]
Well, the large interceptor run on Singularity got nuked from the DB refresh. Thats the bad news.
Good news is that the new research POS is just about up on SiSi and I should be able to pound out the tests again within a few days.
Going to try 30-40 runs of taranis naked, then 30-40 with a ship. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Arkhat
|
Posted - 2007.04.17 23:47:00 -
[205]
First i would like to thank Vladimir Tinakin who initiated a very interesting thread, and those who brought numbers to this attempt of understanding. Second, sorry for my bad english, but you may already have noticed that :p Third, (let's make my post a bit interesting), i would like to say that i totally agree with the theory about a tweaked success ratio for each ship/module, and i am pretty sure that hulk jobs have been drastically nerfed about 3-4 days ago. Before that, i tried 67 invention jobs on covetor. My skills were (and still are) 4/4/4. 10 jobs succeded, meaning 15% success ratio. From the 3-4 last days, i tried 24 jobs and got only 1 success, meaning barely 4% success. I would add that failure messages for last 24 jobs was very very often "never close to a solution" or "out of the league", where, previously, i didnt get them so often.
(all attempts were made with 1 run cov bpc, symbiotic figures, 1 covetor as base item, if you want know. Maybe did they recently lower success modifier for symbiotic, if there is no tweaked success ratio per ship/module ?)
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.04.18 03:48:00 -
[206]
Symbiotic figures takes whatever chance you have, and slashes it in half (actually a bit more--0.4 multiplier).
It is feasible that you're just getting a bad series of 'rolls'--whatever random number generator (or however they're determining success) CCP uses seems prone to streaks of wins and losses.
It is possible that they're tweaking certain modules/ships, but there is nothing more than circumstantial evidence for that, that could be explained by "bad luck" with the dice roller.
To be continued, I suppose... ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Bermag
Point-Zero
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Posted - 2007.04.18 08:09:00 -
[207]
How many runs do you get when inventing cloaks with a max run bpc (100)? Is it still 10 base runs or is it lower?
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ShadowRat
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Posted - 2007.04.18 12:01:00 -
[208]
Edited by: ShadowRat on 18/04/2007 11:59:04 Ello all again.
More my little coins ... or as some one sugest more clouds ;) (all data is after 1.4.1 and to last database reset) (I use ships data like base for my formulas)
----------------------------------- Last time I start with simply multiplication. Now I know more about this formula from your posts infromation (thx for all :). Problem for develop this, is that ppl send diferent numbers... sometimes very diferent , and we dont know for shure if this is a problem of luck, ppl diversion or missunderstanding, ccp changes and more. SO?! We dont look exactly on NUMBERS but at correlation between NUMBERS.
Lets look at diferent side on this formula:
Succes ratio= (skils_modifier)*(interface_type)+(decryptor_mod-1)/10+(meta_item_mod-1)/10 ALL YOU PUT HERE AND GET BACK->IF YOU GET NUMBERS FROM 1.00 to 1.99 THIS SHOW YOUR SUCCESS RATE 1.00 is 0% 1.99 is 99% LESS OR MORE NUMBERS ARE TRUNCATED TO 1 OR 1.99! (If it is too much for you get better computer)
ok.. now why ...and litle explain.
I.
skils_modifier=(1+encryption_skil*0.03)*(1+science_lev_1*0.01)*(1+science_lev_2*0.01)
I stil wonder if ther is * or +, but this is no mater because of specific build of this formula (read more) Next: One tread sugest that only encryption is taken to it... hmm... maybe :) but this not mach all.
For this ppl: skils_modifier=1+encryption_skil*0.04
But this part may looks like: skils_modifier=1+MAX_level(encryption_skil,scienec_1,science2)*0.04
Whatever you put there for walidation in this formula you get numbers form 1.03 (first) to 1.32 or 1.04 to 1.2 (at last part) You decide if ccp put here more variation or less.. And you can develop own part.
II. Interface type: read more ;) we back here
III. +(decryptor_mod-1)/10 + here is esentional. I wonder why ccp put 0.4. This is HUGE in multiplication reduction of luck... now ppl start to send post with success rate with this decrypton. SO? I look back at invention... and EUREKA :) IN simply word you can get form this part: 0.4->-6% 0.8->-2% 1.0->+0% 1.1->+1% 1.3->+3% This is simply true for ships, because of low variations. In future this can be look like +(decryptor_mod-1)/10*interfacetype_mod2... but we now stop at this....
IV. +(meta_item_mod-1)/10 I use item_meta lev in similiar way like decryptor Let put here someting like: for no item ->0.95 0/or no metalev item->1 1->1.05 2->1.10 3->1.15 4->1.20
True for ships... and for modules it can be +(meta_item_mod-1)/10*interfacetype_mod3 but who knows :)
Now back to II. Interface.... interface ... great mystery :) but we can outsmart this. You must put here base_variation for interface type.... not only for ship, data or tuning... You must take diference from race/faction too! After looking and this ther can be simply 12 base_modificatores... ;) Dont wory I show oyu how oyu can find it...
Example.... Lets use (1+encryption_skil*0.04)*(interface_type)+(decryptor_mod-1)/10+(meta_item_mod-1)/10
Encsci1sci2metadecinterface deviation 1.041.031.030.951xsc11.18752.08% 1.041.041.0411.3xsc21.22502.50% 1.041.021.020.950.4xsc31.11112.78% succesfrom+post
We dont know x.. but lets start witx x=1 for this kind of ship (yes covetors :P)
Encsci1sci2metadecinterface deviation 1.041.031.030.95111.15501.18752.08% 1.041.041.0411.311.19001.22502.50% 1.041.021.020.950.411.09501.11112.78% succesfrom+post close... put x=1.02
Encsci1sci2metadecinterface deviation 1.041.031.030.9511.021.17821.18752.08% 1.041.041.0411.31.021.21321.22502.50% 1.041.021.020.950.41.021.11821.11112.78% succesfrom+post
Yes we are realy close :) And now we can use 1.02 IN THIS FORMULA FOR THIS SHIPS.. and preaty close you get good numbers... put this modifiers into your ship interface...
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ShadowRat
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Posted - 2007.04.18 12:06:00 -
[209]
Now maybe my skils formula? ((1+encryption_skil*0.03)*(1+science_lev_1*0.01)*(1+science_lev_2*0.01))*(interface_type)+(decryptor_mod-1)/10+(meta_item_mod-1)/10
and x=1.08
Encsci1sci2metadecinterface deviation 1.041.031.030.9511.081.18661.18752.08% 1.041.041.0411.31.081.24491.22502.50% 1.041.021.020.950.41.081.10361.11112.78% succesfrom+post
You got more variations... but as can you see formula match too. SO?
How find yours numbers? 1. Choose you formula. 2. Put at last ONE invention succes rate of THE SAME INTERFACE!! More you put -> less mistakes you do. 3. Try get interface modyficator puting number that match posted succes rate (or your own) with deviation. IF you get less deviation at one 'row' start think about this row like base... After few trys you got good number. 4. Now you get YOUR VALID interface base multipler! USE IT FOR ALL SAME INTERFACE TYPE AND SAME FORMULA :)
What is all this for? 1. You can simply develop all kind of formula you can get into mind. 2. You never argue with other that eg. skils are more valid then meta_item or etc... Simply rebuild formula and develop new interface base multipler. 3. YOU ARE NEVER BE NUMBERS SLAVE!
4. For more clauds into your mind :P
Thx again all for good thread and numbers.
P.S. Do at home match for modules :)
|

Svanna Gulmi
|
Posted - 2007.04.18 12:43:00 -
[210]
Out of interest, is it always best to invent mod bpc's from 1500run copies? i'm hoping to get into invention, i have most skills so far and have been making LOTS of bpc's (mostly 300's)
Should i only work from 1500's?
Is it going to be worth inventing with just datacores, interfaces and a best named mod? i don't think i'll have the time to get dycriptors.....
What is the maximum run T2 bpc i'm likely to get like this?
Thanks
|

Arkhat
|
Posted - 2007.04.18 16:11:00 -
[211]
Originally by: Vladimir Tinakin Symbiotic figures takes whatever chance you have, and slashes it in half (actually a bit more--0.4 multiplier).
It is feasible that you're just getting a bad series of 'rolls'--whatever random number generator (or however they're determining success) CCP uses seems prone to streaks of wins and losses.
It is possible that they're tweaking certain modules/ships, but there is nothing more than circumstantial evidence for that, that could be explained by "bad luck" with the dice roller.
To be continued, I suppose...
Indeed, i may just have been unlucky. new batch : 6 jobs, 1 success. I will post again when i will have more results, statistically more interesting
|

Vanye Inovske
Two Brothers Mining Corp.
|
Posted - 2007.04.18 23:21:00 -
[212]
Originally by: Bermag How many runs do you get when inventing cloaks with a max run bpc (100)? Is it still 10 base runs or is it lower?
It's 10.
|

Dominique Vasilkovsky
Techmart Industries
|
Posted - 2007.04.19 00:12:00 -
[213]
Some more data here:
Skill level (Encryption/DC1/DC2): 3/2/2 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 1 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): 4 Attempts: 30 Successes: 16
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Jas Dor
Minmatar
|
Posted - 2007.04.22 17:23:00 -
[214]
bump Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

Aykido
Gallente Lobster of Babel
|
Posted - 2007.04.23 11:19:00 -
[215]
Edited by: Aykido on 23/04/2007 11:22:02 Been testing ship invention success rates:
All are frigate jobs: All have skills at encryption 5/starship 4/mech eng 5 All jobs used a x0,4 decryptor (max run) All jobs used a T1 frigate as a base item (meta: 0) successes 4 number of attempts 26 success rate: 15,38% cost per job: approx 11mil = 290mil 4x10runs production cost: approx 80mil sales value: range 600-800mil (rough profit calc 200-400mil)
I succeeded on the 1st, 6th, 7th and the 25th attempt (once I have done 50 the sample should be large enough) Then another sample with x1,3 decryptor 
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Dominique Vasilkovsky
Techmart Industries
|
Posted - 2007.04.23 12:23:00 -
[216]
Updated numbers for ship invention:
Skill level (Encryption/DC1/DC2):4/3/3 Interface (Ship/Tuner/Data):Ship Number of datacores from one group:8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x):0.4x Item meta level (0/1/2/3/4):0 Attempts:66 Successes:8
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

AGENT KW
|
Posted - 2007.04.23 19:35:00 -
[217]
Originally by: Arkhat First i would like to thank Vladimir Tinakin who initiated a very interesting thread, and those who brought numbers to this attempt of understanding. Second, sorry for my bad english, but you may already have noticed that :p Third, (let's make my post a bit interesting), i would like to say that i totally agree with the theory about a tweaked success ratio for each ship/module, and i am pretty sure that hulk jobs have been drastically nerfed about 3-4 days ago. Before that, i tried 67 invention jobs on covetor. My skills were (and still are) 4/4/4. 10 jobs succeded, meaning 15% success ratio. From the 3-4 last days, i tried 24 jobs and got only 1 success, meaning barely 4% success. I would add that failure messages for last 24 jobs was very very often "never close to a solution" or "out of the league", where, previously, i didnt get them so often.
(all attempts were made with 1 run cov bpc, symbiotic figures, 1 covetor as base item, if you want know. Maybe did they recently lower success modifier for symbiotic, if there is no tweaked success ratio per ship/module ?)
All on TQ post 1.4 patch
Skill level (Encryption/DC1/DC2):4/4/4 Interface (Ship/Tuner/Data):Ship Number of datacores from one group:8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x):0.4x Item meta level (0/1/2/3/4):No Ship Attempts:310 Successes:27
I agree with Arkhat that there was a signifiicant nerf, may be as much as a 50% reduction. I have not kept separate data, just pooled all the batches together.
But I clearly remember I always got a print when i ran a batch of 8, ie 1 in 8 success ratio. Since about the 150th / 200th batch the success rate was cut in half. Now it's more like 1/15, I ran 36 consecuative batches the other day without one success.
I will post the next batch of 100 in 10 days or so, and will keep separate figures for each batch of 100 in future.
I will be suprised if the figure is much greater than 1/15
|

Aykido
Gallente Lobster of Babel
|
Posted - 2007.04.24 09:55:00 -
[218]
Edited by: Aykido on 24/04/2007 09:59:22 Edited by: Aykido on 24/04/2007 09:53:20 Edited by: Aykido on 24/04/2007 09:52:03 Now this is interesting:
I have 5/29 (17,24%) success rate with skill set of 5/5/4 using T1 ship as base item inventing frigates.
Dominique has 8/66 (12,12%) success rate with skill set of 4/3/3 using T1 ship as base item, inventing cruisers.
Agent KW has 27/310 (8,71%) succes rate with a skill set of 4/4/4 without any base item, inventing cruisers.
We all use x0,4 decryptor. Looks like Encryption 5 and using a base item really does make a huge differance. 
Of course my sample is small and it is just frigates (which may be easier to invent). 
It is possible that those who experienced a drop in success rates did so because meta level 0 items are no longer equal to no item at all in the equation!
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Aykido
Gallente Lobster of Babel
|
Posted - 2007.04.24 10:15:00 -
[219]
Svanna, for module invention jobs always use max run copies. It depends on the module (most have max runs of 300 but some have max run of 100 or 1000).
If you do you get 10 runs (+decryptor modifier if any). I mistakenly used a 300 run when 1000 runs was max and only got 3 runs instead of 10. So there seems to be a perfect percentage of max runs transfer ratio.
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Dominique Vasilkovsky
Techmart Industries
|
Posted - 2007.04.24 10:17:00 -
[220]
Originally by: Aykido
Dominique has 8/66 (12,12%) success rate with skill set of 4/3/3 using T1 ship as base item, inventing cruisers.
Sorry for being unclear above, I didn't use any ships.
Also I can agree with Agent KV that the success rate definitely dropped half way through my jobs, maybe the 0.4x decryptor was broken and got fixed without notice a week ago?
My distribuiton of batch successes:
3/9 1/9 2/9 0/9 0/10 1/3 1/6 0/10 0/2
Screw t3. I'm waiting for t20. Just like t2, but it's free. - xArmagedunx |

Aykido
Gallente Lobster of Babel
|
Posted - 2007.04.24 10:21:00 -
[221]
Edited by: Aykido on 24/04/2007 10:18:09 Ok all of my jobs are post Rev 1.4.1, so after the supposed nerf. batches: 1/5 2/5 0/5 0/5 0/3 1/3 1/3
again skills at 5/5/4 and using built ships as base items.
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Pixmo Nostra
Gallente Federation of Friends and Stuff Mordus Angels
|
Posted - 2007.04.24 11:15:00 -
[222]
Edited by: Pixmo Nostra on 24/04/2007 12:09:54 I just finished 100 jobs on Invulnerability Field Is, with highest metaitem and no decryptor. Next run will be with no base-item and no decryptor.
All on SiSi post 1.4.1 patch:
Skill level: 4/4/4 Interface: Data Number of datacores from one group: 2 Decryptor: No decryptor Item meta level: 2 (only one named module) Attempts:100 Successes:51
Batches:
1/4 2/4 2/4 1/5 2/5 2/5 2/6 4/7 6/7 4/7 5/7 4/7 4/7 4/7 4/7 3/8 1/3
First half about 0.46 success ratio, last half about 0.55 sucess ratio.
Comment: Edited the meta level
|

Aykido
Gallente Lobster of Babel
|
Posted - 2007.04.24 11:47:00 -
[223]
The M-15 Multispectral is only meta level 2
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Liinn
Harbour Rats
|
Posted - 2007.04.28 08:17:00 -
[224]
Has there been another nerf?
After the last patch my success rate have dropped a lot. From around 50% before patch to around 17% (1/6). Could be a streak of bad luck but nowdays it looks like its more luck if u get anything at all.
Should say i invent modules, wihtout any decryptor but named modules. But before patch i got better result not using any module and just made "clear" runs.
|

Pixmo Nostra
Gallente Federation of Friends and Stuff Mordus Angels
|
Posted - 2007.04.28 09:56:00 -
[225]
Don't know about that, have done 55 or so invention jobs on invul fields, without decryptors or items, and have about 40-50% success rate afaik. All on SiSi post latest patch
|

Oxigun
Inebriated Consortium Enterprises Inc.
|
Posted - 2007.04.29 06:41:00 -
[226]
Skill level (Encryption/DC1/DC2): 4/5/5 Interface (Ship/Tuner/Data): Ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 1.3 Item meta level (0/1/2/3/4): none Attempts: 52 Successes: 13
(post 1.4.2 patch)
|

Katana Seiko
Made in Germany
|
Posted - 2007.05.02 22:26:00 -
[227]
I have tried to use invention on retrievers...
5 3-run Retriever BPCs 5 Retrievers
ME 25 and PE 10
1 success, Tech2-BPC was 1 run, ME -4 and PE -4
all others failed...  --- The future begins now - in EVE we live it, in real life we create it!
Your sig is too big. Please keep it under 400x120, and less than 24000 bytes. -<enter mod name here> ([email protected]) |

Timotheus Siberius
Gallente
|
Posted - 2007.05.03 05:21:00 -
[228]
Originally by: Oxigun
Skill level (Encryption/DC1/DC2): 4/5/4 Interface (Ship/Tuner/Data): Ship Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4 Item meta level (0/1/2/3/4): none Attempts: 13 Successes: 1
I can top that...
Skill level (Encryption/DC1/DC2): 5/5/5 Interface (Ship/Tuner/Data): Ship Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.8 Item meta level (0/1/2/3/4): 0 (Ship) Attempts: 17 Successes: 1
* See you in space! |

Pixmo Nostra
Gallente Federation of Friends and Stuff Mordus Angels
|
Posted - 2007.05.07 10:40:00 -
[229]
So, I finished 120 jobs on Invulnerability fields, with NO decryptor and NO base item and these are the results:
Skill level: 4/4/4 Interface: Data Number of datacores from one group: 2 Decryptor: No decryptor Item meta level: No item Attempts:120 Successes:62 Ratio: 51.66%
And looking at my previous tries with NO decryptor and item metalevel 2, with these results:
Skill level: 4/4/4 Interface: Data Number of datacores from one group: 2 Decryptor: No decryptor Item meta level: 2 (only one named module) Attempts:100 Successes:51 Ratio: 51%
OFC the number of attempts is still to small to make it 100% certain, but I must say that the outcome is very similar, and if adding an item with metalevel 2 to the job gives a higher chance of a succesful job, it sure isn't with much. 
|

Qual
Gallente Cornexant Research
|
Posted - 2007.05.07 10:51:00 -
[230]
Originally by: Pixmo Nostra
OFC the number of attempts is still to small to make it 100% certain, but I must say that the outcome is very similar, and if adding an item with metalevel 2 to the job gives a higher chance of a succesful job, it sure isn't with much. 
Hm! Interesting! Until this post, all I have seen points to meta having a huge impact. But your numerbs are fairly large, so I cant dismiss it completely. This will need some looking into.
"The short version: Qual is right." -Papa Smurf |

DukeJoost1
The Last Solution Inc
|
Posted - 2007.05.07 10:57:00 -
[231]
Skill level (Encryption/DC1/DC2): 3/3/3 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.8x Item meta level (0/1/2/3/4): 0 Attempts: 8 Successes: 0
should i keep throwing away isk at this ?
 |

Dyeadmheet
Caldari Khanid Aerospace Group
|
Posted - 2007.05.07 14:27:00 -
[232]
Originally by: Pixmo Nostra OFC the number of attempts is still to small to make it 100% certain, but I must say that the outcome is very similar, and if adding an item with metalevel 2 to the job gives a higher chance of a succesful job, it sure isn't with much. 
My number of attempts is much smaller, but what I'm seeing also suggests that maybe a metalevel 1 or 2 item doesn't really do anything while a metalevel 3 or 4 item has a big impact.
|

DukeJoost1
The Last Solution Inc
|
Posted - 2007.05.08 09:00:00 -
[233]
Edited by: DukeJoost1 on 08/05/2007 08:56:59 Edited by: DukeJoost1 on 08/05/2007 08:56:43 Indeed, more data:
Skill level (Encryption/DC1/DC2): 3/3/3 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): 2 Attempts: 4 Successes: 2 (3run PE-4 ME-4)
 |

Zeza
The Black Ops
|
Posted - 2007.05.09 13:49:00 -
[234]
More data: Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): 1 (Ship used) Attempts: 10 Successes: 2
Batches 1/3 (3rd attempt) 0/1 1/1 0/3 0/1 0/1 There is one more to run in this batch, total size is 11. Invention is at a station, this was Ishtar invention.
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): 1 (Ship used) Attempts: 10 Successes: 0
Batches were as follows: 0/2 0/6 0/2 This was Hulk invention, done at a POS.
Overall 20 attempts, 2 success, current running fails at about 15 I think.
|

Chruker
|
Posted - 2007.05.18 02:48:00 -
[235]
These are my results with invention on the test server: http://games.chruker.dk/eve_online/invention_tests.php ----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Dominique Vasilkovsky
Techmart Industries
|
Posted - 2007.05.18 08:47:00 -
[236]
Updated numbers for ship invention:
Skill level (Encryption/DC1/DC2):4/3/3 Interface (Ship/Tuner/Data):Ship Number of datacores from one group:8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x):0.4x Item meta level (0/1/2/3/4):no ship Attempts:111 Successes:12
So all in all, 111 T1 runs has produced 108 T2 runs.
Signature approved by Eldo |

Chruker
|
Posted - 2007.05.18 20:58:00 -
[237]
Edited by: Chruker on 18/05/2007 20:59:46 Can any of the stat-gurus help making sense of the tests I have done with how meta-level affects the success rate: http://games.chruker.dk/eve_online/invention_tests.php?group=3 There are 6 scenarios: - No base item - Base item with metalevel 0 (tech 1) - Base item with metalevel 1 - Base item with metalevel 2 - Base item with metalevel 3 - Base item with metalevel 4
Each of them have 100 attempts.
I'm fairly sure that the base chance of the module is 40%, since: - In the database its reverseEngineeringChance is 0.4 - When scenario 1 is combined with scenario 1 in this test: http://games.chruker.dk/eve_online/invention_tests.php?group=2 the result is 80 out of 200 attempts giving success = 40% ----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Daerkannon Shimmerscale
Gallente Paxton Industries Paxton Federation
|
Posted - 2007.05.21 14:05:00 -
[238]
Ok, finally got my first couple of batches of results out of SiSi. The database update kinda screwed me over and cost me more time to get set up again.
Batch 1: Skill level (Encryption/DC1/DC2): 1/1/1 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): None Item meta level (0/1/2/3/4): None Attempts: 202 Successes: 82
Batch 2: Skill level (Encryption/DC1/DC2): 1/1/1 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): None Item meta level (0/1/2/3/4): None Attempts: 200 Successes: 91
The only difference between batch one and batch two is that batch one was done on max run BPCs and batch two was done on one run BPCs. I get two conclusions from this batch of data:
1) Between my data and the poster before me it strongly suggests a base 40% chance for module invention. 2) We can put to rest the idea that the number of runs on the BPC has any influence on the success of the job.
If we combine these results then we see 402 attempts with 173 successes or a 43% success rate.
I am now working on testing to see if a metal level 0 item has any appreciable affect on invention. My gut says no at this point. All you Hulk inventors might be able to save yourself a few hundred million in Covetors.  --- Honest officer, the dwarf was on fire when I got here! Can't find a mechanical engineering agent? Need a non-Caldari Navy agent? http://www.eve-agents.com/ for all your agent needs! |

ShadowRat
|
Posted - 2007.05.22 07:30:00 -
[239]
Edited by: ShadowRat on 22/05/2007 07:29:01 Always yours 'point of view' depends where you sit...
If you saying that ppl can 'spare' milions in covetor bcause they dont put it to invention for hulk.. Let me show you some 'cloded' numbers.
If adding item with metalevel 1 can change your succes rate from (lets this be example only) by 1% to invention of modules like 80% of succes rate gives you 81%. This dont do much diference... but when you put this to ship invention -> from 10% you got 11% so... IT IS 10% MORE SUCCESS RATE then before... and this can be worth to do.
Have nice day.
|

Dominique Vasilkovsky
Techmart Industries
|
Posted - 2007.05.22 12:08:00 -
[240]
Originally by: ShadowRat If adding item with metalevel 1 can change your succes rate from (lets this be example only) by 1% to invention of modules like 80% of succes rate gives you 81%. This dont do much diference... but when you put this to ship invention -> from 10% you got 11% so... IT IS 10% MORE SUCCESS RATE then before... and this can be worth to do.
Have nice day.
Most evidence point to ships having meta level 0.
My invented hulks without covetors and 1run BPCs have had a 10.8% success rate spread over 111 attempts as can be seen by my post further up. That would give a base chance of 27% with 4/3/3 skills.
Signature approved by Eldo |

Bentus Kushani
|
Posted - 2007.05.22 12:23:00 -
[241]
After having observed this thread for a long time, I have a statement to make. It would be better at this point to work out the relative effects of each components and work out common sets of invention decryptors/metalevel/skill, because we're not going to work out the formula magically anytime soon. Example - Skill 4/3/3 - Metalevel 1 - Installation Guide - 10/16 = 62.5%
|

ShadowRat
|
Posted - 2007.05.22 14:41:00 -
[242]
Edited by: ShadowRat on 22/05/2007 14:43:44 Bah... again: (Maybe this time someone analyze it and share taughts) (Diference from last my post with it is that I send interface (modyficator and wirite is simply as I can :)) (BASIC VERSIOBN FORMULA!- USE ON YOUR OWN. FOR % USE SR%) (WARNING: THIS IS ONLY MY CLOUDED MATH & HIPOTESE) (I DO NOT PRETEND THAT IS THE ONLY ONE FORMULA) (I JUST HAVE FUN WITH MATH - and... if this works :P) (You can give me a beer) ------------------------------------------------------
SR= (1+(2*Enc + skill + skill2)/100)*I_TYPE + (DECR_MOD -1)/10 + (META_LEV_MOD -1)/10 SR%= (SR-1)*100%
DECR_MOD: same as decryptor says .. from 0.4 to 1.3
I_TYPE: interface type ship ->1.0 mod1 ->1.3 mod2 ->1.6
META_LEV_MOD: no item ->1.00 1 meta ->1.05 2 meta ->1.10 3 meta ->1.15 4 meta ->1.20
If this is NOT easy .. I give up :P
For some reason and tuning purpose I use same formula but with this set of parameters: I_TYPE: ship ->1.03 mod1 ->1.3 mod2 ->1.58
META_LEV_MOD: no item ->1 1 meta ->1.04 2 meta ->1.08 3 meta ->1.12 4 meta ->1.16
Have nice day...
|

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.05.22 16:58:00 -
[243]
Wow, still going.  
Took some time off from invention to get a capital program up and running, after scoring that hulk 10-run. Been dabbling with SPR IIs, cap recharger IIs, MSM IIs, and covert cloaks in the interim. Module invention has very healthy success rates. Some failures, but it's to be expected.
I'll be checking out drone/ammo invention on SiSi over the next few days. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Haldir Ravenclaw
Ordo Occultus Deus Brutally Clever Empire
|
Posted - 2007.05.22 20:13:00 -
[244]
Hi all.
Been following this thread pretty much since the first couple of posts, and has shed light on alot of missing information. I'm about to try out invention on SiSi, but that depends on when the next mirror is as right now on test server I don't have the skills while on the main server I do, just the fact that we dismantled our POS and thus means I have nowhere to make blueprint copies! Of course, I can drag them into 0.0 where I can use them there... hopefully.
Hopefully be able to compile a nice list of data on various bpc's and be able to list them here in time. I just hope the next mirror is sometime soon so I can start testing (not another 'invent yet more hulks' invention testing)!
Regards, Haldir
|

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.05.22 20:51:00 -
[245]
That the POS is dismantled is of no relevance; pos's aren't mirrored to Singularity to prevent spying.
Spend a few thousand ISK and buy another POS setup with a ton of labs. It takes about 2 hours or so to get everything up and running, but its well worth it to accelerate testing. 100isk modules ftw :) ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Daerkannon Shimmerscale
Gallente Paxton Industries Paxton Federation
|
Posted - 2007.05.25 21:59:00 -
[246]
Bumping this thread because it's far more important than the garbage being spewed onto the forums atm.
Need more people testing! (BTW, current results suggest that a meta-level 0 item has no effect on invention chances, but I'll post my final results when I've reached 400 attempts) --- Honest officer, the dwarf was on fire when I got here! Can't find a mechanical engineering agent? Need a non-Caldari Navy agent? http://www.eve-agents.com/ for all your agent needs! |

Ragnor Dayton
Amarr Paxton Industries Paxton Federation
|
Posted - 2007.05.29 14:33:00 -
[247]
Ship Invention
Skills 4,3,4 Decrypter x1.3 Datacore 8
6 of 21 successful 28.57%
Decrypter x0.4 Datacore 2
1 of 8 successful 12.5%
Currently 82 of 171 with 3,3,3 no decrypter, level 2/3 meta item on modules ------------------------------------------------ Just because your not paranoid doesn't mean they're not out to get you! |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.05.29 15:22:00 -
[248]
Edited by: Vladimir Tinakin on 29/05/2007 15:21:40
Originally by: Ragnor Dayton Ship Invention
Skills 4,3,4 Decrypter x1.3 Datacore 8
6 of 21 successful 28.57%
Decrypter x0.4 Datacore 2
1 of 8 successful 12.5%
Currently 82 of 171 with 3,3,3 no decrypter, level 2/3 meta item on modules
Did you use a ship as a base item? ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

William Alex
Caldari Viscosity Dark Synergy
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Posted - 2007.05.29 16:25:00 -
[249]
I realise that interest in this has slowed and as a result we've seen a lot less activity in this, however I do have a question that maybe one of you can help me with.
Has there been conclusive proof that using a t1 ship in 'ship' invention increases your chance for success. If so then has the increase been deduced? Don't feed the trolls. Thank you - The Establishment. |

Daerkannon Shimmerscale
Gallente Paxton Industries Paxton Federation
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Posted - 2007.05.29 16:38:00 -
[250]
Originally by: William Alex Has there been conclusive proof that using a t1 ship in 'ship' invention increases your chance for success. If so then has the increase been deduced?
There has been no conclusive proof that I've seen. In fact my tests suggest it may have no affect at all. I'm currently at attempt 170 out of 400 planned and my success rate is dead on for testing without a meta-item.
Now granted I'm testing on modules, but I have no reason to believe that meta-items behave differently for ships than they do for modules. A T1 basic item (cap rechargers in my case) has the same meta-level as a T1 basic ship. --- Honest officer, the dwarf was on fire when I got here! Can't find a mechanical engineering agent? Need a non-Caldari Navy agent? http://www.eve-agents.com/ for all your agent needs! |

Chruker
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Posted - 2007.05.29 20:34:00 -
[251]
Originally by: Daerkannon Shimmerscale Now granted I'm testing on modules, but I have no reason to believe that meta-items behave differently for ships than they do for modules. A T1 basic item (cap rechargers in my case) has the same meta-level as a T1 basic ship.
Well, the reason for a different handling of meta-level with the ship interface could be the lack of named ships (ie. ships with meta-levels other the 0).
But then again, how should a build item help the invention process, when your already using the blueprint for it. How much could studying that item really help? Vs. how much studying an already improved version (named tech 1) could help.
----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Black Atom
Confederation of Red Moon Red Moon Federation
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Posted - 2007.05.29 20:41:00 -
[252]
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4 Item meta level (0/1/2/3/4): 0/1 No idea if ships have meta levels Attempts: 22 Successes: 0
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): 3 Attempts: 100 Successes: 66
The ship was a vagabond, item was cargo expanders.
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Vanye Inovske
Two Brothers Mining Corp. The Sundering
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Posted - 2007.05.29 22:46:00 -
[253]
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 1.3x Item meta level (0/1/2/3/4): none Attempts: 84 Successes: 46 (55%)
Additional data: currently running at 42% attempts going to cov ops, 58% to improved. The success rate on each type is within a couple percent. For a while I was convinced that the odds of a job having cov ops as potential output was below 50%, but I'm starting to wonder if I didn't just have a couple runs of crappy luck.
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Black Atom
Confederation of Red Moon Red Moon Federation
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Posted - 2007.05.29 23:55:00 -
[254]
For the record I'm using 1 run stabber BPC's for my invention attempts.. is that whats screwing my attempts? 22 seems unusually high.. :(
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Vanye Inovske
Two Brothers Mining Corp. The Sundering
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Posted - 2007.05.30 00:42:00 -
[255]
Originally by: Black Atom For the record I'm using 1 run stabber BPC's for my invention attempts.. is that whats screwing my attempts? 22 seems unusually high.. :(
I sincerely doubt it. 22 failures to make a vaga suck, to be sure, but by my calculation if the actual chance of success is 10% then the antecedent probability of 22 consecutive failures is 9.8%, if the actual chance of success is 15%, then the probability of 22 fails is 2.8%. Very unlucky, but not astronomically so.
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Black Atom
Confederation of Red Moon Red Moon Federation
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Posted - 2007.05.30 02:14:00 -
[256]
Originally by: Vanye Inovske
Originally by: Black Atom For the record I'm using 1 run stabber BPC's for my invention attempts.. is that whats screwing my attempts? 22 seems unusually high.. :(
I sincerely doubt it. 22 failures to make a vaga suck, to be sure, but by my calculation if the actual chance of success is 10% then the antecedent probability of 22 consecutive failures is 9.8%, if the actual chance of success is 15%, then the probability of 22 fails is 2.8%. Very unlucky, but not astronomically so.
Alright coo, another 10 in the oven :P Heres hoping...
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.05.30 15:42:00 -
[257]
Yeah, I had the same issue with hulks. Basically, stick in a bunch of 1-run BPCs, use the +9 run decryptor, and try not to look at the bottom line...eventually you'll get lucky and score a 10-run BPC.
I did not use a covetor for most of the attempts, since that took a 35M job and bumped it to a 55M attempt. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Ostine Vadonk
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Posted - 2007.05.31 07:23:00 -
[258]
Edited by: Ostine Vadonk on 31/05/2007 07:23:46 Edited by: Ostine Vadonk on 31/05/2007 07:22:40 Doublepost
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Ostine Vadonk
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Posted - 2007.05.31 07:24:00 -
[259]
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): 1 Attempts: 20 Successes: 10
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): 2 Attempts: 10 Successes: 7
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): 4 Attempts: 24 Successes: 19
All on Tranquility after 1.4.2 patch. Not enough data to draw any conclutions yet.
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Asuraz Ikanbe
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Posted - 2007.05.31 08:00:00 -
[260]
Edited by: Asuraz Ikanbe on 31/05/2007 08:00:23 I have only done 2 invention jobs so far , so my sample size is way too small to draw any conclusions.
Both were from an ME32 PE10 Ferox BPC with all relevant skills at level 4 and a base item (Ferox) being used plus the best "chance" decryptor also being used (sorry can't remember it's name and I have no access to EVE atm)
Results were; 1 - a failed attempt at a Vulture BPC (the decryptors for this job were still in the hanger after the job, so I guess I screwed the setup on that job up) 2- a 4 run Nighthawk BPC ME-9 PE-4 (I think the ME/PE figures are right, trying to drag it from memory)
My question is, do we have anything resembling a definitive-ish idea yet whether we need to use the relevant ship as the base item when trying to invent ships?
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Fleske
NED Holdings
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Posted - 2007.05.31 12:31:00 -
[261]
Did 20 inventions on stabber 15 run BPC me:0 pe:0. Skills 5/5/5. 0.4 change and +9 run decryptor. Used a stabber with each invention. 2 succes 18 failed.
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Black Atom
Confederation of Red Moon Red Moon Federation
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Posted - 2007.05.31 17:37:00 -
[262]
For comedic purposes I'll update...
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4 Item meta level (0/1/2/3/4): 0/1 No idea if ships have meta levels Attempts: 29 Successes: 0
I think I'm on a roll :P BTW this is getting kind of ridiculous :(
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RoundupGang
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Posted - 2007.06.01 14:32:00 -
[263]
The guide to invention stickied mentions the amount of runs in the bpc having an effect on the outcome. However, there doesn't seem to be a consensus that it does here. And I think I remember an earlier post (too lazy to go back and find it) saying that they had the results with a 1 run bpcs as maxrun bpcs. Has there been any resolution to this?
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Kazuo Ishiguro
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Posted - 2007.06.01 14:57:00 -
[264]
Edited by: Kazuo Ishiguro on 01/06/2007 14:56:48
Originally by: RoundupGang The guide to invention stickied mentions the amount of runs in the bpc having an effect on the outcome. However, there doesn't seem to be a consensus that it does here. And I think I remember an earlier post (too lazy to go back and find it) saying that they had the results with a 1 run bpcs as maxrun bpcs. Has there been any resolution to this?
For modules, a max run input BPC gets you a 10 run output BPC - one run per 10% of max runs for that BPO on the copy, rounded down (this is before any decryptor bonuses). For ships, however, you never get more than one run on the output BPC unless you use a decryptor that gives a bonus to the number of runs. This information is not too hard to find if you look around a little  ------ Spreadsheets: Top speed calculation - Halo Implant tanking |

Rooky2001
Caldarians Pride Te-Ka
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Posted - 2007.06.02 16:55:00 -
[265]
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): various Attempts: 67 Successes: 55.22%
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Chruker
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Posted - 2007.06.03 12:39:00 -
[266]
Has anybody noticed that the waste factor on the invented blueprints doesn't follow the normal waste factor formula? ----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Black Atom
Confederation of Red Moon Red Moon Federation
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Posted - 2007.06.03 18:45:00 -
[267]
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4 Item meta level (0/1/2/3/4): 0/1 No idea if ships have meta levels Attempts: 40 Successes: 0
I think this is absoutely ridiclous :( Either I have the worst luck in the world or somehow bugged horribly.
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Qual
Gallente Cornexant Research
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Posted - 2007.06.03 19:34:00 -
[268]
Originally by: Chruker Has anybody noticed that the waste factor on the invented blueprints doesn't follow the normal waste factor formula?
Yes.
Read all about it on the site linked in the Invention Indtroduction Guide sticky in this forum. You will find it last in the Advanced Topics part.
"The short version: Qual is right." -Papa Smurf |

Aykido
Gallente Lobster of Babel
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Posted - 2007.06.04 12:24:00 -
[269]
Invention Formulae (my guess) 
Base chance: Ship 20% Rig 30% module 40%
Skill modifier (Add as multiplier to base chance). Encryption skill 5% per level Relevant science skills increase the effect of the encryption skill by 10% per level. skill combo of 4/4/4 gives 39,2% increase in chance. skill combo of 5/5/5 gives 56,25% increase in chance.
Decryptors (only "known" variable) range of -60% to +30% chance modifier. Unless coldfront figures have been tweaked since the last data dump.
Base item works as negating the penalty of not having one. penalty is -25% for ships, -30% for rigs and -35% for modules. Meta level 0 gives penalies of -20%, -24% and -28%. Higher meta levels are only for modules. Meta level 1 gives penalties of -21% . Meta level 2 gives penalty of -14%, Meta level 3 gives penalties of -7% and meta level 4 incures no base item penalty.
With this formula, a max skilled character inventing a module with best decryptor (+30%) and best named item (-0%) will have a 81,25% chance of success. (4 out of 5).
This would explain the failure rate we have on strip miners and cov-op cloaks. Giving a max success rate of 63,47% (3 out of 5). Strips with Test reports and 4/4/4 skill combo would have 47,85% success rate.
Inventing a ship with a +9 run decryptor and max skills would give 10% max chance on invention (10,41% using a built T1 ship as base item).
Inventing a ship with a +30%/+4run decryptor and max skills would result in 32,5% success rate (or 33,85% with a built ship).
Of all the inventions we have done with N>50 we are within a +/-5% error margin. Our Hulk inventions seem to fall far short of the 9% or so we anticipated with our skill set. but our N is just at 30 so not statistically accurate. Has anyone collected all the reported data in this thread? Have people seen lower success rates the more datacores there are used for the job?
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Qual
Gallente Cornexant Research
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Posted - 2007.06.04 13:08:00 -
[270]
Originally by: Aykido Invention Formulae
I think you are getting close.
But!
I am not ready to accept that the formula is aware of the job "type" (ship/mod/rig). When I see a formula only based the "reverse engeneering" chance, i'll be happy. (And you are nearly there. Actually it could be modified to be exactly like that with very little efford.)
"The short version: Qual is right." -Papa Smurf |

Titus Quintus
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Posted - 2007.06.04 13:35:00 -
[271]
Originally by: Aykido Invention Formulae (my guess) 
This sounds very reasonable. The formula makes all kinds of sense, especially since it uses very round numbers as a base and the stacking of skills is actually very simplistic.
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Aykido
Gallente Lobster of Babel
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Posted - 2007.06.04 18:34:00 -
[272]
Edited by: Aykido on 04/06/2007 18:56:06 Ok so in a formula format my above guess looks like this:
Ship = 20% * skill(1+((0,05*level)*(1+(0,1*level))*(1+(0,1*level))) * decryptor * base item (1-(0,05*(meta 4 - actual meta))) = success chance. >>> Example, I try to invent a Zealot with skills at 5/5/4 using a circular logic decryptor. My chance should be 20% * 1,525 * 0,4 * 0,75 (or 0,8 with a built Omen in the job) = 9,15% chance (or 9,76% with the built Omen).
Tuner = 30% * skill(1+((0,05*level)*(1+(0,1*level))*(1+(0,1*level))) * decryptor * base item (1-(0,06*(meta 4 - actual meta))) = success chance. >>> Example, I try to invent a Salvage Tackle 2 with a skill set of 5/4/4 and a sacred manifesto decryptor. My chance should be 30% * 1,49 * 0,8 * 0,7 (or 0,76 with a built salvage tackle I) = 25,032% (or 27,1776% with T1 base item).
Data = 40% * skill(1+((0,05*level)*(1+(0,1*level))*(1+(0,1*level))) * decryptor * base item (1-(0,07*(meta 4 - actual meta))) = success chance. >>> Example, I try to invent a Cov Ops cloak with a skill set of 4/3/2 and an Installation Guide decryptor. My chance should be 40% * 1,364 * 1,3 * 0,65 (or 0,72 with a built Protype cloaking device I) = 46,1032% (or 51,06816% with the protocloak as base item). >>> Example, I try to invent an Invul field II with a skill set of 5/5/5 and Prototype diagram decryptor. My chance should be 40% * 1,5625 * 1,1 * 0,65 (or 0,72 with T1 invul field; or 0,86 with a V-M15 Braced Multispectral as base item) = 44,6875% (or 49,5% with T1; or 59,125% with V-M15).
Is this understandable?
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.06.05 10:50:00 -
[273]
I like the formula for the skill effect, sounds very plausible.
I'm not entierly sure about the rest though as CCP loves doing everything using formulas and not fixed value lookup. And the only known database values are the reverese engineering and meta values.
Do anyone have a link to a database website that include the reverse enineering numbers? I lost the link I had for one.
Signature approved by Eldo |

Trak Cranker
Feral Tendency Ratel Alliance
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Posted - 2007.06.05 12:18:00 -
[274]
Where is it I can find the reverse engineering value?
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sahtila
principle of motion Interstellar Alcohol Conglomerate
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Posted - 2007.06.05 13:55:00 -
[275]
Originally by: Aykido Edited by: Aykido on 04/06/2007 18:56:06 Ok so in a formula format my above guess looks like this:
Ship = 20% * skill(1+((0,05*level)*(1+(0,1*level))*(1+(0,1*level))) * decryptor * base item (1-(0,05*(meta 4 - actual meta))) = success chance. >>> Example, I try to invent a Zealot with skills at 5/5/4 using a circular logic decryptor. My chance should be 20% * 1,525 * 0,4 * 0,75 (or 0,8 with a built Omen in the job) = 9,15% chance (or 9,76% with the built Omen).
Tuner = 30% * skill(1+((0,05*level)*(1+(0,1*level))*(1+(0,1*level))) * decryptor * base item (1-(0,06*(meta 4 - actual meta))) = success chance. >>> Example, I try to invent a Salvage Tackle 2 with a skill set of 5/4/4 and a sacred manifesto decryptor. My chance should be 30% * 1,49 * 0,8 * 0,7 (or 0,76 with a built salvage tackle I) = 25,032% (or 27,1776% with T1 base item).
Data = 40% * skill(1+((0,05*level)*(1+(0,1*level))*(1+(0,1*level))) * decryptor * base item (1-(0,07*(meta 4 - actual meta))) = success chance. >>> Example, I try to invent a Cov Ops cloak with a skill set of 4/3/2 and an Installation Guide decryptor. My chance should be 40% * 1,364 * 1,3 * 0,65 (or 0,72 with a built Protype cloaking device I) = 46,1032% (or 51,06816% with the protocloak as base item). >>> Example, I try to invent an Invul field II with a skill set of 5/5/5 and Prototype diagram decryptor. My chance should be 40% * 1,5625 * 1,1 * 0,65 (or 0,72 with T1 invul field; or 0,86 with a V-M15 Braced Multispectral as base item) = 44,6875% (or 49,5% with T1; or 59,125% with V-M15).
Is this understandable?
I still believe that the base percentage depends on how many datacores you need, hac invention seems more difficult than af invention.
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Titus Quintus
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Posted - 2007.06.05 14:16:00 -
[276]
Edited by: Titus Quintus on 05/06/2007 14:15:58
Originally by: sahtila
I still believe that the base percentage depends on how many datacores you need, hac invention seems more difficult than af invention.
I am currently running tests to look into this.
Don't expect an answer soon... For statistical significance I need at least 200 invention runs per meta-level and datacore needs. I am actually building upon chruker's samples since they are so well documentated. This means 1/1/2 skills.
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Chief Unshiki
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Posted - 2007.06.08 13:52:00 -
[277]
Just performed my first invention runs today, and was pleasantly surprised by the results, i'd hoped for 4, maybe 5 successes and wound up with 7 out of 9. Probably just beginner's luck though 
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 1.3x Item meta level (0/1/2/3/4): 0 Attempts: 9 Successes: 7
I just started 9 more runs
The product is Heavy Missile Launcher
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Chief Unshiki
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Posted - 2007.06.08 19:55:00 -
[278]
the 9 more attempt yielded the same results actually. so a grand total of 14 of 18 successes. i'm pretty pleased with that 
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 1.3x Item meta level (0/1/2/3/4): 0 Attempts: 18 Successes: 14
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Ranis Garr
Amarr GalSpan Inc
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Posted - 2007.06.08 19:57:00 -
[279]
Edited by: Ranis Garr on 08/06/2007 19:56:21 This is deep... lol --------------------- "Dont try and be a great man, just be a man. Let history judge who you are." ~William Riker
<IMG SRC="http://www.hazardous-gfx.com/forums/uploads/imagehost/U7-1181327778.gif" |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.06.08 22:34:00 -
[280]
Yep. Very hard to reverse-eng a formula when you don't know all the variables, and so you have to be methodical as all hell to get to the meat of the matter.
----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Velius Donegol
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Posted - 2007.06.09 12:06:00 -
[281]
Edited by: Velius Donegol on 09/06/2007 12:08:57 Edited by: Velius Donegol on 09/06/2007 12:05:13 Man, invention is frustrating. I had 17/21 success on module invention with 4/4/4 skills, not using any decryptor or meta item. Then In the next 12 runs I had 2 successes. I just wanted 20 BPCs to start with, damnit!
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Rotti
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Posted - 2007.06.11 05:59:00 -
[282]
Aykido I have placed your formula into a spreadsheet and get the same results for ships with the 0.4 decryptor. However with a 1.3 decryptor in the sheet I get 30% success. Is this right cause this would mean that it is better to use this decryptor in ship invention 100 attempt would produce 30 5 run bpc as opposed to 9 10 run ones.
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Trak Cranker
Feral Tendency Ratel Alliance
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Posted - 2007.06.11 06:34:00 -
[283]
Originally by: Rotti Aykido I have placed your formula into a spreadsheet and get the same results for ships with the 0.4 decryptor. However with a 1.3 decryptor in the sheet I get 30% success. Is this right cause this would mean that it is better to use this decryptor in ship invention 100 attempt would produce 30 5 run bpc as opposed to 9 10 run ones.
Remember it also depends on what the decryptors cost. Although given your numbers, the 1.3 would have to increase the cost pr bpc run by 67% over the 0.4 one for them to be equal. And then there is the cost of any meta items to factor in too, if you use such. That cost is smaller pr runs on a try on the 0.4 one.
Formula is still up in the air ofc. Although it seems it holds up pretty well.
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Mighty Baz
HUSARIA Curatores Veritatis Alliance
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Posted - 2007.06.11 07:42:00 -
[284]
Originally by: Aykido Invention Formulae (my guess) 
Base chance: Ship 20% Rig 30% module 40%
Skill modifier (Add as multiplier to base chance). Encryption skill 5% per level Relevant science skills increase the effect of the encryption skill by 10% per level. skill combo of 4/4/4 gives 39,2% increase in chance. skill combo of 5/5/5 gives 56,25% increase in chance.
Decryptors (only "known" variable) range of -60% to +30% chance modifier. Unless coldfront figures have been tweaked since the last data dump.
Base item works as negating the penalty of not having one. penalty is -25% for ships, -30% for rigs and -35% for modules. Meta level 0 gives penalies of -20%, -24% and -28%. Higher meta levels are only for modules. Meta level 1 gives penalties of -21% . Meta level 2 gives penalty of -14%, Meta level 3 gives penalties of -7% and meta level 4 incures no base item penalty.
With this formula, a max skilled character inventing a module with best decryptor (+30%) and best named item (-0%) will have a 81,25% chance of success. (4 out of 5).
This would explain the failure rate we have on strip miners and cov-op cloaks. Giving a max success rate of 63,47% (3 out of 5). Strips with Test reports and 4/4/4 skill combo would have 47,85% success rate.
Inventing a ship with a +9 run decryptor and max skills would give 10% max chance on invention (10,41% using a built T1 ship as base item).
Inventing a ship with a +30%/+4run decryptor and max skills would result in 32,5% success rate (or 33,85% with a built ship).
______________________________________________ Husaria recruits
based on legendary XVII century Polish winged cavalry |

Kirja
Rampage Eternal Ka-Tet
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Posted - 2007.06.11 12:05:00 -
[285]
Edited by: Kirja on 11/06/2007 12:11:59 Edited by: Kirja on 11/06/2007 12:09:27 I'll add my data
Skill level (Encryption/DC1/DC2): 3/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): 2 Attempts: 30 Successes: 15 (50%)
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): 2 Attempts: 25 Successes: 11 (44%)
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none Item meta level (0/1/2/3/4): 0 do i understand correctly that t1 is 0 meta lvl? Attempts: 32 Successes: 17 (53%)
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Sinova Mortario
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Posted - 2007.06.11 13:04:00 -
[286]
I've not seen this discussed anywhere after a brief bit of searching, so forgive if this has already been gone over, but my results are showing that Level 5 in Minmatar Encryption methods has actually decreased my success rate.
Here are my numbers:
Skills at level 4, using no decryptor, and best named item:
146 attempts: 108 Successful, 38 Failed = 73.97%
Skills at 4 for secondary and 5 for Encryption Methods, no decryptor and best named item:
154 attempts: 112 Successful, 42 Failed = 72.73%
Overall drop of 1.24% in success.
Has anyone else seen this type of change? Is this a bug perhaps? |

Trak Cranker
Feral Tendency Ratel Alliance
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Posted - 2007.06.11 13:38:00 -
[287]
I think you need more deviant numbers and/or more data sets to conclude anything is wrong with those numbers.
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Sinova Mortario
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Posted - 2007.06.11 14:29:00 -
[288]
Originally by: Trak Cranker I think you need more deviant numbers and/or more data sets to conclude anything is wrong with those numbers.
Really? You don't think that 150 attempts is enough to get a good idea of what the success rate would be.
All of those were using the exact same thing except for the first half (about 150) was at Encryption level 4 and the second half (about 150) were at Encryption level 5.
Not being sarcastic, just trying to understand. |

Titus Quintus
|
Posted - 2007.06.11 14:53:00 -
[289]
Originally by: Sinova Mortario
Originally by: Trak Cranker I think you need more deviant numbers and/or more data sets to conclude anything is wrong with those numbers.
Really? You don't think that 150 attempts is enough to get a good idea of what the success rate would be.
All of those were using the exact same thing except for the first half (about 150) was at Encryption level 4 and the second half (about 150) were at Encryption level 5.
Not being sarcastic, just trying to understand.
There is nothing wrong with your numbers unfortunately. It's just the game of statistics. Try doing a hypothesis test whether your data corresponds to the same binomial distribution and see the error margins of such a small sample.
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Sinova Mortario
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Posted - 2007.06.11 15:53:00 -
[290]
Thanks for the replies, but 300 samples is too small a number to get an average?
I'll not get into deep statistical analysis on this, as it really doesn't need it as I don't have 10's of thousands of attempts recorded. However, that said, it's hard to believe that 300 samples is not enough to give an average of success, especially when there are only 2 results being looked at, success or fail. Heads or tails. You flip a coin, yes, you can get 150 heads in a row. Odds are that you will not get 150 in a row, but that you will get around 50% of them heads.
All I'm wondering about is that training the encryption methods skill to level 5 has not had a positive impact on my results, and in fact has had a slightly negative result, and I curious if anyone else has had this same situation arise?
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Mckayla X
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Posted - 2007.06.11 16:29:00 -
[291]
Originally by: Sinova Mortario Thanks for the replies, but 300 samples is too small a number to get an average?
I'll not get into deep statistical analysis on this, as it really doesn't need it as I don't have 10's of thousands of attempts recorded. However, that said, it's hard to believe that 300 samples is not enough to give an average of success, especially when there are only 2 results being looked at, success or fail. Heads or tails. You flip a coin, yes, you can get 150 heads in a row. Odds are that you will not get 150 in a row, but that you will get around 50% of them heads.
All I'm wondering about is that training the encryption methods skill to level 5 has not had a positive impact on my results, and in fact has had a slightly negative result, and I curious if anyone else has had this same situation arise?
Statistically you get about a 3% error at 1000 sample size which is generally regarded as close enough, so 300 is more like a 10% error, which would easily cover the difference you are seeing.
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Sinova Mortario
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Posted - 2007.06.11 17:27:00 -
[292]
Originally by: Mckayla X
Statistically you get about a 3% error at 1000 sample size which is generally regarded as close enough, so 300 is more like a 10% error, which would easily cover the difference you are seeing.
Thanks.
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Alvara
Kuiper Belt Industries Empire Research
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Posted - 2007.06.11 19:36:00 -
[293]
Wish I had been documenting since the beginning. Since I've done an easy 500 invention jobs with all decryptors and skill levels.
Good job for those that are keeping documentation and sharing.
One tid bit I can add, is that ccp does change % values regularly to control the amt that is invented of an item.
Tired of Waiting? Use Empire Research |

Trak Cranker
Feral Tendency Ratel Alliance
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Posted - 2007.06.11 21:21:00 -
[294]
Originally by: Alvara One tid bit I can add, is that ccp does change % values regularly to control the amt that is invented of an item.
Can you confirm this with more hard evidence? If true, and I sould be very surprised to learn that it is, its one of the dumber things I have heard of.
They have no incentive to control the amount of BPCs invented. It is a totally self regulating market.
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Whip Slagcheek
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Posted - 2007.06.12 02:16:00 -
[295]
In response to Alvara's comment about them regularly changing the chances:
Are you really saying that CCP is watching invention / market closely enough to alter invention rates? This is the company that went for over a year before they looked at the t2 situation and realized there were now 3x as many people and even less BPOs due to some being taken out of circulation.
I have a hard time believing CCP is regulating the invention market when their past response to the T2 market was a dev blog basically saying, "oh yeah. Guess we should've been looking at the T2 BPO production / demand those couple of years. Guess we should seed a bit of everything now." (Even ammo which was debatable if we needed more of that.)
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Kirja
Rampage Eternal Ka-Tet
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Posted - 2007.06.12 10:34:00 -
[296]
Edited by: Kirja on 12/06/2007 10:39:14
Originally by: Sinova Mortario Thanks for the replies, but 300 samples is too small a number to get an average?
300 sample is not too small to get an average. But average of random set of data is random value itself. Therefore it has a deviation. The bigger data set we have the lower deviation we will get. The difference you recieved can be easily explained by this deviation therefore we can not conclude that lvl 5 encryption actualy reduced your chances.
What i find more interesting in this case (since its rather large set of data) is that you received a success rate of ~73% with lvl 4 skills which is ~13% more than Aykido's equation suggests with maxed out skills.
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Mighty Baz
HUSARIA Curatores Veritatis Alliance
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Posted - 2007.06.12 12:56:00 -
[297]
Edited by: Mighty Baz on 12/06/2007 13:00:18 Edited by: Mighty Baz on 12/06/2007 12:56:40
My two cents, It seems that decryptors and named items are the most important to increase odds receiving t2 bpcs.
Secondary the above listed skills are not corresponding to generated runs properly. Probably CCP fixed avarage of need skill's levels. They have thought that huge numbers of players as a inventors are achieved 3-4 lvl in game (like Gauss figure), because of long time training of lvl5 (25-30 days, and CCP would like to take advantage of invention as a first. Plz remember that invention could replace bpo t2 in some definied time (Kali 2 ?). Who knows maybe t2 bpo will be reversing to limited bpc.
Thirdly, I dont understand why invention is such a expensive. Avarage of success rate is moreless 50%, and cost of decryptors, datacores, named items are too high at least. We expect much more components in hidden encounters.
And last one, datacores are limited in game, because of limited research points...
anything else? yea it's true invention is limited like DEV's ideas..
cheers
______________________________________________ Husaria recruits
based on legendary XVII century Polish winged cavalry |

Thira Rans
|
Posted - 2007.06.19 09:13:00 -
[298]
any news on the invention formula?
P.S: can't we make this a sticky?
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Meha Mott
Minmatar Carebear Research and Produktion Agency
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Posted - 2007.06.19 18:56:00 -
[299]
First of all, sorry for my bad english.
I made, up to now, more than 1000 inventions, but unfortunately i am not a fan of writing down a lot of numbers. 
What i can say, is, that my % chance is somewhat between 50 and 80 % depending on the meta item and the decryptors i use, or not 
I only invent modules, no ships, no rigs.
But there is 1 module that is totaly breaking all rules.
My sucsess rate is near to 100 % with large shield extender.
I made round about 150 inventions and only 2 without sucsess.
My skills are 4/4/4, i use the best meta item and the 1.3 decryptor.
My bee some other people have same experiences and are willing to share it here.
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Trak Cranker
Feral Tendency Ratel Alliance
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Posted - 2007.06.19 20:16:00 -
[300]
Given the latest formula that has been posted here, I think it is possible to get to or above 100% on some combinations. Correct me if I am wrong?
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.06.20 15:00:00 -
[301]
I've been getting some interesting numbers myself lately. I've done 16 invention jobs with drones so far, using the Test Reports decrytor + 4/3/4, and only 1 has failed. Either they have their own higher base chance of success, or I've been extremely lucky; the odds of that happening at the predicted chance are about 20000 to 1 against. ------ Spreadsheets: Top speed calculation - Halo Implant tanking |

Aykido
Gallente Lobster of Babel
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Posted - 2007.06.21 00:01:00 -
[302]
My formula is no more than an educated guess. It is probably not accurate.
Now we have have implants to increase the chances by 1% // 2-3% // 4-5% (judging from the various other science and industry implants).
I agree that the number of Datacores seems to affect the success rate, and the negative modifier for lack of base items was only to fit the skill modifier as the most important variable. This is not necessarily true.
But if I average the numbers we have documented my formule works pretty well, Caldari ships and Minmatar modules are way above the predicted success rate, but Gallente ships fall abyssmally short.
I am fairly confident that there have been at least two patches that did modify the success rate, i.e. lower it. But I am also certain that the odd success stories of abnormal success rates are just that; abnormal streaks of good fortune or bad luck.
Or perhaps an occassional bug 
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Trak Cranker
Feral Tendency Ratel Alliance
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Posted - 2007.06.21 00:13:00 -
[303]
Would it not make som kind of sense, if the number and/or type of datacores was tied together with the level in the corresponding skill?
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Aykido
Gallente Lobster of Babel
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Posted - 2007.06.21 00:19:00 -
[304]
Perhaps,
But other instances of such linking are only in the form of minimum requirements. So its hard to say without several 1000 attempt samples to compare.
Selling PERFECT PRINTS of 674 of the 730 seeded T1 BPOs: Ships, modules, rigs, drones, ammo, probes, components and capital mods, drones & ammo. (Cap Ships, Cap Components and Outposts 2007/2008) |

Trak Cranker
Feral Tendency Ratel Alliance
|
Posted - 2007.06.21 00:57:00 -
[305]
I still just hope that CCP are not mucking around with formula/chances a their whim.
In order for this to be a business, you have to be able to trust your experience and that there is a system to it. Otherwise its just a new lottery. Not that this is not, to some extent, but in this system I hope you can trust that there is a system to the odds, and as such take your bet on a formula you believe in or simpel gut feeling, based on experience.
If there is a factor in there, that can change periodically overall or itemwise - it will become an industrial nightmare.
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Fred Torrington
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Posted - 2007.06.29 10:06:00 -
[306]
Edited by: Fred Torrington on 29/06/2007 10:07:07 Edited by: Fred Torrington on 29/06/2007 10:06:40 I'm in the middle of doing about 300-400 jobs on the test server to help you guys with numbers. Once I'm done, I'll post my results, along with whether i used a base item, what my skill levels were at, etc.
If ya want an update, look for me in game.
Character name is Denaris Torington.
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Meau
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Posted - 2007.06.29 13:56:00 -
[307]
Edited by: Meau on 29/06/2007 13:55:35
Originally by: Qual
Originally by: Aykido Invention Formulae
I think you are getting close.
But!
I am not ready to accept that the formula is aware of the job "type" (ship/mod/rig). When I see a formula only based the "reverse engeneering" chance, i'll be happy. (And you are nearly there. Actually it could be modified to be exactly like that with very little efford.)
While Aykido gives 20%,30%,40% base chances, arbitrarily, you can easily use the reverse engineering chance from the datadump, which is 20% for ships and 40% for nearly everything else(at least everything else i checked).
Furthermore i find it very unlikely that meta-level formula is different for different types. It will only be one. There is no point in having a higher basechance and then also a higher negative modifier for rigs compared to ships.
And Base item = meta-level 0 = no item. Believe me ;P
These three points will simplify the whole thing into one universal simple formula only using variables which are found in game or the database. Thus no arbitrary ones left.
@Aykido give the above a try :)
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Miss Praise
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Posted - 2007.06.29 14:29:00 -
[308]
Not wishing to change the subject here but.....
CCP should cough up with the formula or stop playing EVE..... DEVS involved with writing invention that play now have a distinct advantage in the game knowing exactly what the formula is and how to get the best out of it.
This is just one example of how DEVS have more benefits over gameplay.
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Trak Cranker
Serenity Inc
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Posted - 2007.06.29 22:54:00 -
[309]
Originally by: Meau
And Base item = meta-level 0 = no item. Believe me ;P
I actually do have a hard time believing you there. Why should no item be as good as a meta 0 item? (except make a prettier formula)
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Meau
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Posted - 2007.06.29 23:57:00 -
[310]
Edited by: Meau on 30/06/2007 00:00:34
Originally by: Trak Cranker
Originally by: Meau
And Base item = meta-level 0 = no item. Believe me ;P
I actually do have a hard time believing you there. Why should no item be as good as a meta 0 item? (except make a prettier formula)
To put it bluntly, i have done 300+ ship invention jobs without inserting an item, and about 250 with a ship inserted. If there is a difference in the success chance it should be extremely low*.
(while errors with statistics of 200-300 tries are still 1%-2%, my chance with base item is lower, thus giving a strict bound on how much higher it could be).
You will still quickly find that what most people do is: Use a base item if the cost is negligible, you never know, use none if it would increase the cost by more than a few percent.
Simpleness of the formula is of course also a point . Additionally all meta-levels are integers, so the natural choice would be -1. As the meta level can make quite a difference for the success chance the result of this would be at least 3%(f.e. with Aykidos formula some 7% or so) or something, which would be notice and measurable. I dont think they built in meta_level = 0.3 if no item is used or something like that.
If they did, its still not cost-efficient to use an item if it increases the chance by ~1% in the majority of cases, so as my final conclusion, could be that the effect is there, but then its negligible and we thus dont need to worry about it 
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Paul Tarsus
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Posted - 2007.07.07 22:58:00 -
[311]
There's a methodical way of doing this, but it would take a lot of data and a lot of isk. If any of you guys wanna try it on test server and get the data go for it...
You would have to focus on one blueprint and have a large amount of samples. You get the minimal skills necessary (level 1 for all required skills for the specific blueprint) and do a ton of invention attempts (without base item or decryptors just skills)... record success vs failure rate so you can get an average success %.
Then you train one of the skills to the next level and repeat the process of getting a lot of sample runs for a success %
repeat that until you get that skill to level 5
then you repeat the above for all the other skills all the while recording the success % at each level.
then through some simple algebra you can figure out how much of a difference training the skill made:
(success% level 1)*(variable)=(success % level 2)
solve for the variable at each increment (from level 1 to 2... 2 to 3.. and so on)
then you get an average value for the 4 variables on one skill and that should be how much it modifies the success rate.
Repeat this for all skills for the blueprint.
Then once you have the success multiplier(variable) for each skill you can do a lot of runs with a base item and use the same equation as for the skills to solve for the success multiplier for a base item.
This is a brute force method of doing this and it would only have information for the specific blueprint... to figure out the amount that skills increase success for a certain category you would have to once again repeat all of the steps above for a couple of blueprints.
Also the results won't be perfect because this is assuming that all of the skills are going to multiply the success rate rather than go through a complex equation... it basically sums up what might be a long and complicated equation
Also as you get closer to 5/5/5 skills the success rate doesn't increase as much so the multiplier will become less accurate unless you do a lot more runs. 
Like I said this is a brute force simple mathematical way of going about this and would work if CCP doesn't mess around with inventing while you go about this experiment... also it would take a lot of time and a lot of characters to do it efficiently and correctly.. as well as a lot of runs
Hope i didn't discourage you guys too much , but guessing the equation is hardly a way to go about it... maybe try and find someone who's a statistics major? 
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Trak Cranker
Serenity Inc
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Posted - 2007.07.07 23:53:00 -
[312]
Originally by: Paul Tarsus You would have to focus on one blueprint and have a large amount of samples. You get the minimal skills necessary (level 1 for all required skills for the specific blueprint) and do a ton of invention attempts (without base item or decryptors just skills)... record success vs failure rate so you can get an average success %.
Hey, have you been looking over my shoulder? :)
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Paul Tarsus
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Posted - 2007.07.08 03:30:00 -
[313]
well if you've been doing that I bid you good luck... your gonna either need a lot of time or a lot of chars and do it prolly on test server
I just figured since everyone was giving their '2 cents worth' I would just help everyone save their pennies and give something with a stronger mathematical basis 
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EDacIouSX
Yashio Factory
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Posted - 2007.07.09 23:11:00 -
[314]
So it seems for ships inventions having a ship or not having one as an item makes no difference at all right?
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
|
Posted - 2007.07.10 02:42:00 -
[315]
Originally by: EDacIouSX So it seems for ships inventions having a ship or not having one as an item makes no difference at all right?
That does appear to be the case. Or at least, it's not statistically significant enough to notice without someone rolling out 1000 invention attempts with the same setup.
I typically just use the "max run, crap chance" decryptor and toss in a half dozen+ jobs when I want to get a T2 ship BPO semi-reliably. Just got 20 runs of hulk goodness out of 7 attempts, so I'm happy. 
----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Elisa Day
Koshaku Interstellar Starbase Syndicate
|
Posted - 2007.07.10 17:19:00 -
[316]
Skill level (Encryption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): none used Attempts: 912 Successes: 171
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Vlammetje
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Posted - 2007.07.11 07:08:00 -
[317]
Originally by: Miss Praise This is just one example of how DEVS have more benefits over gameplay.
Go away Goon.
or
It's their game, if you don't like it: Go play another game.
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Dr Fighter
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Posted - 2007.07.17 15:56:00 -
[318]
im almost finished with 100 attempts at a module with encryption methods 5 and the two sci skills at 4, using meta 1 item for all 100 attemps and no decryptors. I will post a link to a screeny of the table ive made as each batch has gone in to bake over the last month with live success rate statistics.
so far its looking like 50%, which tbh with the skills and the meta lvl 1 item, seems quite a low success rate Also interestingly since the very first batch the running success rate has droped EVERY batch, which might point to a ingame control over the number of items being invented/created.
see for your self, just 2 more attempts cooking atm and 4 more in the next day.
interesting, also the profit is looking like 300m for a total investment of over 2 billion isk, which to me is a really crappy turnover compared to others (tho could just be the module im doing).
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Trak Cranker
Serenity Inc
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Posted - 2007.07.17 17:06:00 -
[319]
Edited by: Trak Cranker on 17/07/2007 17:13:39 100 attempts is nothing in terms of having a solid basis for conclusions.
But I will give you this: 50% is pitiful, in terms of what you would expect. And I have seen numbers to insinuate (it is that at best) that skills might be less important here than most would like. But it is pure conjecture at this point.
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William Alex
Viscosity
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Posted - 2007.07.17 17:46:00 -
[320]
Originally by: Trak Cranker
Something to the tune of: chance of reinvention from BP * 1+0.1*EncSkill * (1-0.05*(5-DC1skill))^#DC1 * (1-0.05*(5-DC2skill))^#DC2 * Decryptor * 1+0,5*metalevel* implant
I really like this formulea so far i've got almost exactly these results with all my attempts.
Please give us a 1 depth skill queue CCP.
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Dr Fighter
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Posted - 2007.07.19 15:26:00 -
[321]
Below are my invention results in a table recored exactly what every batch resulted over the past month and a half.
All the invention attempts where done with lvl 5 encryption methods lvl 4 for both sci skills and a meta 1 item, no decryptors where used.
My invention batches
because i had a few datacores left and no more meta items, i did 3 attempts wihtout an item, the results were two out of th 3 worked lol
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Trak Cranker
Serenity Inc
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Posted - 2007.07.19 15:39:00 -
[322]
Can you flesh it out a bit with what item(s) you invented?
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Galtan Deus
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Posted - 2007.07.21 20:40:00 -
[323]
Originally by: Miss Praise Not wishing to change the subject here but.....
CCP should cough up with the formula or stop playing EVE..... DEVS involved with writing invention that play now have a distinct advantage in the game knowing exactly what the formula is and how to get the best out of it.
This is just one example of how DEVS have more benefits over gameplay.
That go for ships too?
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Elisa Day
Koshaku Interstellar Starbase Syndicate
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Posted - 2007.07.22 17:55:00 -
[324]
Skill level (Encryption/DC1/DC2): 5/4/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): none used Attempts: 480 Successes: 100
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Sallie Wonder
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Posted - 2007.08.07 00:00:00 -
[325]
bump for more results!
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Elisa Day
Koshaku Interstellar Starbase Syndicate
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Posted - 2007.08.18 16:17:00 -
[326]
Edited by: Elisa Day on 18/08/2007 16:17:20 Skill level (Encryption/DC1/DC2): 5/5/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): none used Attempts: 703 Successes: 131
This shows a disturbing trend to me, compare previous results:
4/4/4: 18.75% on 912 tries 5/4/4: 20.83% on 480 tries 5/5/4: 18.63% on 703 tries
I'd like to believe that these samples are stasticially significant enough to tell us that science lvl 5 skills for invention might be broken. My characters all have 5/5/5 now though so we'll see if the "bad luck" holds or if it was just a big fluke. Comments from any statistics gurus?
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Lady Natacha
Minmatar Water and Power
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Posted - 2007.08.18 17:05:00 -
[327]
Originally by: Elisa Day Edited by: Elisa Day on 18/08/2007 16:17:20 Skill level (Encryption/DC1/DC2): 5/5/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): none used Attempts: 703 Successes: 131
This shows a disturbing trend to me, compare previous results:
4/4/4: 18.75% on 912 tries 5/4/4: 20.83% on 480 tries 5/5/4: 18.63% on 703 tries
I'd like to believe that these samples are stasticially significant enough to tell us that science lvl 5 skills for invention might be broken. My characters all have 5/5/5 now though so we'll see if the "bad luck" holds or if it was just a big fluke. Comments from any statistics gurus?
Can you say "Tactical Shield Manipulation skill bug"? At least there it could be demonstrated to be broken because the bonuses for that skill are documented.
We have noticed a substantial decrease in success rates after achieving level 5 in science skills required for our regular invention jobs.
250M implant may disappear: Linkage
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Liisa
Infinitus Odium The Church.
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Posted - 2007.08.18 20:53:00 -
[328]
Originally by: Lady Natacha
Originally by: Elisa Day Edited by: Elisa Day on 18/08/2007 16:17:20 Skill level (Encryption/DC1/DC2): 5/5/4 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): none used Attempts: 703 Successes: 131
This shows a disturbing trend to me, compare previous results:
4/4/4: 18.75% on 912 tries 5/4/4: 20.83% on 480 tries 5/5/4: 18.63% on 703 tries
I'd like to believe that these samples are stasticially significant enough to tell us that science lvl 5 skills for invention might be broken. My characters all have 5/5/5 now though so we'll see if the "bad luck" holds or if it was just a big fluke. Comments from any statistics gurus?
Can you say "Tactical Shield Manipulation skill bug"? At least there it could be demonstrated to be broken because the bonuses for that skill are documented.
We have noticed a substantial decrease in success rates after achieving level 5 in science skills required for our regular invention jobs.
So the encryption skill works, the other skills are bugged at level 5? It looks like this to me, but just to be sure that I understand correctly what is being presumed. ----------------------------------
Currently pursuing a "deviant playstyle." |

Elroth
Clerks Industries
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Posted - 2007.08.20 09:29:00 -
[329]
hmm so i am thinking stopping my skill at the 3 hours left its on right now :P
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Chruker
|
Posted - 2007.09.09 11:38:00 -
[330]
Here is how the average success rate evolved for a couple of my invention scenarios.
http://junk.chruker.dk/files/temp/average_success_changing_with_more_attempts.gif
Notice how the blue scenario starts changing from an average of 39% at 850 attempts to an average of 40.6% at a 1000 attempts.
----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Speedup IGB table rendering |

William Alex
Viscosity
|
Posted - 2007.09.12 18:40:00 -
[331]
Edited by: William Alex on 12/09/2007 18:40:51
Originally by: William Alex Would it be safe to say that's with 4-4-4 skills and no other modifiers?
Sorry Chruker I just read more of your results and it seems that you're getting a 40% success rate with 1-1-1.
I must say i'm a bit surprised at such a high success rate... it seems that skills don't really affect the outcome that much.
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Salvis Tallan
Gallente The Shadow Order SMASH Alliance
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Posted - 2007.09.12 20:30:00 -
[332]
I use... 0.5% per skill level for the data core skills and 1% per level for interface skill. The numbers I get actually match what you would expect when you look at all these numbers.
For example: 250mm Railgun II Blueprint 4 in all skills, with no meta item or decrypter 43.28% chance of success
Ishtar Blueprint 4 in all skills, no decrypter 21.64% chance
I looked at higher numbers for the percentages, but it would look good for, say a module, but then was not quite right for ships (based on information here and what we actually know to be true) ------
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.09.13 14:20:00 -
[333]
Edited by: Vladimir Tinakin on 13/09/2007 14:21:11 As an update, CCP Chron has confirmed that all skills count towards invention success chance, and that the process does not suffer from a "Tactical Shield Manipulation"-like bug...and that we've been the proud beta-testing/trial users of the invention-as-market-supply system.
With T2 Battleships being in high demand once they arrive (one can only imagine) and ONLY available via (expensive!) invention, either a) it'll cost us 200M per ship to invent, or b) datacore availability as a whole will increase. Given the success reports on HACs, I can only imagine the failure strings on T2 Battleship invention...so the "best" option would probably be to not attempt unless you have max-skills.
Either that, or to be prepared to **** away a whole lotta datacores; IIRC, before they took the tab away battleships required 18 cores in each category.
----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

William Alex
Viscosity
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Posted - 2007.09.14 20:43:00 -
[334]
Look at it this way. If you happen to have the cashflow to invest in t2 battleship invention then it will be profitable.
What is the cashflow required? I'd probably recommend about 10bil, anyone who wants to disprove me go ahead, there's only room for one baseless claim in this comment!
I think anyone who invents for profit will understand what I mean.
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William Alex
Viscosity
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Posted - 2007.09.14 20:45:00 -
[335]
If it truely is 18 cores however, then I suppose the per run bpc cost will be roughly 55mil at the current market price.
I'm going to suppose build costs to be about 300mil but it could be higher. I don't see t2 battleships settling at below the 350mil marker but that's 100% speculation.
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.09.17 14:31:00 -
[336]
Edited by: Vladimir Tinakin on 17/09/2007 14:32:15 Edited by: Vladimir Tinakin on 17/09/2007 14:31:36
Originally by: William Alex If it truely is 18 cores however, then I suppose the per run bpc cost will be roughly 55mil at the current market price.
I'm going to suppose build costs to be about 300mil but it could be higher. I don't see t2 battleships settling at below the 350mil marker but that's 100% speculation.
Of course its all spec. However, the decryptor, the 36 cores (plus the bpc, but we'll discount that cost) at about 1M per core average, with 6-8 attempts per success on average (HAC/Command Cruiser level of success) is where I poofed up that 200M figure. The scary bit is that it could be on the low side, esp if you're "unlucky."
The post wasn't intended to "scare off" competition as much as it was to warn the more "Casual" inventors looking to maximize their chances. Avid Inventors know the risks and associated costs already--you guys don't need the heads up.  ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.09.17 15:42:00 -
[337]
Actually, if you look at the progression, you'd expect a 32-of-each-core need.
Depending on what kind of T1 BPC and/or decryptor you plan on using, you could get an invention cost of anywhere between 50 and 150 mil per run (getting at best, on average, with maxed-out skills around 1 run per job with best chance decryptor... plus minus 0.2 runs per job on average). As for manufacture costs, somewhere between 250 and 350 mil per ship (T1 ship, assumed tier2, plus components).
So final price, around 400-500 mil per built ship from scratch. _
[CNVTF] is recruiting | Char creation guide | Stack-nerfing explained |

Titus Quintus
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Posted - 2007.09.17 15:43:00 -
[338]
Originally by: William Alex Edited by: William Alex on 12/09/2007 18:40:51 Sorry Chruker I just read more of your results and it seems that you're getting a 40% success rate with 1-1-1.
40% with 1-1-1 and modules is absolutely in line with my own experimenting. 20% with 1-1-1 and ships is in line, too.
The base chance, as it stands in the database, of 0.2, 0.3 and 0.4 for the different invention classes is as bullet proof as we can probably get it. The effect of meta-levels though, now that is a completely different issue...
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Mrs Amadeus
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Posted - 2007.09.18 19:46:00 -
[339]
Skill level (Encyption/DC1/DC2): 5/4/4 Interface (Ship/Tuner/Data): ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): none used Attempts: 17 Successes: 0
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Benvie
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Posted - 2007.09.22 23:24:00 -
[340]
Skill level (Encyption/DC1/DC2): 3/3/2 Interface (Ship/Tuner/Data): data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none used Item meta level (0/1/2/3/4): 3 Attempts: 100 Successes: 48
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SelanirO
Phoibe Enterprises The Fifth Race
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Posted - 2007.09.23 15:55:00 -
[341]
Skill level (Encyption/DC1/DC2): 4/4/4 Interface (Ship/Tuner/Data): ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 1.3x Item meta level (0/1/2/3/4): - Attempts: 12 Successes: 3
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Thomasina
Caldari Grumman Shipyards
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Posted - 2007.09.23 21:16:00 -
[342]
In the early days of BS invention, I suspect there will be money to be made from selling max run BPCs. In fact I think I might get an alt to start churning out copies now - I have a couple of empty copy slots. 
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.09.24 02:29:00 -
[343]
Best market will be for the +9 run decryptors, I think. The max-run bpcs will just grant +1 to the invention results...potentially not worth it to spend the extra 10-15M on a max run, especially if you're likely to burn through a half dozen+ to get one success.
A series of 1-runs coupled with a +9 should be more profitable in the long run. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Qual
Gallente Cornexant Research
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Posted - 2007.09.24 10:11:00 -
[344]
Originally by: Vladimir Tinakin Best market will be for the +9 run decryptors, I think. The max-run bpcs will just grant +1 to the invention results...potentially not worth it to spend the extra 10-15M on a max run, especially if you're likely to burn through a half dozen+ to get one success.
A series of 1-runs coupled with a +9 should be more profitable in the long run.
The T2 Battleships market will probably be like T2 BC market was when that hit: That is pretty low demad in the beginning due to people still having to get the skills in place.
If you bet your fortune on T2 battleships beeing the next Hulk like item, you are aiming for you foot.
"The short version: Qual is right." -Papa Smurf |

Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.09.24 11:23:00 -
[345]
Edited by: Kazuo Ishiguro on 24/09/2007 11:24:50 I'm not sure whether it'll be quite as slow as that; Racial Battleship V is the likely requirement, but thousands of people have already got it trained so that they can use capital ships. BC V is more of a dead end. Also, those people are likely to be quite wealthy 
EDIT: granted, if things like Recon Ships V or Covert Ops V are also needed, there'll be more of a delay...
I've asked Sara Dawn (of http://ineve.net) whether it would be possible to show how many pilots have BS V, including those who don't have carrier/dreadnought skills, but I haven't received a positive response yet. My research services Spreadsheets: Top speed calculation - Halo Implant stats |

Qual
Gallente Cornexant Research
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Posted - 2007.09.24 12:46:00 -
[346]
Originally by: Kazuo Ishiguro Edited by: Kazuo Ishiguro on 24/09/2007 11:24:50 I'm not sure whether it'll be quite as slow as that; Racial Battleship V is the likely requirement, but thousands of people have already got it trained so that they can use capital ships. BC V is more of a dead end. Also, those people are likely to be quite wealthy 
EDIT: granted, if things like Recon Ships V or Covert Ops V are also needed, there'll be more of a delay...
I've asked Sara Dawn (of http://ineve.net) whether it would be possible to show how many pilots have BS V, including those who don't have carrier/dreadnought skills, but I haven't received a positive response yet.
Well the black ops ship will most likely require more skills than just to actual ship skills to be used (Black Ops Jump gate module etc.)
On top of that I expect them to have at least two if not three lvl 5 requirements to fly. (After all the faction ships require 2 x 8 lvl 5 ranks to fly. Cant see the T2 ships takeing less.)
But history have proven that new ship types based on skill not allready needed have a slow start. (Interceptors where nearly unsellable for 6 months. HAC's also took a long time to really take off. Others like logistics and Cover ops ships just had other thing turning them into slow movers from the start.)
"The short version: Qual is right." -Papa Smurf |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.09.24 14:32:00 -
[347]
Outside of the "trophy" market, yeah, I can see a 2-3 month "ramping up" of sales. Without knowing the reqs, this really is pure spec.
The point about racial BS 5 is a good one though--with Eve becoming Capitals Online that skill is not as rare as it once was. All other T2 ships require a "neutral" skill that itself is a prereq for the next big ship size...
So the cv ops ship will likely require Recon at 4-5 as a prereq for itself. Not sure if the "baby jump generator" will be a prereq for the ship itself, however--most ships that use specialized equipment have far more modest requirements to sit in them, and you just train the skills to use the toys afterwards. (see: siege module, industrial core, fighters)
Also, since they'll be purely invention-created, you don't have people sitting on BPOs churning them out hoping for a market to materialize while hitting the saturation point early. These things will be hard to get for a long time.
Its all wait-n-see at this point, but if the ships were to be profitable, it would be in the mass production. People will buy them...its just a question of how fast they'll move. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Benvie
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Posted - 2007.09.25 05:16:00 -
[348]
Skill level (Encyption/DC1/DC2): 3/3/2 Interface (Ship/Tuner/Data): data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none used Item meta level (0/1/2/3/4): 0 Attempts: 160 Successes: 72
My success rate for this batch and last batch is much higher than expected. With a meta level 3 my expected success was a little over 40%, actual out of 100 was 48%. Expected success rate with no meta item was a little under 34%, actual success rate over 160 trials was 45%. Maybe I'm just lucky? 
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Jeemor
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Posted - 2007.09.28 05:00:00 -
[349]
Has anyone noticed a greater failure rate recently? 150 Inventions - all with Stolen Formulas Skils at 5/5/5 I'm getting an average of 3% success. Down from 43% success last month when my skills were 4/4/5.
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Trak Cranker
Serenity Inc
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Posted - 2007.09.28 09:13:00 -
[350]
Originally by: Benvie Maybe I'm just lucky? 
Think you have been. An not even exceedingly so. I would expect you to land around 43-45% on those numbers.
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Trak Cranker
Serenity Inc
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Posted - 2007.09.28 09:14:00 -
[351]
Originally by: Jeemor Has anyone noticed a greater failure rate recently? 150 Inventions - all with Stolen Formulas Skils at 5/5/5 I'm getting an average of 3% success. Down from 43% success last month when my skills were 4/4/5.
Inventing what?
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Aykido
Gallente Lobster of Babel
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Posted - 2007.09.28 15:20:00 -
[352]
Ok How come ammo invention only yields 1 run.
I used a 1500 run Iridum M (thought the decryptors were too expensive to warrant their use).
Got only one success from 3 jobs, but I guess it was slightly more likely that I'd get 2 success from only 3 jobs.
Result was a single run Javelin M!  I was certain ammo would follow mods and result would be 10 runs.
I guess that concludes my attempts at ammo invention ....
Selling PERFECT PRINTS of every seeded T1 BPO: modules, rigs, drones, ammo and ships (4 ships missing), and most capital modules too! Selling any INVENTED T2 BPC by order! Can build also! |

minmof
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Posted - 2007.10.02 23:17:00 -
[353]
for what i've seen, and i kinda have seen a lot of invented items, i came to conclusions that i could even bet on them, but i might be as wrong as a mindless person trying to think.
so far i have my skills level for everything i invent at 4, planning to bring them to 5 because of some reasons i'll point.
1)a .1% or an addition of a metalevel 1 item changes the course of invention by a lot. (the % is there just to point that a single .1% changes the course of the invention.)
1.1)I've gone thru 0/40 in ships invention with the best runs decryptor (symbiotic figures), this one also gives the worst succeed chance, or i've done better with test reports, but never got more than 2 succeeds at 1 time imput, this leads me to belive in #2
2)I belive that the % taken in account could be over 100 invention jobs made, why? well.
2.1) i've had days where i have invented 60-90% of 7 jobs being made, (these jobs are usually the ones that you can make in 1+ hours) in the same day with different hours, i've gone thru 0/7, and then 1/7, 2/7 0/7 etch, but they are never the same, i haven't write all my results for the days, but this is what leads me to think that % of an invention job is counted over 100 attempts.all of these jobs have been done with the same formula, same BPC, same decryptors or no decryptors, or same metalevel item or none at all.
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Ol' Delsai
Caldari Aeden Tau Ceti Federation
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Posted - 2007.10.03 20:44:00 -
[354]
Skill level (Encyption/DC1/DC2): 3/3/3 Interface (Ship/Tuner/Data): ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): - Attempts: 20 Successes: 6 (5 in a row)
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Twobits PieCake
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Posted - 2007.10.03 21:44:00 -
[355]
Originally by: Ol' Delsai Skill level (Encyption/DC1/DC2): 3/3/3 Interface (Ship/Tuner/Data): ship Number of datacores from one group: 8 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): - Attempts: 20 Successes: 6 (5 in a row)
Nice average, dude equivalent of 75% success rate w/o the decryptor modifier. This data crushed my inventional backbone tbh bastages....
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.10.03 21:48:00 -
[356]
Originally by: Trak Cranker
Originally by: Jeemor Has anyone noticed a greater failure rate recently? 150 Inventions - all with Stolen Formulas Skils at 5/5/5 I'm getting an average of 3% success. Down from 43% success last month when my skills were 4/4/5.
Inventing what?
I would bet Hulks. _
Caldari N.V.T.F. is recruiting... |

LaughAdactyl
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Posted - 2007.10.04 01:27:00 -
[357]
Edited by: LaughAdactyl on 04/10/2007 01:28:51 Edited by: LaughAdactyl on 04/10/2007 01:27:17
Originally by: Jeemor Has anyone noticed a greater failure rate recently? 150 Inventions - all with Stolen Formulas Skils at 5/5/5 I'm getting an average of 3% success. Down from 43% success last month when my skills were 4/4/5.
yeah my success rates have been crappy lately, i have 5 for all my skills, i last ran 10 celestis BPCs (runs 15, ME 30, PI 10) with test reports at a POS (which is sposed to get me a bonus to chances of success) and with a celestis base item of all of them i got a 2 run arazu BPC, most of my inventions have been failing lately
edit: also did a 5 celestis BPC invent job (same stats as above) and used the .4 multiplier decryptor, and all 5 jobs failed |

Qual
Gallente Cornexant Research
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Posted - 2007.10.04 06:06:00 -
[358]
Oh noes! Another lvl 5 sucks conspiracy theroy.
Tinfoilhattery.
When invention started I had 5 in all skills. I have been doing very well for myself doing invention, with avarage slightly above whats been reported in different threads like this one. As one would expect! (Yes, my sample is indeed large enough to be statistical significant! And then some..)
"The short version: Qual is right." -Papa Smurf |

J3ST3R
Gallente Dark Light Inc
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Posted - 2007.10.05 21:36:00 -
[359]
Success rates with ships are always going to be low,
As for invention success rates I would say I'm around 75-85% for modules and I'm generally doing stuff I have the skills very high in.
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Dwai Attic
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Posted - 2007.10.06 14:17:00 -
[360]
Originally by: J3ST3R Success rates with ships are always going to be low,
As for invention success rates I would say I'm around 75-85% for modules and I'm generally doing stuff I have the skills very high in.
Meta item? Decryptor?
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J3ST3R
Gallente Dark Light Inc
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Posted - 2007.10.06 15:20:00 -
[361]
Originally by: Dwai Attic
Originally by: J3ST3R Success rates with ships are always going to be low,
As for invention success rates I would say I'm around 75-85% for modules and I'm generally doing stuff I have the skills very high in.
Meta item? Decryptor?
Adding an item and using a decrypter can increse the chance of invention success. So yes I'm using both.
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Benvie
Benvie Enterprises
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Posted - 2007.10.08 21:21:00 -
[362]
Skill level (Encyption/DC1/DC2): 4/3/3 Interface (Ship/Tuner/Data): data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): none used Item meta level (0/1/2/3/4): 0 Attempts: 180 Successes: 79
Definitely pointing to meta level starting at 100% modifier and working up, not 80%.
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Alison McCarty
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Posted - 2007.10.09 23:55:00 -
[363]
I just did 10 inventions and had one success. It seems to be the standard lately. I was creating the Vagabond bpc and used a stabber as the item and operation handbook as the decryptor. My skills are 5/5/5 and I have that broken GI-2 implant.
Is it me or does it feel like invention is a way for the devs to throttle the markets? Ie, if they are being overwhelmed with tech 2 items and the price goes down, they can decrease the multiplier for success on certain items and make them a bit more scarce, thus the price will rebound.
So when is the GI-2 supposed to be fixed? That cost a lot of lp and cash . . . I almost feel as if my success rate with invention was a lot better when I had 4/4/4. Anyone else?
Ali
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Benvie
Benvie Enterprises
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Posted - 2007.10.10 01:41:00 -
[364]
You just need to do careful research and figure out which items are profitable to invent. Some are very profitable, some not so much.
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Jenny Wimbishi
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Posted - 2007.10.10 04:56:00 -
[365]
Edited by: Jenny Wimbishi on 10/10/2007 05:00:59
Originally by: Alison McCarty I almost feel as if my success rate with invention was a lot better when I had 4/4/4. Anyone else? Ali
The difference between 5/5/5 and 4/4/4 is a little less than 1%. Using the calculator included with eveMEEP, here are the percentages for module/ship invention by skill level assuming the following layout encryp/sci/sci.
1/1/1 = 40.805% / 20.402% 2/2/2 = 41.620% / 20.810% 3/3/3 = 42.445% / 21.222% 4/4/4 = 43.280% / 21.640% 5/5/5 = 44.126% / 22.063%
Maxed out skills gives you less than a 5% increase in your chances of a successful invention job using modules than a char with only the absolute minimum skills. Less than 2% with ship invention. So, you ask, WTF bother training the skills even to 4/4/4, much less maxed out.
Decryptors (with 5/5/5): +9 run = 16.650 / 8.825 +4 run = 57.364 / 28.682 +2 run = 35.301 / 17.269 +1 run = 48.538 / 24.269
So, as you can see, the +1 & +4 run decryptors offer a lot more to the invention success chances than even maxed out skills. The +2 decryptor (+10%) alone gives someone with 1/1/1 better chances than 5/5/5 not using it. The +4 run best available decryptor modifier outstrips skill by a huge margin... so, as you can see, COSMOS farmers and good explorers are guranteed a lot better invention opportunities.
Meta Level (no decryptors) module with 5/5/5 skills: 1 = 47.215 2 = 50.303 3 = 53.392 4 = 56.481 module with 1/1/1 skills: 1 = 43.661 2 = 46.517 3 = 49.374 4 = 52.230
Again, we can see that skill has amazingly little to do with invention success, meaning that fresh outta the academy research nuubs can invent about 90% as well as you 5/5/5 max skilled scientists. A 1/1/1 nuub with a meta level 1 item can invent better than a 5/5/5 maxed skilled scientist without one.
When it comes to invention, CCP has seen to it that skills have little overall value when it comes to success. It's who has access to the decryptors & meta items, not the training time.
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Chruker
|
Posted - 2007.10.10 05:39:00 -
[366]
Originally by: Alison McCarty Is it me or does it feel like invention is a way for the devs to throttle the markets? Ie, if they are being overwhelmed with tech 2 items and the price goes down, they can decrease the multiplier for success on certain items and make them a bit more scarce, thus the price will rebound.
The devs has stated over and oveur again that they don't do that. But I guess we can only take their word for it.
However look at it this way. If prices drop too much inventors will just move onto other items. Just look at how the Mackinaw has finally started to drop in price. That only happened after the Hulk stabilized around 100-130m.
The market forces will regulate this.
----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Speedup IGB table rendering |

Elisa Day
Nabaal Construction and Industrials Corp Interstellar Starbase Syndicate
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Posted - 2007.10.10 14:09:00 -
[367]
Skill level (Encryption/DC1/DC2): 5/5/5 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): none used Attempts: 1893 Successes: 400
21.13% success rate.
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General Paul
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Posted - 2007.10.10 15:27:00 -
[368]
If T1 Ships have a meta level of zero does that make it worthelss to add a T1 ship when inventing T2 ships?
I recently did 3 runs of ferox and came out with a 4 run vulture bpo.. the bigegst cost in that was 3 ferox as ~T1 meta ogjects :(
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General Paul
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Posted - 2007.10.10 15:41:00 -
[369]
''Items that only have a few versions, like shield hardeners still start their meta level at one and count up to the highest item. Ships have only one version so they always have a meta level of one. But one is better than zero. ''
Thats out of the invention guide :( so I payed 20 mill per job for very little back hehe.. Think I'll not bother next time.
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Jenny Wimbishi
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Posted - 2007.10.10 19:48:00 -
[370]
Originally by: Aykido Ok How come ammo invention only yields 1 run.
Missiles turn out 10 run. In my esperience, however, is that your chances are the same as ship invention (base 20%). So, considering the cost of datacores and the idiotically low percentages, ammo invention is very, very, very broken. Especially gonsidering that 100 BPOs were seeded as opposed to 20 for ships & modules. I do not know the quantity of drone BPOs seeded.
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Corporati Capitalis
Tollan Technologies
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Posted - 2007.10.10 22:47:00 -
[371]
Originally by: Jenny Wimbishi [lots of numbers]
Where are you getting those from? Is the source reliable or are they made up, because that's the first time I see chances written down with such accuracy.
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.10.13 09:54:00 -
[372]
Meta level 4 items seem to have a very pronounced effect:
Runs: 18 Successes: 17 Failures: 1 Decryptor: none Meta-level: 4 Datacore multiplier: 2 Skills: 3/4/3 (Encr/sci/sci)
If this was the formula used to determine the outcome,
Quote: skill(1+((1%*level)*(1+(0.5%*level))*(1+(0.5%*level))) * decryptor * base item (1+5%*meta)
then there was only a 1 in 8500 chance of this streak occurring.
However, if the meta level bonus was 10% instead of 5% (resulting in a maximum possible chance of 66.19% before decryptors, so this doesn't cause any anomalies when combined with the effects of the 1.3x decryptor) then the chance of such a streak would have been 1 in 183; over 40 times more likely to have happened.
My research services Spreadsheets: Top speed calculation - Halo Implant stats |

Icarus Starkiller
Minmatar
|
Posted - 2007.10.14 13:03:00 -
[373]
Originally by: Corporati Capitalis
Originally by: Jenny Wimbishi [lots of numbers]
Where are you getting those from? Is the source reliable or are they made up, because that's the first time I see chances written down with such accuracy.
I believe she stated that she was using eveMeep (www.evemeep.com) - I use it myself, a wonderful product it is. Her accuracy model is based off of what algorithms are in the program itself, so she could be wildly wrong... but not in my experience. -
Life is pain...anyone who says differently is selling something. |

Shemyaza
|
Posted - 2007.11.23 11:30:00 -
[374]
Minmatar enctyption method LvL 5 Minmatar Starship Engineering Lvl 5 Hacking LvL 5 Frigate Construction Lvl5 Cruiser Construction LvL5 All other science skills at LvL 4
I Tried installing a Rifter, Thrasher and a Bellicose.
5 run bpc of each with a decryptor and the relevent amount of datacores and a T1 version of each ship. The Bellicose refused to install with the message "a skill or item is missing" although the thrasher and rifter installed. Another 24 hours and i will post how i got on with the rifter and thrasher.
Can anyone Tell me why the bellicose cruiser failed to install?
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Shemyaza
Gallente Daoine Sidhe
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Posted - 2007.11.26 17:28:00 -
[375]
Edited by: Shemyaza on 26/11/2007 17:29:31 Edited by: Shemyaza on 26/11/2007 17:29:05 Well the T2 attempt the at the rifter failed but the thasher produced a 1 run sabre bpc and the bellicose produced a 1 run rapier bpc.
I forgot to mention that the reason the bellicos refused to start at first was because im a total newb and forgot to repackage it. 
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Idxx
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Posted - 2007.11.26 17:49:00 -
[376]
I thought ships were pointless for added items in invention because their meta level was 0. Has this changed? Sorry for not reading the previous 370 some odd posts.
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Benvie
Benvie Enterprises
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Posted - 2007.11.26 18:30:00 -
[377]
No, most people are just noobs and don't read the material provided for them. That's why invention will always be profitable (assuming you're doing the right items). So many people don't read the basic info and increase their invention costs substantially.
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Elisa Day
Koshaku Interstellar Starbase Syndicate
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Posted - 2007.12.06 14:40:00 -
[378]
Including my previous 5/5/5 results, invention results for modules and the high runs decryptor pre-trinity comes out at:
Skill level (Encryption/DC1/DC2): 5/5/5 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): 0.4x Item meta level (0/1/2/3/4): none used Attempts: 3650 Successes: 762
20.88% success rate.
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Hehulk
Black Sea Industries Cult of War
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Posted - 2007.12.06 22:25:00 -
[379]
Skill level (Encryption/DC1/DC2): 4/3/3 Interface (Ship/Tuner/Data): Data Number of datacores from one group: 2 Decryptor (0.4x/0.8x/1.0x/1.1x/1.3x): None Item meta level (0/1/2/3/4): None Attempts: 100 Successes: 44
Success Rate: 44%
More comming in 5 days ---------- It's great being minmatar, ain't it |

bigsteve
Minmatar STK Scientific Black-Out
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Posted - 2007.12.07 07:02:00 -
[380]
Any one know if Invention of jump freighter is do-able of Carrier BPO's has been implemented?????
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Telonia Reis
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Posted - 2007.12.07 16:22:00 -
[381]
Hello, just figured I would throw out some numbers for the greater good on my BS invention jobs that just finished up.
Skills: 5/5/5 Decryptor: Best Chance Type: Black Ops BS BPC: Max Run # of Runs: 24 13 successes out of 24, 5 runs each
Skills: 5/5/5 Decryptor: Best Chance Type: Marauder BPC: Max Run # of Runs: 4 3 successes out of 4, 5 runs each
Hope this helps anyone in the continued search for a formulae.
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.12.07 16:35:00 -
[382]
Just adding in here that decryptors have received some buffs/general love. Additionally, ships in general have better chances of success than pre-patch.
So most of the thread is now erroneous.  ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Salvis Tallan
Gallente The Shadow Order SMASH Alliance
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Posted - 2007.12.07 16:56:00 -
[383]
With my equation of: BaseChance * (1+ DecrypterSkill*0.01) * (1+ DatacoreSkill*0.005) * (1+ DatacoreSkill*0.005) * (1 + Metalevel*MetaModifier ) * DecryptorBonus
I get a maximum success rate of: 40% for Battleships 50% for cruisers 60% for frigates ------
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Baniya Bhai
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Posted - 2007.12.08 08:22:00 -
[384]
Skills: 5/5/4 Decryptor: Circular Logic Type: Devoter BPC (Input) : 1 Run # of Runs: 1 1 successes out of 7
I thought I would get a 9 run BPC at least.
Anybody know more about this?
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DirtyNoGood
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Posted - 2007.12.08 11:09:00 -
[385]
Don't you get the same thing with salvaging? And is there a 100% chance eventually with skills and rigs that you can salvage a wreck?
As far as the making of equipment,ships etc. this may work as well. And if this is done how will it effect the game's economy?
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Baniya Bhai
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Posted - 2007.12.08 19:46:00 -
[386]
Anybody know more about the why of it Below??? Please post...
Skills: 5/5/4 Decryptor: Circular Logic Type: Devoter BPC (Input) : 1 Run # of Runs: 1 1 successes out of 7
I thought I would get a 9 run BPC at least.
Anybody know more about this?
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Artmedis Valben
Gallente Lobster of Babel
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Posted - 2007.12.09 05:22:00 -
[387]
your 1 run must be a bug If you actually used the Circular logic for the job.
Is the BPC ME -6 / PE -3 (bug report it) or is it ME -1 / PE -1 (you accidentally used wrong decryptor) or is it ME -4 / PE -4 (you accidentally used NO decryptor)
good luck with petioning it if its the first, otherwise tough luck.
Selling: PERFECT PRINTS New ships |

MicanG
Dark Reality
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Posted - 2007.12.09 09:00:00 -
[388]
Edited by: MicanG on 09/12/2007 09:01:06 I have read alot on Invention, but i'm a bit lost now 
I want to do 20x BS invention job. 10x Black OPS, and 10x Marauder or 20x marauder. I want to use a +9 Decryptor, and all BPC are 1 run each. To my understanding, I have between 5 and 10% chance of succes to get a 9 run t2 BPC. Am I right here, or totaly wrong. It's a big gamble for me, So I like to be sure on the odds tbh
My skills are all @ LVL.4
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Marcus Tedric
Gallente Tedric Enterprises Space Exploration and Logistic Services
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Posted - 2007.12.09 09:10:00 -
[389]
Originally by: MicanG Edited by: MicanG on 09/12/2007 09:01:06 I have read alot on Invention, but i'm a bit lost now 
I want to do 20x BS invention job. 10x Black OPS, and 10x Marauder or 20x marauder. I want to use a +9 Decryptor, and all BPC are 1 run each. To my understanding, I have between 5 and 10% chance of succes to get a 9 run t2 BPC. Am I right here, or totaly wrong. It's a big gamble for me, So I like to be sure on the odds tbh
My skills are all @ LVL.4
I 'bolded' where I think your problem is....
You only get the Decryptor extra runs with MAX run BPCs
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MicanG
Dark Reality
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Posted - 2007.12.09 09:57:00 -
[390]
I was following this piece of info, It might be outdated tho,
If it's a 1run bpc with a +4 decryptor you get 4 runs if it's max run bpc with a +4 decryptor you get 5 runs if it's a 1run bpc with a +9 decryptor yhou get 9 runs if it's max run bpc with a +9 decryptor you get 10 runs
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swoj
The New Order. United Connection's
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Posted - 2007.12.09 12:14:00 -
[391]
Originally by: MicanG I was following this piece of info, It might be outdated tho,
If it's a 1run bpc with a +4 decryptor you get 4 runs if it's max run bpc with a +4 decryptor you get 5 runs if it's a 1run bpc with a +9 decryptor yhou get 9 runs if it's max run bpc with a +9 decryptor you get 10 runs
That's how it's always worked. I'm don't remember seeing any change to that in the patch notes. As there are plenty of 4 and 9 run BPCs for the new ships appearing on contracts and the Sales forum, I don't think we've missed anything
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Dr Jeeva
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Posted - 2007.12.09 20:54:00 -
[392]
The ME = -4 and PE = -4. Guess I may have forgotten it. Thanks guys for the replies.
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Kaede Nakamura
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Posted - 2007.12.10 10:18:00 -
[393]
it seems that the 1.1 success decryptors reduce the number of runs. rupture bpc: max no. of runs decryptor: advanced theories broadsword bpc: 2 runs
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Qual
Gallente Cornexant Research
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Posted - 2007.12.12 23:23:00 -
[394]
Originally by: Jenny Wimbishi
The difference between 5/5/5 and 4/4/4 is a little less than 1%. Using the calculator included with eveMEEP, here are the percentages for module/ship invention by skill level assuming the following layout encryp/sci/sci.
You do realize that the guy that makes eveMEEP dont actually KNOW the formula, yes? Noone does. The numbers i've seen suggest that they count for a bit more.
"The short version: Qual is right." -Papa Smurf |

Strom Kryos
Gallente
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Posted - 2007.12.15 18:59:00 -
[395]
I used a +2 decryptor (Engagement Plan) w max run thorax bpcs and only got 2 runs, so its not the max run that affects it or there is a bug. Also if it help 3/10 invention jobs were success with skill of 5/4/4 and useing ship for those trying to get an accurate calculation.
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Lone Gunman
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Posted - 2007.12.15 19:16:00 -
[396]
Edited by: Lone Gunman on 15/12/2007 19:16:01
Originally by: Strom Kryos I used a +2 decryptor (Engagement Plan) w max run thorax bpcs and only got 2 runs, so its not the max run that affects it or there is a bug. Also if it help 3/10 invention jobs were success with skill of 5/4/4 and useing ship for those trying to get an accurate calculation.
The +2 Decryptor with the max Run BPC should have given you a 3 run Tech II BPC.
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Strom Kryos
Gallente
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Posted - 2007.12.16 06:03:00 -
[397]
Edited by: Strom Kryos on 16/12/2007 06:03:00 It was giving me 5 runs with the +4 before patch.. which Im running jobs w that decryptor now but the +2 run was only giving me 2 run bpcs.
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mybuilder22
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Posted - 2007.12.16 20:37:00 -
[398]
Ok so I want to get started and Ive looked but couldnt find it anywhere. If I use max run module bpcs with no decryptor how many runs if successful will I end up with on the new bpc?? and would hte me/pe be -4/-4???
Thx in advance
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Lone Gunman
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Posted - 2007.12.17 04:17:00 -
[399]
Originally by: mybuilder22 Ok so I want to get started and Ive looked but couldnt find it anywhere. If I use max run module bpcs with no decryptor how many runs if successful will I end up with on the new bpc?? and would hte me/pe be -4/-4???
Thx in advance
I just saw this on another thread since you not stating what specifically you are Inventing....
Originally by: El'essar Viocragh 1_run bpc + no decryptor = 0 runs + 0 runs = 0 runs (rounded to 1) max_run bpc + no decryptor = base_runs + 0 runs = base_runs
1_run bpc + decryptor = 0 runs + decryptor_runs = decryptor_runs max_run bpc + decryptor = base_runs + decryptor_runs = base_runs + decryptor_runs
If the corresponding t2 blueprint has a production limit between 0 and 10, base_runs = 1 If the corresponding t2 blueprint has a procduction limit between 11 and 100, base_runs = 10 decryptor_runs is the modification specific to the used decryptor (+-0, +1, +2, +4, +9)
If the t1 input bpc has a fraction of the possible maxruns, you get that same fraction of the base_runs.
Invention BPCs always have ME-4 and PL-4. This too may or may not be modified with decryptor specific values.
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Strom Kryos
Gallente
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Posted - 2007.12.17 05:00:00 -
[400]
Same issue again.. max run maulus bpc (15 runs) + test reports (+1 run decryptor) ended up with 1 run keres bpc. Same issue I had with phobos.. again does not work with the max run bpc = 1 run + decryptor value.
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Aivo Laitanen
Laitanen Holding
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Posted - 2007.12.19 12:50:00 -
[401]
Hello,
For a frigate, 15 runs is not the max run ;)
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Artmedis Valben
Gallente Lobster of Babel
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Posted - 2007.12.20 03:52:00 -
[402]
Max runs for ships are: frigates: 30 runs destroyers: 20 runs cruisers, battlecruisers & industrials: 15 runs Battleships and Barges: 10 runs
Only by using MAX run do you get decryptor bonus runs + 1 extra run.
New after patch: Using old 1000 run module BPCs which have had production limit lowered to 300 in the patch will yield base 33 runs if successful :)
good I have quite a nice stock of these :)
Selling: PERFECT PRINTS T2 SHIPS |

Coerzia
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Posted - 2007.12.20 15:51:00 -
[403]
So looking at all this... is invention really worth it? Seems to be a lot of effort and chance for a pretty average income, if you don't get unlucky and actually make a loss?
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