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What is a good isk/hour for T2 items

Author
Coka Cola1
G.G. Industries
#1 - 2014-09-05 05:54:27 UTC
Was just wondering what a good isk/hour is? I jumped right into HAC production and think I bit off more than I can chew at the moment. Might be easier if I started with something with less components as I dont have any researched component BPO's :/. But even then the isk/hour is ~60k going off jita prices. That seems really crappy considering the amount of work it takes.
Galen Dnari
Dnari Mining and Manufacturing
#2 - 2014-09-05 06:25:52 UTC
I dunno from T2 production. My advice would be to start small, not jump into the deep end and hope you don't drown. :-)

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Elena Thiesant
The Scope
Gallente Federation
#3 - 2014-09-05 07:12:39 UTC
Coka Cola1 wrote:
Might be easier if I started with something with less components as I dont have any researched component BPO's :/.


Yes.
You're throwing ISK away by manufacturing from unresearched component BPOs. A fair bit of ISK

Also, stay away from ships. Everyone and their grandmother thinks making spaceships is cool. So everyone does. Lots of competition, lowish demand, high costs, high competition, low margins.
Aeana K
Republic Military School
Minmatar Republic
#4 - 2014-09-05 07:21:53 UTC  |  Edited by: Aeana K
Galen Dnari wrote:
I dunno from T2 production. My advice would be to start small, not jump into the deep end and hope you don't drown. :-)


^^ This is the right advice. Start small. T2 Drones have more profit than Viator and sell faster. Bigger things does not always mean bigger profit.

1) start small

2) do your homework: search. How you do that?
Open a BPO>> open BPCopy window>> sellect invention and open the T2 BPC in industry UI.
Look the total input price on the left input arrow (+station fees and selling taxes, something like 5% total in small items) , compare it with the product price (mouse over on product icon on rightfor first estimation) >> calculate the profit (etsimation not very acurate, but if it is more than 50% it is safe to jump in). DO NOT choose items that have big gain but dont sell. Preffer items that sell much.

3) start with T2 weapons, T2 ammo and drones, to learn , and meanwhile research new BPOs for the future, and grow. Always use researched Blue Prints.

4) Never sell in jita. Fast selling but lots of fast 0.01ISK market PVP and low prices. Sell in the other hubs.

that's my 2 cents.

EDIT: spelling
Tinu Moorhsum
Random Events
#5 - 2014-09-05 08:39:36 UTC
Coka Cola1 wrote:
Was just wondering what a good isk/hour is? I jumped right into HAC production and think I bit off more than I can chew at the moment. Might be easier if I started with something with less components as I dont have any researched component BPO's :/. But even then the isk/hour is ~60k going off jita prices. That seems really crappy considering the amount of work it takes.


I don't know for sure what the isk per hour is for the T2 modules I make. I make 4 or 5 different ones and only think of it in terms of the isk it generates per month.

With many T2 modules you will easily be able to make 200k profit per module. On a monthly basis, with one character, assuming you can get enough T2 BPC's to start with you should be able to roll up something on the order of 2000 modules to sell, which will translate into about 400mil of profit for your wallet.

Most of this can be done without more than 10-15 minutes of work a day *IF* you are organized. The time waster in T2 production is logistics. Buying and moving your input resources. You really need to plan for this so you don't end up buying and moving stuff every day.

I'll give you an example. Last week I started a new run of a given T2 module. Based on the BPC's I had available I calculated that I could invent round about 10000 modules worth (give or take. Invention is not an exact science). So I bought all of the input materials I needed to make 10000 modules. A really easy tool to work out the numbers quickly is this: http://www.eve-cost.eu/

So.... On the character I'm using for this module, I know I can make about 2000 of this module per month with 10 min a day (I actually do T2 with 5 characters but each one has its own run) now have everything I need in order to keep this character going full throttle for 5 months. That's the time scale I think in when I plan ahead. 4-5 months.

Some time down the road, maybe a month from now, I'll spend 2 hours moving stuff to wherever I sell it. When I get to a hub I'll also have worked out what I need for the next 4-5 months for jobs that are ending within 30 days.

rinse and repeat. It's all about planning and thinking WAY ahead. If you can do that then you can keep the isk mill turning without spending much time on it.

Aside from that, it really doesn't matter much what you make. Just pick something that makes 200k or more profit per module and with high enough demand on the market that you can move it all in the same volume that you're making it. This is really the easiest way to get started.

As an aside, I may have a deal for you. I have some BPC's and T2 BPC's that I don't intend on running any time soon. Maybe I can make you a sweet deal to get you up and running a little faster.

T-
Tinu Moorhsum
Random Events
#6 - 2014-09-05 08:59:25 UTC
.... oh I almost forgot.... about the isk per hour thing.

Remember what I said about how much time I put into it? Well for a simple module that you can make 400mil a month on with about 10 min a day of effort you're looking at an isk per hour of about 80mil per man-hour of effort.

That's a lot more than the 100k per hour that tools like eveHQ will show you, because they're looking at the isk per MANUFACTURING hour and not the isk per REAL LIFE hour.

It doesn't scale up like ratting does, although you can scale up by using multiple characters. My best showing so far with 5 characters was 6 bil in a month. That's by no means a lot compared to some of these guys but for my relaxed style of play it's enough. The time investment for that was 15 hours, or 400mil per hour.

T-

Shiloh Templeton
Cheyenne HET Co
#7 - 2014-09-05 14:15:51 UTC
Coka Cola1 wrote:
Was just wondering what a good isk/hour is? I jumped right into HAC production and think I bit off more than I can chew at the moment. Might be easier if I started with something with less components as I dont have any researched component BPO's :/. But even then the isk/hour is ~60k going off jita prices. That seems really crappy considering the amount of work it takes.
I think that's about what you're going to get isk/hour until you get a lot more experience, skills and knowledge. Remember that's per line so you can multiply by 10. Then subtract because you're unlikely to run 24 hours a day. Subtract again because profitability will vary with the market.

As mentioned above, after you get everything setup it can generate income while you're doing something else.

Do manufacturing because you find it interesting, fun, or challenging. Not because you want to be rolling in space isk.
Asheava
Darwinbots
#8 - 2014-09-05 21:34:28 UTC
Coka Cola1 wrote:
Was just wondering what a good isk/hour is? I jumped right into HAC production and think I bit off more than I can chew at the moment. Might be easier if I started with something with less components as I dont have any researched component BPO's :/. But even then the isk/hour is ~60k going off jita prices. That seems really crappy considering the amount of work it takes.


60k is low. I treat 100k/hr as a minimum to even look at something. A good item can be more like 600k/hr up to 1.5M/hr. The 1.5M/hr is almost certainly a bubble, so you might want to buy from sell orders and sell to buy orders to get while the getting's good, so to speak. Waiting around for orders to fill is probably a bad idea. The longer the manufacturing run takes, the more likely the bubble is to pop before you can cash out, so be aware. Of course you don't really know if the bubble is on the cost of the raw ingredients or the finished product.

If you want an example item, take a look at any of the Fury Cruise Missiles. They usually go for around 100k/hr, and have good turnover. That should be your baseline.

When you make mid tier components (like the T2 ingredients from moon goo), don't assume that you're getting those items for their ingredient cost for your T2 production. Those items are worth something on the market, after all. In the same way that the minerals you mined aren't "free", neither are the mid tier ingredients you manufacture. You might be better off just selling your Quantum Microprocessors on the market than turning them in to a Golem. Generally, assume you're buying them from yourself at the current trade hub sell price if you're using them to build anything (but hey, you're saving on transportation costs, so there's that).

Also make sure you factor in the invention cost if you're aiming at T2 items. The time, too, but that's trickier, because invention time is a separate slot from manufacturing time, and the two aren't tradeable. If you have a market for BPOs/BPCs, you have to weigh your return from the BPC you're inventing to build with against how much you could make just selling the BPC, or researching and selling BPOs.

Also, profit margin is worth looking at. If something calculates as 500k/hr, but the profit margin is only 2%, it means your isk/hr is going to fluctuate a lot against market conditions. Also, the smaller the margin, the more likely you would make more money just being a market maker in the trade hub (buying with buy orders, and flipping the items for profit). Large trade margins means your profit is protected against price volatility.

Also, the quantity sold. That's a tab in the market browser. Don't produce 1000 of an item that only sells 20 a day, unless you're willing to sit on your stock for a long time, or are looking to sell in bulk on something like the bulk item mailing list.

Also keep in mind when you're likely to be online. If an item is 250k/hr for 3 hours, and another is 100k/hr for 13 hours, and you're going to sleep for the night, the 100k/hr is probably better (unless you want to wake up at 3AM to switch manufacturing jobs).

If you're just playing around, you should use something like Eve-cost to calculate isk/hr and margins. If you're serious, you'll want to look in to other tools that can process the entire market at once and tell you what to make. But not all of them are updated for Crius yet, and not all of them are free.

Last, keep agile. The markets are constantly shifting, so don't assume that what was profitable last month will be profitable this month. If you have lots of stock in last week's hot item, it might be better just to cut your losses, sell your stock at a slight loss, and try and get ahead of next week's item. Sunk cost fallacy and all that. Once you have an item in your possession, it doesn't matter if you got it by buying it or making it or someone handed it to you for free. All that matters is what it's worth now, and what it's likely to be worth in the future. This also holds for any stockpiles of minerals you might have. Doesn't matter what you bought them at. All that matters is what they're worth right now.

Also, open question to everyone who doesn't calculate isk/hr, how are you possibly doing the comparative analysis around what you should be making?
SJ Astralana
Syncore
#9 - 2014-09-05 21:56:56 UTC
Tinu Moorhsum wrote:

It doesn't scale up like ratting does, although you can scale up by using multiple characters. My best showing so far with 5 characters was 6 bil in a month.


I'm clocking 9bil a month at 1.7 bil/hr. All this talk of JIT and undocking is pure rubbish.

Hyperdrive your production business: Eve Production Manager