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ME formula ROUNDING issue.

Author
Lek Arthie
Doomheim
#1 - 2012-06-26 15:36:39 UTC  |  Edited by: Lek Arthie
Im trying to make a calc sheet that calculates materials etc for every bpo. I've searched a lot for the formula, but im getting conflicting results. Mostly the problem is 1 unit less or more than what the game shows on assembly line screen. So i assume my problem is the rounding of the formula.
Anyone knows how exactly eve rounds the formula. Does it round every waste type (me, skill, station etc) separately or after they all add up?
Does it round the raw waste factor or after the base material is multiplied?
And what type of rounding it uses for each waste?
According to what type it uses you get different results.
I have used the formulas already posted on many threads but they give wrong results.

If anyone knows a lot about this, it would be nice to post here, or even a ccp post. Big smile
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2 - 2012-06-26 16:05:13 UTC  |  Edited by: Steve Ronuken
Waste is the waste % included in the SDE


if (me<0)
{
wasteage=(waste/100)*(1-me);
}
else
{
wasteage=(waste/(me+1))/100;
}

round(perfect+(perfect*wasteage)) for the waste specific to the blueprint
round(perfect+(perfect*wasteage)+(perfect*(0.25-(0.05*pe)))) for the waste including your PE waste.

For the base materials only. Rounding is if <.5 to the integer below, otherwise up.

When you add in the extra materials, they're unaffected by ME waste, and only affected by your PE waste if they're also in the base materials.

That's the formula that's being used in my BP calculator (check the javascript if you don't believe me Blink ) and I've not found a mistake with it (since the last one was corrected, shortly after the first release).


The materials for the drone damage amp II are wrong in the SDE.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Lek Arthie
Doomheim
#3 - 2012-06-26 16:14:23 UTC
Steve Ronuken wrote:
Rounding is if <.5 to the integer below, otherwise up.


By this you mean a normal rounding? 0.5 becomes 1, 0.4 becomes 0?

Ok i will test it. Although i think i already tested this formula and gave me conflicts.
And where do you put the waste from assembly line, like rapid equipment assembly in a pos?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#4 - 2012-06-26 16:19:47 UTC  |  Edited by: Steve Ronuken
0.49999999 becomes 0. 0.5 becomes 1.

As for rapid assembly arrays, I'm not sure. I'd expect it's applied before the rounding. I've never dealt with them however.

If you do find a blueprint that conflicts with the calculator on my site, let me know, and I'll have a quick dig at it.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Lek Arthie
Doomheim
#5 - 2012-06-26 16:22:55 UTC  |  Edited by: Lek Arthie
Ok check tracking link i bleuprint, a weird blueprint having extra and raw materials same, so you have to apply the pe skill.
According to your formula with a PE skill of 1 and on a station line the isogen requirement is 3. But when you go in game and try to build it, it says 2.

There is a workaround if you round base and extra materials separately, then the isogen becomes 2, but then i have problems with the rapid assembly line. The numbers dont match, so there is something wrong.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#6 - 2012-06-26 16:57:43 UTC  |  Edited by: Steve Ronuken
You do treat them separately. Handle base materials (rounding), then extra materials(rounding), and then add the two together.

By the /looks/ of things, you only change the base materials, with the rapid equipment assembly array. But it's not something I've tried. and the slightly faster build time(about 3.2 hours in a day) isn't worth the additional waste for me.


tracking link 1:
http://www.fuzzwork.co.uk/blueprints/2103/0/1/0/5

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Dave stark
#7 - 2012-06-26 17:01:14 UTC
eve doesn't round. it truncates. anything 0.99 gets truncated to 0.
Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2012-06-26 18:12:21 UTC  |  Edited by: Tau Cabalander
When you have Production Efficiency 5, you no longer see [Perfect] on BPO (no loss from incompetence).

For M.E. >= 0
Total Material = ROUND(Base Material * (1.25 + Base Waste / (1 + Material Level) - Production Efficiency Skill * 0.05))

For M.E. < 0
Total Material = ROUND(Base Material * (1.25 + Base Waste * (1 - Material Level) - Production Efficiency Skill * 0.05))

Base amounts can be found from a database dump or
Base Waste = Waste shown on an unresearched BPO
Base Material = ROUND(Material amount shown on an unresearched BPO / (1 + Base Waste))

Perfect Material Level = FLOOR(Largest Material Count on M.E. 0 BPO / ((1 + Base Waste) / (2 * Base Waste)))
for 10% base waste BPO: Perfect Material Level = Largest Material Count on M.E. 0 BPO / 5.5 and drop the fraction (don't round)
for 5% base waste BPO: Perfect Material Level = Largest Material Count on M.E. 0 BPO / 10.5 and drop the fraction (don't round)

Note that material marked as EXTRA does not have any waste!
Lek Arthie
Doomheim
#9 - 2012-06-26 18:30:00 UTC  |  Edited by: Lek Arthie
Even rounding separately has issues when you use rapid assembly line, the formula looks correct cause only difference is 1 unit, the rounding is the issue. Assembly line waste do seem to apply to extra materials according to another thread i read, and doing my own calculations. I dont really mind if rapid production is worth it, i just wanna find out the correct formula. Big smile

My problem is how rounding is applied to all those factors. Does assembly line waste round together with something else (like skill waste) or alone?
Have tweaked formula so much but i cant seem to find whats wrong with the rounding.
Unless ofc there is a hidden IF statement in the formula.


I have my doubts about truncating, i think it will reduce minerals a lot.
Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2012-06-26 18:36:12 UTC
Sorry, I missed the part about assembly line multiplier. Reading comprehension for the lose.

I've never bothered with a Rapid Assembly Array, so I'll have to buy one and check when I get home this evening.

I suspect that the multiplier is on the base amount, so it gets rounded with everything thing else (only one rounding is done on the final result), but I'll have to check this theory when I get home.
Dave stark
#11 - 2012-06-26 18:53:27 UTC
Lek Arthie wrote:
Even rounding separately has issues when you use rapid assembly line, the formula looks correct cause only difference is 1 unit, the rounding is the issue. Assembly line waste do seem to apply to extra materials according to another thread i read, and doing my own calculations. I dont really mind if rapid production is worth it, i just wanna find out the correct formula. Big smile

My problem is how rounding is applied to all those factors. Does assembly line waste round together with something else (like skill waste) or alone?
Have tweaked formula so much but i cant seem to find whats wrong with the rounding.
Unless ofc there is a hidden IF statement in the formula.


I have my doubts about truncating, i think it will reduce minerals a lot.


might truncate up, not down for manufacturing... i know it truncates down for mining.
Lek Arthie
Doomheim
#12 - 2012-06-27 12:28:28 UTC
i think my problem might be how production line waste is applied, anyone knows exactly how you put that in the formula?
Lutz Major
Austriae Est Imperare Orbi Universo
#13 - 2012-06-27 17:42:38 UTC
This should answer your questions:
community.eveonline.com/ingameboard.asp?a=topic&threadID=1561558
Lek Arthie
Doomheim
#14 - 2012-06-27 18:25:32 UTC
Yea i already read your post Lutz, but i still cant get it to work.

Where exactly do you put the production waste factor from the assembly line? for each material (raw and extra), counting also waste from PE skill, and how do you round the decimals?
Lutz Major
Austriae Est Imperare Orbi Universo
#15 - 2012-06-27 19:11:43 UTC
Lek Arthie wrote:
Yea i already read your post Lutz, but i still cant get it to work.

Where exactly do you put the production waste factor from the assembly line? for each material (raw and extra), counting also waste from PE skill, and how do you round the decimals?


Yes. Production Waste from rapids are applied to raw materials AND extra - if, and only if the material is in both sections!


Check out the 12th post. It also describes where to "put" the waste factor from the rapid
Quote:
Now for the Rapid Equipment Assembly Array, which has an material modifier of 120%. It is common 'knowledge' that only raw materials are affected by the baseMaterialMultiplier. So my Pyerite quantity should be 6,800 * (1.2 + (baseWaste / (1 + ME))) = 6,800 * (1.2 + 0.1 / (1 + 52)) = ROUND(8172.83) = 8,173


and

Quote:
The Pyerite requirement is 9,573 instead of the pre-calculated 8,173. The missing 1,400 units come from the production waste of the extra material Pyerite: 7,000 * 0.2 = 1,400


For this kind of math, rounding is always done at the end. It's the accounting rounding like described above (or in DIN 1333).
Lek Arthie
Doomheim
#16 - 2012-06-27 19:16:53 UTC  |  Edited by: Lek Arthie
Ok using your math can you check out tracking link i blueprint again?
Using a rapid assembly line and comparing the factory quote with pe skill 1 and 5 i get:

lvl 1 pe
mexallon 4 <---- this is incorrect, in-game quote shows 5
isogen 3 <---- correct

lvl 5 pe
mexallon 4 <---- correct
isogen 2 <--- correct
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#17 - 2012-06-27 19:21:31 UTC
One thing I'd certainly recommend:

If you're building stuff, up your Production Efficiency. It helps a great deal. 5 is ideal, 4 is ok. But at least get it to 3. Even without any implants or remaps, it's only 14 and a half hours or so. Saving 15% of the base materials is worth that, certainly.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Lutz Major
Austriae Est Imperare Orbi Universo
#18 - 2012-06-27 19:51:48 UTC  |  Edited by: Lutz Major
Lek Arthie wrote:
Ok using your math can you check out tracking link i blueprint again?
Using a rapid assembly line and comparing the factory quote with pe skill 1 and 5 i get:

lvl 1 pe
mexallon 4 <---- this is incorrect, in-game quote shows 5
isogen 3 <---- correct

lvl 5 pe
mexallon 4 <---- correct
isogen 2 <--- correct


Oh dear ... I just had to think (!) of how to write a sql :( Four months without databases changes a man *sigh*

But:

For Mexallon the raw base value is 2, for extra it is 1.

Your skill waste for Production Eff I is 1.20 (1.25 - (0.05 * 1))
The production waste for the rapid array is also 1.2 (20% more)
I asume you use a ME 0 blueprint


So with prod eff 1:
raw materials: 2 + (1.2 * 1.2 + (0.1 / (1 +0))) = 3.08
extra materials: 1 + (1.2 * 1.2) = 1.44

ROUND(3.08 + 1.44) = ROUND(4.52) = 5


With PE 5 it would be
raw: 2 + (1.0 + 1.2 + (0.1/ (1 + 0))) = 2.6
extra: 1 + (1.0 + 1.2) = 1.2

ROUND(2.6 + 1.2) = ROUND(3.8) = 4

[edit] i hope i got at least the math right :)[/edit]
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#19 - 2012-06-27 20:03:11 UTC
bah. looks like my calculator is rounding a little too early then. Sad

Not a major deal, as production efficiency is a skill that serious manufacturers train up quickly, but still something I'll need to look at.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Lek Arthie
Doomheim
#20 - 2012-06-27 20:36:49 UTC  |  Edited by: Lek Arthie
I suppose you mean this

raw materials: 2 * (1.2 * 1.2 + (0.1 / (1 +0))) = 3.08
extra materials: 1 * (1.2 * 1.2) = 1.44

for both the equations, cause thats the only way i can find your results.

But still if i use this formula then the isogen requirement is wrong.
With that formula and using rapid assembly line:

pe 1
isogen 3 <---- correct

pe 5
isogen 3 <----- thats wrong, it should be 2.

SadSadSad
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