These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
123Next page
 

Inaccuracies in official materials regarding manufacturing are resulting in misunderstanding

Author
Karrin Rawlter
The Darieux Society
#1 - 2013-10-17 08:23:42 UTC  |  Edited by: Karrin Rawlter
EDIT: An additional source of confusion has been found. In EvE, 'Wastage Factor 10%" implies that 10% of the process goes to waste whereas in real life usually 'Wastage Factor 10%" implies that 10% of the inputs go to waste. The confusion is compounded by the fact that EvE only displays the wastage factor and the inputs.

2ND EDIT: Please do not give me an explanation of the manufacturing mechanics. The entire point of the first half of this post to lay down the mechanics and prove that I have correct formulae.

I recently began manufacturing in earnest and have tried to find and understand the essential formulae and mechanics of manufacturing. My intuitive understanding of the production efficiency skill and wastage factor proved to be wrong when formulated and tested, so I looked to other players. This only resulted in more confusion, later shown to be due to inaccuracies in the information provided by players. SO, to save other rookies some trouble, and maybe to convince CCP to clean up their in-game English, I have documented the major sources of confusion and provided possible fixes.

FIRST though, I must show that there are indeed inaccuracies, and to do that we must start with THE FORMULA. This is the fundamental formula for the material cost of an item, ignoring EvE rounding:

(Base Quantity) + ((.1/(1+ML)) * Base Quantity) + ((.25-(.05*Prod Eff lvl)) * Base Quantity) = Bill of Materials
You'll recognize (.1/(1+ML)) expressed as a % is the 'Wastage Factor' listed on each blueprint.

To easily verify this is true we can check the Gallente Shuttle blueprint over at chruker. This page lists the materials requirements for an unresearched blueprint with varying prod eff ranks. We see that an unresearched shuttle blueprint that has a base material cost of 2500 tritanium requires

2500+(.1*2500)+(.00*2500) = 2500+250+000 = 2750 trit with prod eff 5
2500+(.1*2500)+(.10*2500) = 2500+250+250 = 3000 trit with prod eff 3
2500+(.1*2500)+(.25*2500) = 2500+250+625 = 3375 trit with Prod eff 0

Now that we know THE FORMULA is correct, lets take a look at the sources of my and other player's misunderstandings. I believe there are two:
1) The words 'waste' and 'factor' are not used in real life the same way they are used in the EvE term 'wastage factor'.
2) The in-game description of the production efficiency skill is false.

Let us examine them one at a time.

1) The words 'waste' and 'factor' are not used in real life the same way they are used in the EvE term 'wastage factor'.

In real life we use waste to describe a part of a whole. If a farmer says '10% of the 100 acres of corn I put into this machine go to waste' we assume the farmer ends up with 100*0.9 = 90 acres of corn in the machine. If 90 acres of core = 1 corn silo, the farmer's blueprint might very well read
Produces Corn Silo I [1]
Wastage Factor 10%
Corn 100
but THIS IS NOT HOW EVE WORKS!
Assuming he has Prod Eff 5, The formula for the farmer is
(Base Qty) = Bill of Mats*(1-Wastage factor). Recall from above though that the formula for EvE wastage factor is actually
(Base Qty)+(Wastage Factor*Base Qty) = Bill of Mats
and those two formulae are not equal. Thus the daily use of waste does not match the in-game use.

'Factor' suffers a similar problem. Those who use a factor in their work or daily life usually multiply a given number by a factor or factors to arrive at final number. In EvE, however, you must multiply the given number by the factor AND add the given number. (Base qty) + (wastage factor*base qty). Again it is not intuitive.

To fix these issues I recommend eliminating the display of "Wastage Factor (.1/(1+ML)) %" in the game and replacing it with "Material Factor (1+(.1/(1+ML)))". An unresearched blueprint would has a Material Factor of 1.1, a 1 ML blueprint would have a material factor of 1.05, and so forth. This does not result in a different THE FORMULA as we can rearrange to arrive at
(1+(.1/(1+ML)))*(Base qty) + ((.25-(.05*Prod Eff lvl)) * Base Quantity) = Bill of Materials = TRUE BY CHRUKER

See how displaying "Material Factor 1.10" leads to a better understanding of the mechanic than "Wastage Factor 10%" does? We're not wasting 10% of the whole and then completing a run, we're wasting 10% of the whole, replacing it, then completing a run, which is the same as multiplying by 1.1!

2) The in-game description of the production efficiency skill is false.

Production Efficiency reads "Skill at efficiently using factories. 5% reduction per skill level to the material requirements needed for production."

Gallente Shuttle at Prod Eff 0 = 3375 trit
Gallente Shuttle at Prod Eff 1 = 3250 trit
3250/3375 = .962 repeating forever or ~4% reduction, not 5%.

Removing the 250 minerals added on due to 0 ML, we get
3000/3125 = .960, exactly 4% reduction, not 5%.


So what's going on here? Was CCP high when they wrote the skill description for prod efficiency? Recall THE FORMULA, specifically the Prod Eff part, ((.25-(.05*Prod Eff lvl)) * Base Quantity). In words, this part of the formula means "increase the base quantity by 25%, but subtract 5 percentage points (not percent!) from that increase for each rank of production efficiency." I think someone at CCP, being in Bjorkland where the President's English is not their mother tongue, said "HeYyY DeRe 1 rank prod eff means 5 percent... REDUCTION IN MATS JA?"

Here are two descriptions that could be used for Production Efficiency and are actually true:
"PE reduces the initial materials requirements for production by 4% per level. This does not take into account additional materials due to blueprint requirements."
"PE reduces the additional materials required due to capsuleer inefficiency by 20% per level."

Thanks for reading!
Uppsy Daisy
State War Academy
Caldari State
#2 - 2013-10-17 11:52:30 UTC  |  Edited by: Uppsy Daisy
Started off thinking, "here we go another noob post about industry".

Read it all and changed my mind.

Actually a really good post, the current terminology *is" confusing and this *would* be better and clearer.

+1 Like for you!

(However, it will never happen..)

Should be moved to 'Science and Industry' though
Gavin Asmodeus
Caldari Provisions
Caldari State
#3 - 2013-10-17 11:57:23 UTC
+1 like, hopefully the thread picks up some steam.
Velicitia
XS Tech
#4 - 2013-10-17 12:48:23 UTC  |  Edited by: Velicitia
You're understanding the maths (and what ME and PE actually ARE) incorrectly.

Your corn silo example is backwards, because it is applying wastage of one process (farming the field ... or, I guess refining would be the closest here) to the material requirements of another process (filling a silo .. or building a ship). I think the reason you're pointing this out is because the base materials are hidden from "general usage" and the BPOs just show the answers of the actual math that goes into figuring out the numbers.

1. EVERY character in this game has a 25% base wastage factor. Every level of Production Efficiency you train reduces this inherent waste factor by 5%. That is, PE 1 is reducing your character-induced waste to 20%, it is not necessarily a real-world gain of 5% (due to how the formula works, and the sheer volume of material we're talking about). Think of it like ... I dunno ... how good you are at carpentry.


2. You're also thinking backwards on how the waste factor goes. There's a rule of thumb with carpentry (or well, most any "manufacturing" profession) that you take your "needed materials" and add 5% (or so, I use 5%).

Using a 200' long fence, the BPO will have the following "base materials" (edit -- these are actually not "available" to you in the game, but only as the static data export).

20 4x4 posts (they'll be spaced 5' apart)
200' 2x4 stringers (2 stringers between each post)
however many pickets (I don't care here).
5% Material Waste

Now, if you only buy the base materials, you will end up finding that somewhere along the line, there's something wrong with a post or a stringer, so you add in the BPO 5% waste factor when you buy your materials from the lumber yard, and end up taking home 21 posts and 210 feet of stringer.


And then, using this with your skills, you might end up needing more material. Let's say you have L4 PE.

The "Wooden Fence BPO" will then show the following (because it does all the math for you in the background):
Materials needed:
Fence Posts : 22 (you) 21 (perfect)
Stringers : 220' (you) 210 (perfect)

Now, if the "Wooden Fence BPO" had 10% material waste (you still have PE4):
Materials needed:
Fence Posts : 23 (you) 22 (perfect)
Stringers : 230' (you) 220' (perfect)



edit --> ME waste also applies to "Extra Materials" that are also included in the Materials list -- so a Shuttle that has 2500 base + 500 extra will have ME and PE waste factors shown against 3,000 units in the "Materials" columns, rather than showing whatever the ME/PE waste is for the 2500 materials and 500 Extra Materials. This is just a display bug, and you can work it out backwards to prove this (or use something like the fuzzwork BPO calculator that has the display operating properly).

edit 2 -> clarity

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Silvetica Dian
Imperial Shipment
Amarr Empire
#5 - 2013-10-17 13:06:51 UTC
How does this maths impact my usage of IPH though?

Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85

Velicitia
XS Tech
#6 - 2013-10-17 13:11:55 UTC
Silvetica Dian wrote:
How does this maths impact my usage of IPH though?


It doesn't -- IPH and everything else calculate based on how the game works. OP is stating the opinion that the game is wrong, and needs to be fixed. My wall o' text shows where the OP is misunderstanding how things workBlink.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Uppsy Daisy
State War Academy
Caldari State
#7 - 2013-10-17 18:26:58 UTC
Velicitia wrote:
You're understanding the maths (and what ME and PE actually ARE) incorrectly.

Your corn silo example is backwards, because it is applying wastage of one process (farming the field ... or, I guess refining would be the closest here) to the material requirements of another process (filling a silo .. or building a ship). I think the reason you're pointing this out is because the base materials are hidden from "general usage" and the BPOs just show the answers of the actual math that goes into figuring out the numbers.

1. EVERY character in this game has a 25% base wastage factor. Every level of Production Efficiency you train reduces this inherent waste factor by 5%. That is, PE 1 is reducing your character-induced waste to 20%, it is not necessarily a real-world gain of 5% (due to how the formula works, and the sheer volume of material we're talking about). Think of it like ... I dunno ... how good you are at carpentry.


2. You're also thinking backwards on how the waste factor goes. There's a rule of thumb with carpentry (or well, most any "manufacturing" profession) that you take your "needed materials" and add 5% (or so, I use 5%).

Using a 200' long fence, the BPO will have the following "base materials".

20 4x4 posts (they'll be spaced 5' apart)
200' 2x4 stringers (2 stringers between each post)
however many pickets (I don't care here).
5% Material Waste

Now, if you only buy the base materials, you will end up finding that somewhere along the line, there's something wrong with a post or a stringer, so you add in the BPO 5% waste factor when you buy your materials from the lumber yard, and end up taking home 21 posts and 210 feet of stringer.


And then, using this with your skills, you might end up needing more material. Let's say you have L4 PE.

The "Wooden Fence BPO" will then show the following:
Materials needed:
Fence Posts : 22 (you) 21 (perfect)
Stringers : 220' (you) 210 (perfect)

Now, if the "Wooden Fence BPO" had 10% material waste (you still have PE4):
Materials needed:
Fence Posts : 23 (you) 22 (perfect)
Stringers : 230' (you) 220' (perfect)



edit --> ME waste also applies to "Extra Materials" that are also included in the Materials list -- so a Shuttle that has 2500 base + 500 extra will have ME and PE waste factors shown against 3,000 units in the "Materials" columns, rather than showing whatever the ME/PE waste is for the 2500 materials and 500 Extra Materials. This is just a display bug, and you can work it out backwards to prove this (or use something like the fuzzwork BPO calculator that has the display operating properly).

edit 2 -> clarity


Hmm. Your counter explanation is almost impossible to understand, whereas the OPs is lovely and clear.

OP wins I'm afraid.
Baggo Hammers
#8 - 2013-10-17 18:31:34 UTC
Move this to Science and Industry where the really OCD folks can have a whack at it!

If you don't know where you're going, any road will take you there.

Tikitina
Doomheim
#9 - 2013-10-17 18:39:22 UTC
Karrin Rawlter wrote:


....So what's going on here? Was CCP high when they....!


Watch some of the early development vids.

They were a small team with a huge task and I think they did pretty well considering its just a game and doesn't have to reflect RL mechanics everywhere.

Of course, that doesn't mean your general idea is wrong and this doesn't deserve a refactoring. They just haven't gotten to it yet, and many would say there are other more important things to be done first. (Not to say they are right or wrong)





Mr Epeen
It's All About Me
#10 - 2013-10-17 18:51:31 UTC  |  Edited by: Mr Epeen
I pay no attention to all that stuff the OP talks about.

My builders simply get all the relevant skills to 5 and then build something. If it turns out that I can sell that thing for more than it cost to make it, then I build some more. If it turns out that I take a loss on it then I build something else.

Way easier than playing spreadsheets, trying to decipher cryptic formulas and trying to figure out what these strange alchemical wordings actually mean.

Mr Epeen Cool
Karrin Rawlter
The Darieux Society
#11 - 2013-10-17 23:30:18 UTC  |  Edited by: Karrin Rawlter
Velicitia wrote:
You're understanding the maths (and what ME and PE actually ARE) incorrectly.

Your corn silo example is backwards, because it is applying wastage of one process (farming the field ... or, I guess refining would be the closest here) to the material requirements of another process (filling a silo .. or building a ship).


It can be imagined either way. In my example, the 10% waste could happen before the farmer puts in his corn or it could happen after he puts it in the machine. Either way the problem stems from implications of "when" something is "happening".

See, my intuition about Blueprint waste says "this blueprint continuously destroys 10% of all trit put into it ". Again, this is not how EvE works. If this were the case, then If I had a an unresearched BPO for module X that requires 100 trit, I would insert 100 trit, it wastes 10% so I need another 10 trit, but the blueprint wastes 10% of all trit put into it so I need another 1 or 2 trit depending on rounding, which is 111 or 112 trit on the bill of mats. This is the same as my farmer example.

But the way EvE Actually works with blueprint waste is "This blueprint will destroy 10% of the the planned costs of a run, so we're gonna need those in addition" which is 110 on the bill of mats. This is the same as your carpentry example.

One is happening in the present, one is happening in the future. This is why displaying "Wastage Factor 10%" is misleading.
Tippia
Sunshine and Lollipops
#12 - 2013-10-17 23:46:41 UTC
Karrin Rawlter wrote:
See, my intuition about Blueprint waste says "this blueprint continuously destroys 10% of all trit put into it ".
Your intuition is weird.

Quote:
But the way EvE Actually works with blueprint waste is "This blueprint will destroy 10% of the the planned costs of a run, so we're gonna need those in addition" which is 110 on the bill of mats.
…also, your description is overly convoluted and lacks generalisation.

The waste mechanic in EVE simply means: you need x% more than your base material requirement to complete the build. This is analogue with the skill and facility wastage factors: you need x% more than the base requirement. The system always counts up from a base amount rather than subtract from a maximum (this is why we can have negative MEs); your modifiers determine how high up it counts, and the lowest it can count is 0, at which point you have perfect efficiency.
Unsuccessful At Everything
The Troll Bridge
#13 - 2013-10-17 23:58:10 UTC
I built an afterburner once.


I want that part of my life back.


Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#14 - 2013-10-18 00:07:47 UTC  |  Edited by: Steve Ronuken
Short version:

The numbers with no waste at all are not available in Eve directly. To get them, you have to use the Static Data Extract.


So: when Production Efficiency talks about reducing the waste by 5% per level, what it means is:

At PE 0, you have to use 125% of the 'perfect' figure.
At PE 1 you have to use 120% of the perfect figure
and so on, till PE 5, where you use 100%, and thus have no waste.

So it's accurate about reducing the waste by 5%, though I can see where you're coming from, with that 5% reduction from perfect looking like 4% from the total figure (4% of 125%. 5 units is 4% of 125 units.)

The same with ME waste.


Unfortunately, this is all also screwed up by the display bug on Extra Materials, where it comes to production efficiency waste (It applies when the material also shows up in the base materials.) As the waste from the extra materials is shown as waste from the basic materials.


In case you're interested, I've got a blueprint calculator on my site, with mostly up to date source on my github, and explanatory posts on my blog. link below.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Velicitia
XS Tech
#15 - 2013-10-18 00:34:40 UTC  |  Edited by: Velicitia
Uppsy Daisy wrote:


Hmm. Your counter explanation is almost impossible to understand, whereas the OPs is lovely and clear.

OP wins I'm afraid.


1. We look at a ME 0 shuttle BPO. it says it needs 3375 Tritanium (me) / 2750 Tritanium (perfect).
2. The PE skill says "5% reduction in your waste per level" (paraphrased).
3. There's a "hidden" number that only the computer knows about.
4. there's a two-part formula that the game uses to figure out Bill of Materials.


The formula:

Bill of Materials = Base + ( ( ( 0.1 / (1 + ME) ) * Base) + ( ( 0.25 - ( 0.5 * PE ) ) * Base )

Plugging in the numbers we know right now makes for a really really long proof. So we're going to cheat, and use the published "Base" number for a shuttle of 2,500 ... and plug everything in.

BoM = 2,500 + ( ( ( 0.1 / (1 + 0 ) * 2500) + ( ( 0.25 - ( 0.5 * 0 ) ) * 2500 )

BoM = 2,500 + ( ( 0.1 * 2500 ) + ( 0.25 * 2500 )

BoM = 2500 + 250 + 675

BoM = 3375.

Changing one or the other (BPO ME level or Player PE skill) will not have the FULL effect because the waste is not individually calculated, unless the other half of the ME or PE waste addition is zero -- this can really only be done with PE.

Let's assume we have PE 5 then.

BoM = ( ( 0.1 * 2500 + ( 0 * 2500 ) ) + 2500
BoM = 2500 + 250 = 2750.

The reason the OP's corn example is wrong is because he's using two different "waste" calculations. He's "mining" a corn field of 100 acres, and then has 10% "refining waste" and is trying to use that to say the BPO waste factors are backwards.


To correct it:

OP is a farmer with 100 acres of corn.
1 acre of corn will nominally yield 161 bushels of corn when refined (real world data borrowed from here, "US" column, 2009, floored).

when "refining" corn from the fields, he has a 10% loss ---> (161 * 100) * 0.9 = 14490 bushels.

his "blueprint" to fill a corn silo is actually the refining math and not the manufacturing math. The manufacturing math would be like taking those 14490 bushels of corn and wanting to make tortillas out of them.

Corn Tortilla BPO
ME = 0 (10% waste)
PE = 5 (because it's a machine and it doesn't make mistakes like burning them, tearing the dough, etc)
Produces = 1,000 Tortillas
Bill of Materials = 100 bushels of corn (base)

Now, assuming all the bushels of corn are perfect and useable, the Tortilla plant can make 144 runs of tortillas (144,000).

However, their process in inefficient (ME 0). They're using big rollers to cut round shapes out of a rectangular sheet of dough.

They have it set up like this -->

0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0

(wrap around the whole drum, say 10 total rows, of 10 cutters each)

The 100 bushels of corn makes a dough ribbon that takes the cutter-roller 9.5 revolutions to go. This means they make 990 full tortillas, 5 half tortillas, and the rectangular sheet with a bunch of holes in it. Since they can't package the half tortillas and the matrix, it's just waste, leaving them with 990 tortillas.

They figure out that by adding 10% more corn (total of 110 bushels), they can get the roller to get around 10 times exactly, with the only waste being the matrix.

Now, maybe some dude comes along, and says "hey, this drum is a bad design ... let's do it a different way" and he makes a drum like this (now their BPO is ME1):

-0-0-0-0-0-0-0-0-0-0
0-0-0-0-0-0-0-0-0-0-

It's a little wider to accomodate the alternating rows being offset half a tortilla left or right, but since they're able to be packed tighter together, they get 11 rows in there (110 tortillas per revolution).

now, since they're adding 10 tortillas/revolution, they're making too many tortillas. And they figure out that they can halve the waste allocation, and now only need to use 105 bushels of corn.


(Obviously I'm fudging numbers here, because I really don't feel like doing the full maths to work back a "correct" yield that would necessitate a 5% or 10% increase of the base input of 100 bushels of corn to make 1,000 tortillas)


edit -- I guess this is no better, and I see that it's been explained more concisely by people as I was in the process of typing this.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Karrin Rawlter
The Darieux Society
#16 - 2013-10-18 00:41:34 UTC
Steve Ronuken wrote:
So it's accurate about reducing the waste by 5%....


Is it? part of the problem is that the game and EvElopedia interchangeably use "reduce by 5%" and "reduce by 5 percentage points".

Reducing my 10% waste factor by 5% yields 0.1*0.95=0.095, or 9.5% 'waste'.
Reducing my 10% waste factor by 5 percentage points yields 0.1-0.05 =0.050, or 5.0% 'waste'.
Karrin Rawlter
The Darieux Society
#17 - 2013-10-18 00:44:48 UTC  |  Edited by: Karrin Rawlter
Velicitia wrote:

The reason the OP's corn example is wrong is because he's using two different "waste" calculations. He's "mining" a corn field of 100 acres, and then has 10% "refining waste" and is trying to use that to say the BPO waste factors are backwards.


No, like I said you can imagine it either way. Imagine that he puts 100 corn into the machine and it's the machine that wastes the 10%. You can imagine the farmer says "I harvested 100 acres of corn and put 100 into this machine because it wastes 10% and needs an end result of 90"

Either way, in this case 10% blueprint waste implies that, disregarding Prod Eff skill:
the base value is 90% of the bill of mats

Whereas the game actually functions:
110% of the base value is the bill of mats OR mathematically rearranged
the base value is 90.9% of the bill of mats.

Your confusion about my example stems from the fact that some people see 'Wastage factor 10%' and they think "This blueprint wastes 10% of the inputs" (not how the game works) whereas others see it and they think "This blueprint wastes 10% of the process" (how the game works).
Karrin Rawlter
The Darieux Society
#18 - 2013-10-18 00:50:06 UTC
Tippia wrote:

The waste mechanic in EVE simply means: you need x% more than your base material requirement to complete the build. This is analogue with the skill and facility wastage factors: you need x% more than the base requirement. The system always counts up from a base amount rather than subtract from a maximum (this is why we can have negative MEs); your modifiers determine how high up it counts, and the lowest it can count is 0, at which point you have perfect efficiency.


Did you read my initial post? I clearly understand how all of the mechanics work and have provided formulae for you.
You have not addressed my assertion that declaring "Wastage Factor 10%" on a blueprint implies (Base Qty) = (Bill of Mats)*.9 whereas the game actually uses it to mean (Base Qty)*1.1 = (Bill of Mats)
Velicitia
XS Tech
#19 - 2013-10-18 01:50:48 UTC  |  Edited by: Velicitia
Karrin Rawlter wrote:
Steve Rounken wrote:
So it's accurate about reducing the waste by 5%....


Is it? part of the problem is that the game and EvElopedia interchangeably use "reduce by 5%" and "reduce by 5 percentage points".

Reducing my 10% waste factor by 5% yields 0.1*0.95=0.095, or 9.5% 'waste'.
Reducing my 10% waste factor by 5 percentage points yields 0.1-0.05 =0.050, or 5.0% 'waste'.


English is hard for CCP at times. They really do mean "each level of this skill will subtract 0.05 from your waste"

Just look at the PE half of the wastage math and you see it:

(0.25 - (0.05 * PE))

0.25 = the base character waste
0.05 = 5%
PE = your PE Level

so .... 5% per level reduction (yes, bad wording from CCP; yes Steve is right).

Karrin Rawlter wrote:
Velicitia wrote:


The reason the OP's corn example is wrong is because he's using two different "waste" calculations. He's "mining" a corn field of 100 acres, and then has 10% "refining waste" and is trying to use that to say the BPO waste factors are backwards.


No, like I said you can imagine it either way. Imagine that he puts 100 corn into the machine and it's the machine that wastes the 10%. Either way, in this case 10% waste implies 10% of the bill of mats, not 110% of the base amount.



That works for refining things. 333 units of Veld nominally yield 1,000 units of Trit. If you have 10% waste here, 333 Veld = 900 Trit. However, that does not negate the fact that the "Base Number" of Veldspar to make 1,000 trit is "333" (or, for that matter, the base amount of Tritanium you need for a Shuttle is 2,500).


Let's say you want 9,000 Trit and you have this 10% waste still.

1. You would agree with me that you need to then input enough material to make 10 refines, or 3330 Veld.
2. You would also agree with me that someone without this 10% waste only needs 9 refines, or 2997 Veld.
3. Therefore, in order to get the same result, person 1 has to put 11% (10 - 9 = 1; 1/9 = 0.11111) more input to get the same output.

Here's a Psuedo BPO for it:
Makes -> 9,000 Tritanium
ME -> 0
Waste -> 11.1%Shocked
Bill of Materials --> Veldspar * 3,330

This is exactly how BPOs work, but they hide the "Base amount of material you need to make this" from you, and only display the "this is everything you need to make one shuttle" (or 100 rounds of ammo, or whatever).

edit -- seplling Blink

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Tippia
Sunshine and Lollipops
#20 - 2013-10-18 02:09:23 UTC  |  Edited by: Tippia
Karrin Rawlter wrote:

Did you read my initial post? I clearly understand how all of the mechanics work and have provided formulae for you.
You have not addressed my assertion that declaring "Wastage Factor 10%" on a blueprint implies (Base Qty) = (Bill of Mats)*.9 whereas the game actually uses it to mean (Base Qty)*1.1 = (Bill of Mats)

Did you read my post?

Because no, it implies no such thing, and your asserting that it does only shows that you're acting on presumptions rather than learn the mechanics. I did address it: it's a weird thing for you to do. The only inaccuracy in the whole thing is that presumption.
123Next page