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Production Material Requirement and Mfg Time Formulas

Author
Jacynth VeRouche
Perkone
Caldari State
#1 - 2011-12-04 03:08:20 UTC  |  Edited by: Jacynth VeRouche
I am thinking of branching into manufacturing and I have been trying to make a spreadsheet to determine the profitability of various items. I've been using formulas verbatim off the internet and comparing the results to EVEMon's numbers and I always end up off. I am honestly unsure just how EVEMon arrives at the numbers it does. For instance, Production Efficiency shaves 4% off the materials needed per level trained in the skill. I have been looking at making scourge heavy missiles. 120% of the base price of 812 tritanium for scourge heavies in EVEMon is 996, but in actuality this number is 122.66% of 812!

I tried using Grismar's formula:

mineral cost = base cost * (1 + 0.1 / (ME + 1)) * (1.25 - 0.05 * ProdEff)

Using a base price of 812 tritanium this gives me an absurd 1,218 tritanium instead of the true 996 tritanium with ME and PE of zero.

Even when forgetting about Production Efficiency and focusing only on ME I still get it wrong. I tried using this formula:

mineral cost = (base cost * 0.9) + (base cost * (0.1 / (ME + 1)))

Using a base price of 812 tritanium and a ME level of 1 this equation results in a tritanium cost of roughly 771 (which is 95% of 812, the number it should be with only 5% waste given from a ME level of 1) when according to EVEMon's math wizardry the tritanium cost with those parameters should be 775 (95.44%)!


Would anybody be so kind as to point out what I'm doing wrong, and optionally post whatever formula you use yourself (which preferably utilizes a Production Efficiency variable)?
Bluestream3
the Goose Flock
#2 - 2011-12-04 03:18:04 UTC  |  Edited by: Bluestream3
The base cost for scourge heavies is actually 738. The (perfect if not 5 ProdEff) price you see on the blueprints includes the 10% base waste. So instead using 738 as base price gives us (with Grismar's formula):

738 * (1+0.1 / (0+1)) * (1.25-0.05 * 5) = 811.8

with 0 ME.
Jacynth VeRouche
Perkone
Caldari State
#3 - 2011-12-04 03:49:13 UTC  |  Edited by: Jacynth VeRouche
Bluestream3 wrote:
The base cost for scourge heavies is actually 738. The (perfect if not 5 ProdEff) price you see on the blueprints includes the 10% base waste. So instead using 738 as base price gives us (with Grismar's formula):

738 * (1+0.1 / (0+1)) * (1.25-0.05 * 5) = 811.8

with 0 ME.


This has me one step closer!

The last thing is my PE is actually zero right now (don't worry, I'm going to train it up to at least 4 before I actually manufacture anything). The formula works with a PE level of 5 (since at the very end you are just multiplying everything by 1), but when you plug in a zero instead, the result is about 1,015 tritanium instead of the true 996 tritanium.

How do I need to modify the PE section of the equation (1.25 - 0.05 * PE)?

EDIT: Disregard this post. Modified it to (base price * (1+0.1 / (ME+1))) + (base price * (0.25 - (0.05 * PE))). It works now.
Scrapyard Bob
EVE University
Ivy League
#4 - 2011-12-04 03:53:00 UTC
Jacynth VeRouche wrote:

Would anybody be so kind as to point out what I'm doing wrong, and optionally post whatever formula you use yourself (which preferably utilizes a Production Efficiency variable)?


I'm lazy and just research ammo to ME 30/40/50 and call it good enough. Or I look it up in the BPO calculator.

http://zofu.no-ip.de/bpo
Bluestream3
the Goose Flock
#5 - 2011-12-04 04:06:09 UTC
Jacynth VeRouche wrote:
Bluestream3 wrote:
The base cost for scourge heavies is actually 738. The (perfect if not 5 ProdEff) price you see on the blueprints includes the 10% base waste. So instead using 738 as base price gives us (with Grismar's formula):

738 * (1+0.1 / (0+1)) * (1.25-0.05 * 5) = 811.8

with 0 ME.


This has me one step closer!

The last thing is my PE is actually zero right now (don't worry, I'm going to train it up to at least 4 before I actually manufacture anything). The formula works with a PE level of 5 (since at the very end you are just multiplying everything by 1), but when you plug in a zero instead, the result is about 1,015 tritanium instead of the true 996 tritanium.

How do I need to modify the PE section of the equation (1.25 - 0.05 * PE)?

EDIT: Disregard this post. Modified it to (base price * (1+0.1 / (ME+1))) + (base price * (0.25 - (0.05 * PE))). It works now.

Ah good find. Guess that means production efficiency only modifies the base cost, didn't know. I guess I never bothered to check, although I am quite new to manufacturing myself so it doesn't surprise me!
Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2011-12-04 04:42:54 UTC  |  Edited by: Tau Cabalander
Material amounts are rounded to the nearest integer. Manufacturing time is not rounded.

Note that materials marked as extra are not subject to waste. Extra materials are shown separately in a manufacturing quote, or can be found in the database dump. Note that all numbers in the database dump include 0 waste, so are base amounts. In-game amounts include waste.
http://eve-online.itemdrop.net/eve_db/items/Blueprint/

Base Waste = Waste shown on a M.E. 0 BPO
Base Material = ROUND(Material Amount on a M.E. 0 BPO / (1 + Base Waste))
Total Material = ROUND(Base Material * (1.25 + Base Waste / (1 + M.E. Level) - Production Efficiency Skill * 0.05))

Perfect M.E. = FLOOR(2 * Base Waste * Largest Material Amount Subject to Waste / (1 + Base Waste))
Perfect M.E for 5% base waste BPO = FLOOR(Largest Material Amount Subject to Waste / 10.5)
Perfect M.E for 10% base waste BPO = FLOOR(Largest Material Amount Subject to Waste / 5.5)

Base Time = ROUND(Manufacturing Time on a P.E. 0 BPO / (1 + 0.25))
Total Time = Base Time * (1 + 0.25 / (1 + P.E. Level)) * (1 - Industry Skill Level * 0.04)
P.E. level for < 0.5 second Manufacturing Time Waste on 1 run = FLOOR(Manufacturing Time on P.E. 0 BPO / 5)
Jacynth VeRouche
Perkone
Caldari State
#7 - 2011-12-04 23:26:51 UTC  |  Edited by: Jacynth VeRouche
Tau Cabalander wrote:

Base Time = ROUND(Manufacturing Time on a P.E. 0 BPO / (1 + 0.25))
Total Time = Base Time * (1 + 0.25 / (1 + P.E. Level)) * (1 - Industry Skill Level * 0.04)


Now that my material conundrum is solved I have been working on the manufacturing time part of the process to get a rough indication of ISK in assets created per hour spent manufacturing various items. Using the base manufacturing time of 300 seconds for scourge heavies, an Industry skill at level 3, PE of zero, and the above formulas, I arrive at a manufacturing time of 264 seconds when EVEMon tells me that with an Industry skill at level 3 and a PE of zero the result should be 240 seconds.

I'm assuming the formula is right and the base of 300 seconds I'm using is wrong. Curiously with an Industry skill of level 3 my manufacturing time should be reduced by 12%. Looking at scourge heavies in EVEMon tells me that my true manufacturing time is 4 minutes when the base time is 5 minutes. 4 is 80% of 5, not 88%, so again, I'm assuming my base is wrong.

If 300 seconds is not the base I should be using, how should I be modifying my base?
Jacynth VeRouche
Perkone
Caldari State
#8 - 2011-12-05 23:41:36 UTC  |  Edited by: Jacynth VeRouche
EDIT: Disregard, incorrect assumption
Tau Cabalander
Retirement Retreat
Working Stiffs
#9 - 2011-12-06 00:32:43 UTC  |  Edited by: Tau Cabalander
Jacynth VeRouche wrote:
If 300 seconds is not the base I should be using, how should I be modifying my base?

Base time for nearly all ammo is 4 minutes = 240 seconds.

At P.E. 0 the BPO shows 300 = 5 minutes. There is 25% waste.

Base Manufacturing Time = ROUND( Time Shown On P.E. 0 BPO / (1 + 25%) )
= ROUND( 300 seconds / 1.25 )
= 240 seconds = 4 minutes

Total Time = Base Time * (1 + 0.25 / (1 + P.E. Level)) * (1 - Industry Skill Level * 0.04)

Base time = 240
P.E. 0 = 25%
Industry 3 = -12%

240 * (1 + 0.25) * (1 - 0.12) = 264 seconds

Anything else and EVEmon is wrong, unless you found a BPO without 25% waste on production time (I've never seen one).

When dealing with M.E. and P.E. it is very common to find web sites and tools with wrong numbers. Most of the errors are explainable.
Desmont McCallock
#10 - 2011-12-06 06:51:47 UTC
Have a look at EVEDev wiki equations.