These forums have been archived and are now read-only.

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

Science & Industry

 
  • Topic is locked indefinitely.
 

60% outposts in Providence?

First post
Author
Elonata
Imperial Academy
Amarr Empire
#1 - 2014-08-01 18:21:56 UTC
Are there fully upgraded Minnie outposts in Providence that grant public access?
xDunkleSeelex Padecain
The Scope
Gallente Federation
#2 - 2014-08-01 18:46:43 UTC
yes, there are plenty of them.
Ezra Endashi
Absolute Order
Absolute Honor
#3 - 2014-08-01 19:27:31 UTC
What is the maximum reporcesing rate after Crius update in null stations?
Aerie Evingod
Midwest Miners LLC
#4 - 2014-08-01 20:42:16 UTC
Ezra Endashi wrote:
What is the maximum reporcesing rate after Crius update in null stations?


86.8%
Xuixien
Solar Winds Security Solutions
#5 - 2014-08-02 06:03:00 UTC
Aerie Evingod wrote:
Ezra Endashi wrote:
What is the maximum reporcesing rate after Crius update in null stations?


86.8%


Keep in mind that at that rate you're getting more minerals than before, since they increased the mineral content of ores by over 30%.

86.8 + 30 = 116.8.

(Disclaimer: I am bad at math and am probably wrong.)

Epic Space Cat, Horsegirl, Philanthropist

Ezra Endashi
Absolute Order
Absolute Honor
#6 - 2014-08-02 07:17:44 UTC
Thx, but dont belive that outcome is higher than before. Think that CCP once said in blogs that resprocesing higer than 100% doesn't make sence
trevormax
Deep Core Mining Inc.
Caldari State
#7 - 2014-08-02 08:35:03 UTC
Ezra Endashi wrote:
Thx, but dont belive that outcome is higher than before. Think that CCP once said in blogs that resprocesing higer than 100% doesn't make sence


Not saying his math is right or wrong but he hasn't said you are reprocessing at more than 100%. He has said that you are processing at more than 100% of what it was before Crius. He has said you are processing at 86.8% of what you now mine.

I believe (but may be wrong since I'm not an indy math guy) if you are in a fully upgraded minmatar outpost with perfect refining skills and implants you can now get more than what you used to get before Crius.
Qoi
Exert Force
#8 - 2014-08-02 10:46:20 UTC  |  Edited by: Qoi
Xuixien wrote:
Aerie Evingod wrote:
Ezra Endashi wrote:
What is the maximum reporcesing rate after Crius update in null stations?


86.8%


Keep in mind that at that rate you're getting more minerals than before, since they increased the mineral content of ores by over 30%.

86.8 + 30 = 116.8.

(Disclaimer: I am bad at math and am probably wrong.)


The mineral output was increased so that the new theoretical maximum reprocessing rate in a highsec station (72.36%) gives approximately the same as 100% did before.

72.36% * new mineral content = 100.00% * old mineral content | Divide by 72.36%
new mineral content = old mineral content / 72.36% | Multiply by 86.83%
86.83% * new mineral content = old mineral content * 86.83% / 72.36% = old mineral content * 120%
So you can get 20% more.

Of course the much easier way to get to the same conclusion is to divide the best null sec base rate (60%) by the best high sec station base rate (50%):

60%/50% = 120%

http://eve-industry.org

Xuixien
Solar Winds Security Solutions
#9 - 2014-08-02 16:52:55 UTC
Qoi wrote:


Of course the much easier way to get to the same conclusion is to divide the best null sec base rate (60%) by the best high sec station base rate (50%):

60%/50% = 120%


Why?

Epic Space Cat, Horsegirl, Philanthropist

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#10 - 2014-08-02 16:59:11 UTC
Xuixien wrote:
Qoi wrote:


Of course the much easier way to get to the same conclusion is to divide the best null sec base rate (60%) by the best high sec station base rate (50%):

60%/50% = 120%


Why?



Hypothetical ore with 100 units of mineral per refined batch:

50% station, no skills: 50 back.
60% station, no skills: 60 back.

60 is 120% of 50.

All the other benefits are just direct multipliers, and due to :math:, that means regardless of how they're applied, the end number from a 60% station is 20% higher than that of a 50% station.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Koenaika
B.L.O.O.D.M.O.S.E.S.
#11 - 2014-08-03 03:48:53 UTC
Steve Ronuken wrote:

All the other benefits are just direct multipliers, and due to :math:, that means regardless of how they're applied, the end number from a 60% station is 20% higher than that of a 50% station.

And you know why four plus minus one plus ten is fourteen minus one?
Because addition is commutative, right!
Carniflex
StarHunt
Mordus Angels
#12 - 2014-08-03 11:40:00 UTC
Koenaika wrote:
Steve Ronuken wrote:

All the other benefits are just direct multipliers, and due to :math:, that means regardless of how they're applied, the end number from a 60% station is 20% higher than that of a 50% station.

And you know why four plus minus one plus ten is fourteen minus one?
Because addition is commutative, right!



I'm not quite following how you get from refining discussion into addition. None of the effects use +/- they are all just multiplication by some factor which is commutative in most normal scalar spaces (like EVE skill and implant effects are).

4 +1 -1 + 10 = 14 as far as I can see. Or were you thinking some kind of different :math: to get to the 14 -1 result ?

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Korporaal Paling
The Scope
Gallente Federation
#13 - 2014-08-04 14:38:12 UTC
Carniflex wrote:
Koenaika wrote:
Steve Ronuken wrote:

All the other benefits are just direct multipliers, and due to :math:, that means regardless of how they're applied, the end number from a 60% station is 20% higher than that of a 50% station.

And you know why four plus minus one plus ten is fourteen minus one?
Because addition is commutative, right!



I'm not quite following how you get from refining discussion into addition. None of the effects use +/- they are all just multiplication by some factor which is commutative in most normal scalar spaces (like EVE skill and implant effects are).

4 +1 -1 + 10 = 14 as far as I can see. Or were you thinking some kind of different :math: to get to the 14 -1 result ?



(4) + (-1) + (10) is 13, you manage to add another one in there Blink
Koenaika
B.L.O.O.D.M.O.S.E.S.
#14 - 2014-08-05 01:57:18 UTC
na'Vi Ronuken
Louis Nothing And Nobody
#15 - 2014-08-05 17:38:14 UTC
xDunkleSeelex Padecain wrote:
yes, there are plenty of them.



mind listing a couple? or do all of them allow public access?