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All Industry Formulas for Crius - now with more Phoebe

First post
Author
Zifrian
The Frog Pond
Ribbit.
#41 - 2014-09-11 19:58:07 UTC  |  Edited by: Zifrian
Thanks for this. Well done and much better than the old web versions.

Edit: [nevermind all fine]

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

BooomBox
Federal Navy Academy
Gallente Federation
#42 - 2014-09-11 21:15:29 UTC  |  Edited by: BooomBox
The new RE formula is from dev blog. It confirms the changed in crius chances of success, shown in industry interface for intact relics (decrease from 84% to 82% with perfect skills). For malfunctioned relics the chance shown in industry interface is 71,7% with perfect skills (was 63% pre crius), which uses base chance of 35% (according to formula). Probably the same calculation is valid for wrecked relics, but I have not made calculations myself. I suppose Qoi used this info from industry interface to determine new base chance for malfuncioned and wrecked relics.
Zifrian
The Frog Pond
Ribbit.
#43 - 2014-09-11 22:42:47 UTC
BooomBox wrote:
The new RE formula is from dev blog. It confirms the changed in crius chances of success, shown in industry interface for intact relics (decrease from 84% to 82% with perfect skills). For malfunctioned relics the chance shown in industry interface is 71,7% with perfect skills (was 63% pre crius), which uses base chance of 35% (according to formula). Probably the same calculation is valid for wrecked relics, but I have not made calculations myself. I suppose Qoi used this info from industry interface to determine new base chance for malfuncioned and wrecked relics.


OK, the base chance is listed in the info of the relics and 25%, 35% and 40% are correct (Helps if one plays the game more I guess).

As far as the formula, today's dev blog has it here: http://cdn1.eveonline.com/www/newssystem/media/66476/1/REformula.png

I just never saw it before now. Qoi's guide is updated with the current. So no worries!

Thanks

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Lateralus
War Supplies Inc
#44 - 2014-09-26 22:53:19 UTC
Ok, I've done a monumental thing - to me anyhow. I've created my own spreadsheet, which pulls information on crazy amounts of data from Fuzzwork's site, with a few things manually put in from me (such as BPO ME/TE levels) but it does almost everything else for me. It's great I love it.

However, the Job Fees are making me insane.

On page 3 of your PDF you have this formula:
jobFee = baseJobCost * systemCostIndex * 0.02 * runs
I can do this using your website api by pulling the system cost index...

However... on page 4, section 7, there's a section about how to calculate the baseJobCost... I have no clue now to do this:
baseJobCost = SUM ( baseQuantity * adjustedPrice )
for all materials

So, I have a section in my spreadsheet that calculates the T1 manfuacturing cost, and the T2 manufacturing cost, which pulls information using IMPORTXML in a google doc for the prices. I figured I would use those prices to approximate the 'adjustedPrice', but it seems to be way off.

Where do I get the 'adjustedPrice' data? Is that a whole set of different prices for all the materials required to make something that is hidden away somewhere?


Qoi
Exert Force
#45 - 2014-11-04 19:43:28 UTC
I updated the formulas for Phoebe.

Lateralus wrote:

Where do I get the 'adjustedPrice' data? Is that a whole set of different prices for all the materials required to make something that is hidden away somewhere?


The canonical source is http://public-crest.eveonline.com/market/types/ and if you are lazy you can get the baseJobCost from http://api.eve-industry.org/

http://eve-industry.org

Cilegon
Volicorp
#46 - 2014-11-05 14:29:12 UTC  |  Edited by: Cilegon
Hi Qoi,

I don't see the production build time forumla taking into the account the reduction based on the science skills... Unless i'm isunderstanding something?

You mention TE modifier, but i assume thats just the TE mod from the bp itself with no mention of the 1% from the science skills

from here: http://community.eveonline.com/news/dev-blogs/invention-updates/

To compensate for this change, all those skills will now give a 1% Time Efficiency bonus for the Tech II manufacturing job they are required for, which is still going to give an incentive for players to train those up, or give an edge for players that already trained them.
Qoi
Exert Force
#47 - 2014-11-05 17:01:51 UTC
Hey, you are right, i forgot to add that. I updated the PDF now.

http://eve-industry.org

Luminocity
The Dark Revenants
PLEASE NOT VIOLENCE OUR BOATS
#48 - 2014-11-06 22:50:00 UTC  |  Edited by: Luminocity
Lateralus wrote:
Where do I get the 'adjustedPrice' data? Is that a whole set of different prices for all the materials required to make something that is hidden away somewhere?
From here: http://public-crest.eveonline.com/market/prices/
These are magical values that CCP uses to mitigate any attempts of players to impact the installation cost by manipulating the market

Qoi great work on compiling this. Is a good single-point-resource for detailed overview of inner workings for post-crius industry.

One thing that caught my eye is regarding the "Total Job Installation Costs" section of paragraph 5. I think "teamCostModifier" should instead be "teamCostRate" to be consistent with how percentage/decimal values are expressed in the rest of the document
Qoi
Exert Force
#49 - 2014-11-07 18:18:38 UTC
Luminocity wrote:
Lateralus wrote:
Where do I get the 'adjustedPrice' data? Is that a whole set of different prices for all the materials required to make something that is hidden away somewhere?
From here: http://public-crest.eveonline.com/market/prices/
These are magical values that CCP uses to mitigate any attempts of players to impact the installation cost by manipulating the market

Qoi great work on compiling this. Is a good single-point-resource for detailed overview of inner workings for post-crius industry.

One thing that caught my eye is regarding the "Total Job Installation Costs" section of paragraph 5. I think "teamCostModifier" should instead be "teamCostRate" to be consistent with how percentage/decimal values are expressed in the rest of the document

Thanks :-) I silently updated the identifier to teamCostRate. You have a keen eye!

http://eve-industry.org

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