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EVE New Citizens Q&A

 
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Are reprocessing implants additive or multiplicative?

Author
Marion Ette
Doomheim
#1 - 2015-01-15 06:19:39 UTC
I can't really find a solid answer on this on Google. I'm trying to figure out if dropping the ISK on a high-percentage reprocessing implant is worth it (now, as opposed to later, when I know it will be worth it once I actually have liquid ISK to spend).

Is a 2% reprocessing implant a multiplier (meaning a base of 60% reprocessing would become 61.2%) or is it additive (meaning that 60% base reprocessing would become 62%)? I know that turret implants are multipliers, but they also affect hard numbers, not percentages like reprocessing is.
Celine Sophia Maricadie
Tal-Cel Industry and Salvage LLC
#2 - 2015-01-15 06:57:24 UTC
Addittive.

In Eve Online these percentages are always additive, for example look at a ship's role/trait bonuses and you'll see they are addittive.
Jurico Elemenohpe
Flipsid3 Tactics
#3 - 2015-01-15 07:09:05 UTC
Celine Sophia Maricadie wrote:
Addittive.

In Eve Online these percentages are always additive, for example look at a ship's role/trait bonuses and you'll see they are addittive.
Not always. Capacitor/Shield Recharge things are mutliplicative, aren't they?
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#4 - 2015-01-15 08:56:42 UTC
Jurico Elemenohpe wrote:
Celine Sophia Maricadie wrote:
Addittive.

In Eve Online these percentages are always additive, for example look at a ship's role/trait bonuses and you'll see they are addittive.
Not always. Capacitor/Shield Recharge things are mutliplicative, aren't they?


If you're talking about multiple sources of an increase: it's always multiplicative.

If it's from the same source such as increasing the skill level of a ship hull then it's additive, ie level 4 to level 5 will add x% to the original number instead of multiplying it.

As far as I can tell, implants are separate sources to modules and ship bonuses, however this only applies to modules on your ship.

In regards to reprocessing, I do believe the implant adds to your overall efficiency rather than multiplies it.
Selaria Unbertable
Bellator in Capsulam
#5 - 2015-01-15 09:13:03 UTC  |  Edited by: Selaria Unbertable
It's multiplicative, as are afaik all skill modifying implants. Your base 60% becomes 61,2% with a 2% implant, not 62%.

Celine Sophia Maricadie wrote:
Addittive.

In Eve Online these percentages are always additive, for example look at a ship's role/trait bonuses and you'll see they are addittive.


Ship bonuses are an exception rather than the rule of thumb. If you have two skills which affect the same stat (e.g. manufacturing time bonuses from industry skills), they are multiplied instead of added.
Velicitia
XS Tech
#6 - 2015-01-15 12:57:00 UTC
Marion Ette wrote:
I can't really find a solid answer on this on Google. I'm trying to figure out if dropping the ISK on a high-percentage reprocessing implant is worth it (now, as opposed to later, when I know it will be worth it once I actually have liquid ISK to spend).

Is a 2% reprocessing implant a multiplier (meaning a base of 60% reprocessing would become 61.2%) or is it additive (meaning that 60% base reprocessing would become 62%)? I know that turret implants are multipliers, but they also affect hard numbers, not percentages like reprocessing is.


It's multiplicative.

Repro math (for rocks) is

RATE = Sb * (1 + (0.03 *R)) * ( 1 + (0.02 * Re)) * (1 + ( 0.02 * Op)) * (1 + Ip)

Where
"Rate" is the pre-tax rate after skills, implant.
"Sb" is the Station Base (50% for most NPC stations, 52 or 54% for POS arrays, and up to 60% for [Minnie] Outposts)
"R" is the Refining (Reprocessing?) Skill level
"Re" is the Refinery Efficiency (Reprocessing Efficiency? ) Skill level
"Op" is the specific Ore Processing Skill level (such as Veldspar Processing)
"Ip" is the implant percent (e.g. 0.02)

So with zero skills, 2% implant, and a 60% base station, you'll have a result of 61.2% (less station tax)

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

Marion Ette
Doomheim
#7 - 2015-01-15 14:21:38 UTC
Thank you, all! You've been really helpful!
Ekaterina 'Ghetto' Thurn
Department 10
#8 - 2015-01-16 12:02:24 UTC
Marion Ette wrote:
I can't really find a solid answer on this on Google. I'm trying to figure out if dropping the ISK on a high-percentage reprocessing implant is worth it (now, as opposed to later, when I know it will be worth it once I actually have liquid ISK to spend).

Is a 2% reprocessing implant a multiplier (meaning a base of 60% reprocessing would become 61.2%) or is it additive (meaning that 60% base reprocessing would become 62%)? I know that turret implants are multipliers, but they also affect hard numbers, not percentages like reprocessing is.


I'm fairly sure you will only be able to fit one reprocessing hardwiring in your clone as they will only be able to fitted in one of the numbered slots. So that sort of negates your specific question.

On the subject of selling ore if you are mining just to sell on to make ISK directly then you should be using a small POS tower and compression array to compress your ore before sale. Compressing your ore enables far easier haulage and is preferred by most buyers unless they don't have the reprocessing skills which is unlikely. A Mastodon can carry compressed ore mined in high sec to the mineral value of over a billion ISK which potentially makes freighter use redundant.

If for whatever reason you do need to reprocess your ore then you will need to fit one RX-804 hardwiring which currently retails at Jita for 152 million ISK. If you don't have the 6.67 'effective' standings, and even if you do, the best reprocessing option in high sec is to use a small POS tower and a reprocessing array. Whether for compression or reprocessing in high sec the small POS tower & array/s is the best option and you only need to online for an hour when needed. Cost of fuel is approx. 160k plus a charter which are also easy to acquire.

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .

Selaria Unbertable
Bellator in Capsulam
#9 - 2015-01-17 18:19:21 UTC  |  Edited by: Selaria Unbertable
Marion Ette wrote:
I can't really find a solid answer on this on Google. I'm trying to figure out if dropping the ISK on a high-percentage reprocessing implant is worth it (now, as opposed to later, when I know it will be worth it once I actually have liquid ISK to spend).

Is a 2% reprocessing implant a multiplier (meaning a base of 60% reprocessing would become 61.2%) or is it additive (meaning that 60% base reprocessing would become 62%)? I know that turret implants are multipliers, but they also affect hard numbers, not percentages like reprocessing is.


I wouldn't bother with the 2% implant, those 2% are not that significant... Get the 4% implant, maybe even use a designated jump clone for that. And just so you have an estimate if it's worth it, I ran some numbers:

Assuming perfect refining skills, no implant, not taxes and refining at a station, refining 100 units of veldspar yields 288 Tritanium.
Adding an implant increases that number to 300, so 12 units more. At a price of 6 ISK per tritanium (I know, it varies, but it's just an example), you would have to refine about 208,333,333 units of veldspar to have that investment pay for itself (assuming a price of 150m ISK for the 4% implant).
If you refine at a POS, you get 24 units if tritanium more with an implant. So about 100m units to refine. Quite a lot, but in the long run, it pays off.

tl;dr
In the long run, a refining implant is worth its money, if you refine regularly and larger amounts of ore.