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How much does a Mining Foremand implant help?

Author
Salpad
Carebears with Attitude
#1 - 2012-01-20 14:53:25 UTC
Hi

I took a look at the Mining Foremand Mindlink thingie, or whatever it is called yesterday, but the listed bonus effects aren't very transparent. Can someone please explain to me exactly how big a difference it makes, relative to not having the implant but everything else being equal?
GreasyCarl Semah
A Game as Old as Empire
#2 - 2012-01-20 16:49:30 UTC
I don't know the math, I'm sure someone will come along and lay it all out for you. But the difference is pretty big. It makes a huge difference.
Emma Royd
Maddled Gommerils
#3 - 2012-01-20 17:03:16 UTC
Looking at EFT:

Assuming max skilled pilots in all ships, but no implants for the hulk pilot.

Starting with a Cycle time of 180 seconds (lows 2x t2 MLU)

Squad leader - Orca

With mining foreman implant
Cycle time of 121.78136

Without implant
Cycle time of 141.18758


Squad leader - Rorqual

With implant
Cycle time of
104.06255

Without implant
Cycle time of
129.37505
astara989
Caldari Provisions
Caldari State
#4 - 2012-01-20 17:21:45 UTC
Emma basically nailed it. It replaces a 10% bonus with a 15% bonus, AND 50% increase to the command bonus of Mining Foreman Link modules. I think it is basically the biggest effect of anything at increasing mining links effectiveness.
Salpad
Carebears with Attitude
#5 - 2012-01-20 17:27:07 UTC
Emma Royd wrote:
With mining foreman implant
Cycle time of 121.78136

Without implant
Cycle time of 141.18758


So a little less than 1/7 bonus. That's quite nice. The implant is freakin' expensive, though.
Zifrian
The Frog Pond
Ribbit.
#6 - 2012-01-20 17:45:02 UTC
Well, supply dropped dramatically after the storyline missions changed. Hopefully theyll get that fixed.

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Scrapyard Bob
EVE University
Ivy League
#7 - 2012-01-20 20:25:04 UTC
Zifrian wrote:
Well, supply dropped dramatically after the storyline missions changed. Hopefully theyll get that fixed.


Also, more people running incursions, fewer people running L4s didn't help with supply-side at all.

My hope would be that they add them (and the other rare things such as faction tower BPCs) as rare & random drops across other activities such as exploration sites or anoms.
Emma Royd
Maddled Gommerils
#8 - 2012-01-20 20:31:06 UTC
hmm, 104 second cycle, suddenly I'm getting the urge to dust the rorqual off :)
Alyssa SaintCroix
Leihkasse Stammheim
#9 - 2012-01-20 20:31:36 UTC
Salpad wrote:
Emma Royd wrote:
With mining foreman implant
Cycle time of 121.78136

Without implant
Cycle time of 141.18758


So a little less than 1/7 bonus. That's quite nice. The implant is freakin' expensive, though.


It can be expensive, yes, but the initial cost will eventually pay for itself in the effectiveness of the implant.
Frank Pannon
Emerald Swine Escavations
#10 - 2012-01-20 21:17:14 UTC
Which mission drops this implant?
Salcon Cliff
Zephyr Corp
#11 - 2012-01-20 21:35:00 UTC
L4 storyline - Shipyard Theft
Tau Cabalander
Retirement Retreat
Working Stiffs
#12 - 2012-01-20 21:40:58 UTC
Theroetical only, assuming you have someone else to haul so you don't have to stop mining.

Without Mining Foreman Mindlink

Where number of people in fleet > 1 for max skill Mining Foreman bonus (no mindlink):
Yield = Number of Hulks * (1 + 10% Mining Foreman bonus)

Yield(1) = 1.10
Yield(2) = 2.20
Yield(3) = 3.30
Yield(4) = 4.40
Yield(5) = 5.50

Max skill Orca and 2% cycle reduction link (no mindlink):
Yield = Number of Hulks * (1 + 10% Mining Foreman bonus) / (1-0.02*5*1.5*1.15)

Yield(1) = 1.32
Yield(2) = 2.65
Yield(3) = 3.98
Yield(4) = 5.31
Yield(5) = 6.64

Max skill Orca and 2.5% cycle reduction link (no mindlink):
Yield = Number of Hulks * (1 + 10% Mining Foreman bonus) / (1-0.025*5*1.5*1.15)

Yield(1) = 1.40
Yield(2) = 2.80
Yield(3) = 4.20
Yield(4) = 5.60
Yield(5) = 7.01

With Mining Foreman Mindlink

Where number of people in fleet > 1 for mindlink bonus:
Yield = Number of Hulks * (1 + 15% mindlink implant bonus)

Yield(1) = 1.15
Yield(2) = 2.30
Yield(3) = 3.45
Yield(4) = 4.60
Yield(5) = 5.75

Mindlinked max skill Orca and 2% cycle reduction link:
Yield = Number of Hulks * (1 + 15% mindlink implant bonus) / (1-0.02*5*1.5*1.5*1.15)

Yield(1) = 1.55
Yield(2) = 3.10
Yield(3) = 4.65
Yield(4) = 6.20
Yield(5) = 7.75

Mindlinked max skill Orca and 2.5% cycle reduction link:
Yield = Number of Hulks * (1 + 15% mindlink implant bonus) / (1-0.025*5*1.5*1.5*1.15)

Yield(1) = 1.69
Yield(2) = 3.39
Yield(3) = 5.09
Yield(4) = 6.79
Yield(5) = 8.49

Zifrian
The Frog Pond
Ribbit.
#13 - 2012-01-20 22:55:19 UTC
Difference between a max skilled and fit Orca (T2 gang link) with the implant and without is about 6.3 million an hour mining pyroxeres if you are using a max hulk.

I think that's significant enough although the price is a bit high as I said above.

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Salpad
Carebears with Attitude
#14 - 2012-01-21 17:21:26 UTC
Tau Cabalander wrote:
Theroetical only, assuming you have someone else to haul so you don't have to stop mining.


Thanks a lot for that analysis!
GreasyCarl Semah
A Game as Old as Empire
#15 - 2012-01-23 19:57:57 UTC
i don't understand why people say hauling is an issue, it is easy enough to the lasers laserin' with full boosts even if you take the Orca back to a station to drop off the ore.
Tau Cabalander
Retirement Retreat
Working Stiffs
#16 - 2012-01-23 20:40:13 UTC
GreasyCarl Semah wrote:
i don't understand why people say hauling is an issue, it is easy enough to the lasers laserin' with full boosts even if you take the Orca back to a station to drop off the ore.

Gang links turn-off when the Orca enters warp. You also don't get boosts if the Orca is docked.
Alyssa SaintCroix
Leihkasse Stammheim
#17 - 2012-01-23 20:59:49 UTC
GreasyCarl Semah wrote:
i don't understand why people say hauling is an issue, it is easy enough to the lasers laserin' with full boosts even if you take the Orca back to a station to drop off the ore.


It's not usually an issue if you're in high sec and your roid belts are stripped constantly but in some cases where they're very large, losing a cycle to being out of range or not having the boost active can mean a great deal of loss over time. That's when it is better to have the Orca simply act as a booster and a storage depot while someone empties it and boots back to the station.
Scrapyard Bob
EVE University
Ivy League
#18 - 2012-01-23 21:21:40 UTC
Alyssa SaintCroix wrote:


It's not usually an issue if you're in high sec and your roid belts are stripped constantly but in some cases where they're very large, losing a cycle to being out of range or not having the boost active can mean a great deal of loss over time. That's when it is better to have the Orca simply act as a booster and a storage depot while someone empties it and boots back to the station.


One trick is, if mining by yourself or with a bit of coordination, is to have a POS tower in the same system with a LSAA that you can dump ore into. Before the orca warps off, everyone restarts their cycles - now you have about 2 minutes to warp the orca to the LSAA.

Orca arrives at LSAA, turns range modules back on, dumps ore, aligns back towards the fleet.

Everyone cycles their strip miners again.

Orca warps back, turns range modules back on.
astara989
Caldari Provisions
Caldari State
#19 - 2012-01-24 16:34:28 UTC
Scrapyard Bob wrote:
Alyssa SaintCroix wrote:


It's not usually an issue if you're in high sec and your roid belts are stripped constantly but in some cases where they're very large, losing a cycle to being out of range or not having the boost active can mean a great deal of loss over time. That's when it is better to have the Orca simply act as a booster and a storage depot while someone empties it and boots back to the station.


One trick is, if mining by yourself or with a bit of coordination, is to have a POS tower in the same system with a LSAA that you can dump ore into. Before the orca warps off, everyone restarts their cycles - now you have about 2 minutes to warp the orca to the LSAA.

Orca arrives at LSAA, turns range modules back on, dumps ore, aligns back towards the fleet.

Everyone cycles their strip miners again.

Orca warps back, turns range modules back on.


This can work fine with a sattion as well depending on warp distance and how the station undock is angled towards your belt, cycle laser -> warp and dock ->undock turn links on and cycle lasers, then warp to belt and turn links back on.