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Statistics Wanted! C4 Site Payouts

Author
Keith Planck
Hi-Sec Huggers
#1 - 2012-08-06 06:26:41 UTC  |  Edited by: Keith Planck
I'd like to compile a fuckton of payout information and create an average. Random loot is random.

In the interest of not having **** totally spammed to hell by individual site amounts, here's how you can set it up:

Round it to the nearest million.


Frontier Barracks: 181M/5Sites <-- Like this

The number on the left is the AVERAGE and number on the right is how many sites you collected the data from.
So out of 5 Frontier Barracks the average of the 5 was 181 million isk.

Sound good? We'll start off with the 5 sites we ran tonight and see where it goes from there...



C4 Totals
Frontier Barracks: 107m isk (9)
Frontier Command Post: 89m isk (7)
Sleeper Information Sanctum: 132m isk (3)
Integrated Terminus: 0/0
Average C4 site Payout: 104 Million Isk

P.S. If anyone knows of any corps or alliances that do this also and have the information posted somewhere please link it!
RioCrokite
Ministry of War
Amarr Empire
#2 - 2012-08-06 08:50:43 UTC
Have been farming c4 for a long time, mostly FB, FCP and SIS (i don't do IT). On average 1 site = 6 nanoribbons and 100mil depending on nano drop and price. For easy payout calculation you can add 6mil per every additional nanoribbon that dropped or substract if less stuff dropped.
Ayeson
State War Academy
Caldari State
#3 - 2012-08-06 14:50:41 UTC
:random number generator:
Keith Planck
Hi-Sec Huggers
#4 - 2012-08-06 17:56:20 UTC
Ayeson wrote:
:random number generator:


If only it were that easy :<
Angsty Teenager
Broski North
#5 - 2012-08-06 18:18:33 UTC
It actually is that easy.

There is a base amount of isk you get from the site in sleeper loot which you will get evrey time, and then the rest of the isk is largely in nanoribbons which are a chance based salvage drop.
Keith Planck
Hi-Sec Huggers
#6 - 2012-08-06 21:34:43 UTC
Angsty Teenager wrote:
It actually is that easy.

There is a base amount of isk you get from the site in sleeper loot which you will get evrey time, and then the rest of the isk is largely in nanoribbons which are a chance based salvage drop.


care to share the formula for nano-ribbon dropping?
if it's that easy
Markarian Aurelius
Caldari Provisions
Caldari State
#7 - 2012-08-06 21:49:39 UTC
Keith Planck wrote:
Angsty Teenager wrote:
It actually is that easy.

There is a base amount of isk you get from the site in sleeper loot which you will get evrey time, and then the rest of the isk is largely in nanoribbons which are a chance based salvage drop.


care to share the formula for nano-ribbon dropping?
if it's that easy


I haz idea for you! Place an alt in Jita 4-4 to check prices. When about to run sites have a spreadsheet with all loot items. Put in avg Sell or Buy price in 1 column. Put quantity in another. After site is done fill in the quantities obtained from said site. Multiply the market price by the quantity. Divide by how many pilots participated. Divvy out cash. Bring the loot to market ASAP. Hope the prices did not crash before you get a chance to sell it all, otherwise hold the loot until prices recover to acceptable values or higher to make a larger profit margin.
Keith Planck
Hi-Sec Huggers
#8 - 2012-08-07 03:12:47 UTC
Markarian Aurelius wrote:
Keith Planck wrote:
Angsty Teenager wrote:
It actually is that easy.

There is a base amount of isk you get from the site in sleeper loot which you will get evrey time, and then the rest of the isk is largely in nanoribbons which are a chance based salvage drop.


care to share the formula for nano-ribbon dropping?
if it's that easy


I haz idea for you! Place an alt in Jita 4-4 to check prices. When about to run sites have a spreadsheet with all loot items. Put in avg Sell or Buy price in 1 column. Put quantity in another. After site is done fill in the quantities obtained from said site. Multiply the market price by the quantity. Divide by how many pilots participated. Divvy out cash. Bring the loot to market ASAP. Hope the prices did not crash before you get a chance to sell it all, otherwise hold the loot until prices recover to acceptable values or higher to make a larger profit margin.


thats not even remotely what i asked for...
God the forums are ******* useless...
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#9 - 2012-08-07 05:14:37 UTC
Hey I'll start tracking this because it's an interesting idea, but on average we get 100 mil per site almost exactly.

Integrated Terminus' are by far the weakest because they have the fewest battleships, so my statistic is based off of running the other 3 exclusively.

I'll start tracking them though and update my post as I get some significant data. Anecdotal evidence-wise, anywhere from 69 mil (no nanoribbons) to 150 mil (lots of nanoribbons) with an average approaching 100 mil per site the more sites you do.

Director of Frozen Corpse Industries.

Keith Planck
Hi-Sec Huggers
#10 - 2012-08-07 05:32:09 UTC
Svodola Darkfury wrote:
Hey I'll start tracking this because it's an interesting idea, but on average we get 100 mil per site almost exactly.

Integrated Terminus' are by far the weakest because they have the fewest battleships, so my statistic is based off of running the other 3 exclusively.

I'll start tracking them though and update my post as I get some significant data. Anecdotal evidence-wise, anywhere from 69 mil (no nanoribbons) to 150 mil (lots of nanoribbons) with an average approaching 100 mil per site the more sites you do.


\o/ sounds awesome! just post them in here as you get them and ill merge all the ones i get into a comprehensive average up top
Angsty Teenager
Broski North
#11 - 2012-08-07 15:43:38 UTC
Keith Planck wrote:
care to share the formula for nano-ribbon dropping?
if it's that easy


Yea, it's random.
Bronya Boga
Ministry of War
Amarr Empire
#12 - 2012-08-07 16:16:51 UTC
Angsty Teenager wrote:
Keith Planck wrote:
care to share the formula for nano-ribbon dropping?
if it's that easy


Yea, it's random.


He wants an AVERAGE, this would be he way to go about it.

On another note, I live in a C4 Ill get some number for you.
Ayeson
State War Academy
Caldari State
#13 - 2012-08-07 17:05:36 UTC
Bronya Boga wrote:


He wants an AVERAGE, this would be he way to go about it.

On another note, I live in a C4 Ill get some number for you.


If there was an average random number, would it still be random?

:psyduck:
Chucky Mcnutt
The Scope
Gallente Federation
#14 - 2012-08-07 17:49:03 UTC
yes. Since we know that the number of ships per site is static, and those ships are capable of either dropping or not dropping MNRs, we can postulate that the number of MNRs per site can range from (0 MNRs) * (number of ships) = 0 to (max possible MNRs per ship) * (number of ships) = y MNRs. While this doesn't help us predict the number of MNRs we get per site effectively, it does force there to be a long-term average number of MNRs per site somewhere between 0 and y.

http://www.stat.yale.edu/Courses/1997-98/101/rvmnvar.htm
Myllz
Sebiestor Tribe
Minmatar Republic
#15 - 2012-08-07 17:55:17 UTC
Chucky Mcnutt wrote:
yes. Since we know that the number of ships per site is static, and those ships are capable of either dropping or not dropping MNRs, we can postulate that the number of MNRs per site can range from (0 MNRs) * (number of ships) = 0 to (max possible MNRs per ship) * (number of ships) = y MNRs. While this doesn't help us predict the number of MNRs we get per site effectively, it does force there to be a long-term average number of MNRs per site somewhere between 0 and y.

http://www.stat.yale.edu/Courses/1997-98/101/rvmnvar.htm


I believe this is all the info you will ever need regarding this subject.
Royk
Deep Core Mining Inc.
Caldari State
#16 - 2012-08-07 18:15:47 UTC
Chucky Mcnutt wrote:
yes. Since we know that the number of ships per site is static, and those ships are capable of either dropping or not dropping MNRs, we can postulate that the number of MNRs per site can range from (0 MNRs) * (number of ships) = 0 to (max possible MNRs per ship) * (number of ships) = y MNRs. While this doesn't help us predict the number of MNRs we get per site effectively, it does force there to be a long-term average number of MNRs per site somewhere between 0 and y.

http://www.stat.yale.edu/Courses/1997-98/101/rvmnvar.htm


I approve this message

Ayeson
State War Academy
Caldari State
#17 - 2012-08-07 19:07:30 UTC
Chucky Mcnutt wrote:
yes. Since we know that the number of ships per site is static, and those ships are capable of either dropping or not dropping MNRs, we can postulate that the number of MNRs per site can range from (0 MNRs) * (number of ships) = 0 to (max possible MNRs per ship) * (number of ships) = y MNRs. While this doesn't help us predict the number of MNRs we get per site effectively, it does force there to be a long-term average number of MNRs per site somewhere between 0 and y.

http://www.stat.yale.edu/Courses/1997-98/101/rvmnvar.htm


What if there isnt a max possible MNR's/ship...because that's random
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#18 - 2012-08-07 19:11:02 UTC
Ayeson wrote:
Chucky Mcnutt wrote:
yes. Since we know that the number of ships per site is static, and those ships are capable of either dropping or not dropping MNRs, we can postulate that the number of MNRs per site can range from (0 MNRs) * (number of ships) = 0 to (max possible MNRs per ship) * (number of ships) = y MNRs. While this doesn't help us predict the number of MNRs we get per site effectively, it does force there to be a long-term average number of MNRs per site somewhere between 0 and y.

http://www.stat.yale.edu/Courses/1997-98/101/rvmnvar.htm


What if there isnt a max possible MNR's/ship...because that's random



Actually yes there is. No ship can drop more than an allotted number of nanoribbons (5 per battleship, 2 per cruiser, 1 per frigate in C4s iirc) so there is absolutely an upper limit per site.

Director of Frozen Corpse Industries.

Ayeson
State War Academy
Caldari State
#19 - 2012-08-07 19:16:36 UTC
Svodola Darkfury wrote:
Actually yes there is. No ship can drop more than an allotted number of nanoribbons (5 per battleship, 2 per cruiser, 1 per frigate in C4s iirc) so there is absolutely an upper limit per site.


Show me the loot table?
Chucky Mcnutt
The Scope
Gallente Federation
#20 - 2012-08-07 19:18:43 UTC
Ayeson wrote:
Chucky Mcnutt wrote:
yes. Since we know that the number of ships per site is static, and those ships are capable of either dropping or not dropping MNRs, we can postulate that the number of MNRs per site can range from (0 MNRs) * (number of ships) = 0 to (max possible MNRs per ship) * (number of ships) = y MNRs. While this doesn't help us predict the number of MNRs we get per site effectively, it does force there to be a long-term average number of MNRs per site somewhere between 0 and y.

http://www.stat.yale.edu/Courses/1997-98/101/rvmnvar.htm


What if there isnt a max possible MNR's/ship...because that's random


The fact that ships are indeed hard-coded to only drop a given number of MNRs is irrelevant. Even if we assume that a ship can drop a completly random number of MNRs - for easy math, we'll say into the billions of MNRs, we'd have an interesting outcome. In the event that someone actually salvaged a legit drop of so many MNRs, the market value would plummet to nothing. So we see that CCP has an incentive to not allow so many MNRs per site in the economic realm, completely discounting the fact that it's simply easier to code a hard limit in terms of random number generation.

However, if we throw that aside and say that they did allow infinite MNR drops per site or per ship, we would still see a long term average, regardless of how large that average might be. Since ships aren't capable of dropping negative MNRs, the average will always be greater than zero. This means that my previous statement of an average somewhere between 0 and y stands.
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