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New to T2 - at what point am I wasting time?

Author
James Bolivar DeGriz
Chaos Delivery Systems
#1 - 2012-03-31 04:54:09 UTC
So before I really researched things, I thought I'd be smart and research my BPO's as I trained the skills to invent them.

Then I found out that no matter what your BPO mat is at, you get the same result from your T2 after invention.

I thought I'd read that it's best to copy at max runs.

I just did my first go at T2 invention and got a BPC that only has 10 runs....the copy I made it from had 1500.

At what point am I wasting my time doing anything to my BPO to prep for T2 invention/production?

Sholud I just make minimal run copies at the base research levels??
Pillowtalk
Republic Military School
Minmatar Republic
#2 - 2012-03-31 05:10:34 UTC
From my understanding the number of runs you get on an invented T2 BPO is proportional to the number of runs on the BPC that you use in the invention process. At least for modules and the like. For example, if you used a 750 run BPC then the invention process would only give you a BPC with 5 runs. Therefore using max run BPC's will give you "max run" T2 BPC's, which for modules and ammo is 10 run. Ships are different however, and I don't have experience with them, but I think they work differently.

Additionally, researching your T1 BPO's isn't a bad thing if the T2 BPC's you get from them require one of the T1 items to build the T2 item. Its never a bad thing to reduce your build costs.

Just google "ISK the guide" and you'll find a free guide you can download that is really really good and explains it all.

DISCLAIMER: No I am not affiliated with that site or guide at all. Its just a good free guide.

Don't violence me bro!

Tekota
The Freighter Factory
#3 - 2012-03-31 05:57:14 UTC
Yep, max run T1 BPC (eg 1500 for drones etc) will result in 10 run T2 BPC before decryptors are factored. Because a 1500 run T2 BPC would be a little god like for the cost of a handful of datacores.

A one run T1 BPC will result in a 1 run T2 BPC, again before decryptors.

This is why in many, *but by no means all*, instances a *rough* rule of thumb is to use max run for drones/ammo/mods and one run for ships.


And yep, the ME/PE values of the T1 BPC have no bearing whatsoever on resultant T2 BPC, but as mentioned above it *may* be beneficial to have a researched T1 BPO around to produce the component for the T2 item (but often wise to just buy off market).
Scrapyard Bob
EVE University
Ivy League
#4 - 2012-03-31 06:07:39 UTC
Celeritas 5k
Connoisseurs of Candid Coitus
#5 - 2012-03-31 13:39:03 UTC
One thing it took me a few weeks to figure out--

When it comes to building, the only thing you care about is ISK per line per hour. Figure out which step makes the most money and do that. For example, you're probably better off buying t1 mods off the market rather than building them yourself, even if it saves ISK, because the time spent building them would make more ISK spent building T2. The same goes for moon goo. (The only exception being if you have an alt around who can build T1, but can't build T2)

Tekota's right about everything-- always invent off max run BPCs.
Revolution Rising
Last-Light Holdings
#6 - 2012-03-31 15:17:40 UTC  |  Edited by: Revolution Rising
James Bolivar DeGriz wrote:
So before I really researched things, I thought I'd be smart and research my BPO's as I trained the skills to invent them.

Then I found out that no matter what your BPO mat is at, you get the same result from your T2 after invention.

I thought I'd read that it's best to copy at max runs.

I just did my first go at T2 invention and got a BPC that only has 10 runs....the copy I made it from had 1500.

At what point am I wasting my time doing anything to my BPO to prep for T2 invention/production?

Sholud I just make minimal run copies at the base research levels??


You still need to make a lot of the t1 module to create the t2 in the production phase.

You will likely want several BPO's for both the copy process and to cut down on the time it takes to create the many t1 modules you'll need.

I'd suggest 5 is a good round number to start, means also you can run 5 concurrent jobs of building the t1. You CAN fit this into the production cycle at the same time copies are being made - I usually have a dedicated toon doing copies/t1 mod building.

.

Devan Reale
Imperial Shipment
Amarr Empire
#7 - 2012-03-31 16:19:24 UTC  |  Edited by: Devan Reale
Just a couple quick notes from my years at it...

1) Always make max-run BPCs for your invention jobs. With the exception of ships (for the most part), max run prints will always yield the most runs on a successful job.
2) It's all about minimizing your costs versus profit, whether you're selling prints or building the product. Some items I have zero out-of-pocket costs on building in terms of the base T1 component for the job: for example, lots of launchers, turrets, etc that drop as loot in missioning can be used on the builds. I haven't manufactured T1 launchers for the purpose of building T2 launchers in a couple years.
3) As with anything profitable in this game, research (market research, not ME/PE research in this example) matters. Find out what sells, what your costs are, etc. If you can even capitalize on market items (such as T1 launchers selling below mineral value), by all means buy them and reprocess. Note here: minimize your costs (reprocessing skills)
4) For myself, I only use decryptors on ship invention jobs that MAY yield a blueprint with good market resale value (3-run Nighthawk print, for example). I never use decryptors on anything but ships. Decryptors have VALUE (not necessarily out-of-pocket costs) that you should take into account on your sales.

Read all of the available materials (the factual stuff, not the "opinion" pieces here), listen to the advice of folks like Tau Cabalander, and by all means optimize your skills as relates to the tasks you will undertake. Reprocessing, Science skills, etc. Take advantage of sites like BPO Calc (http://zofu.no-ip.de/bpo), Invention chance (http://games.chruker.dk/eve_online/invention_chance.php), and others linked here in the Sci & Industry Resources thread.


Edit: speeling
James Bolivar DeGriz
Chaos Delivery Systems
#8 - 2012-03-31 18:23:21 UTC
Thanks guys! It's starting to make some sense now.
Xurr
Wasted Potential.
#9 - 2012-03-31 23:53:32 UTC  |  Edited by: Xurr
Someone mentioned isk per hour per line. Something else to think about is your total time investment

I mainly focus on T2 ships so my advice will be slanted in that direction


Generally speaking for ships a max run BPC with an appropriate decryptor will give the best return on investment

For ME level on ship BPOs it matters somewhat more than say cargo expanders. If you are making drones then the BPO ME matters a bit less.

Ignore what i said on drones, i was probably wrong.


On the other side we have Hulks for example

A 1 run BPC with all skills at 5 and no decryptor will give a t2 BPC with -4 ME and 1 run at 15M a run

A 10 run BPC with all skills at 5 and no decryptor will give a t2 BPC with -4 ME and 1 run at 31M a run

A 1 run BPC with all skills at 5 and an engagement plan will give a t2 BPC with -3 ME and 2 runs at 37M a run

A 10 run BPC with all skills at 5 and an engagement plan will give a t2 BPC with -3 ME and 4 runs at 25M a run

In the second case with a decryptor for the resulting BPC it comes out to 12M a run cheaper using a 10 run BPC (Max for covetors)

A -4ME hulk costs ~169M+ invention cost + covetor to build. 169+15 = 184+covetor
A -3ME hulk costs ~158M + invention cost + covetor to build. 158+25 = 185 + covetor

So over all when making a t2 BPC for hulks by using a max run (10) BPC and decryptor we get a slightly cheaper build cost and 3 runs with a pe of 0 instead of 1 run with a pe of -4. The 3 runs means less babysitting and the slightly lower material count means making the components is slightly faster


So.... it depends haha

Something else to keep in mind is the market is really screwed up atm. Mineral prices are nuts, some decryptors are nuts, datacores have been going crazy. What i'm saying is people still have stock made with 'old prices'. Until their stock clears out some stuff won't seem profitable now. In a month or so it might be again.
Ajita al Tchar
Doomheim
#10 - 2012-04-01 03:11:54 UTC  |  Edited by: Ajita al Tchar
Xurr wrote:


Sticking with the drones for a second (hobgob 2s)

A 1 run BPC with all skills at 5 and no decryptor will give a t2 BPC with 9 runs at ~95k per run

A 150 run BPC with all skills at 5 and no decryptor will give a t2 BPC with 10 runs at ~85k per run

Short version: for drones a 1 run BPC will give you a fine result


On the other side we have Hulks for example

A 1 run BPC with all skills at 5 and no decryptor will give a t2 BPC with -4 ME and 1 run at 15M a run

A 10 run BPC with all skills at 5 and no decryptor will give a t2 BPC with -4 ME and 1 run at 31M a run

A 1 run BPC with all skills at 5 and an engagement plan will give a t2 BPC with -3 ME and 2 runs at 37M a run

A 10 run BPC with all skills at 5 and an engagement plan will give a t2 BPC with -3 ME and 4 runs at 25M a run

In the second case with a decryptor for the resulting BPC it comes out to 12M a run cheaper using a 10 run BPC (Max for covetors)

A -4ME hulk costs ~169M+ invention cost + covetor to build. 169+15 = 184+covetor
A -3ME hulk costs ~158M + invention cost + covetor to build. 158+25 = 185 + covetor


Your math is not correct for T1 BPC runs and the resultant T2 BPC.

T2_BPC_RUNS = MIN(MAX(ROUND_DOWN( (Input_T1_BPC_Runs / T1_Max_Runs_Per_Blueprint_Copy) * (T2_Max_Runs_Per_Blueprint_Copy / 10) + Decryptor_Runs_Bonus), 1), T2_Max_Runs_Per_Blueprint_Copy)

Hobgob II's:

1 run T1 BPC + (no decryptor) = 1 run T2 BPC
150 run T1 BPC + (no decryptor) = 1 run T2 BPC
1500 run T1 BPC + (no decryptor) = 10 run T2 BPC

1 run T1 BPC + (Symbiotic Figures) = 9 run T2 BPC
150 run T1 BPC + (Symbiotic Figures) = 10 run T2 BPC
1500 run T1 BPC + (Symbiotic Figures) = 19 run T2 BPC
(Symbiotic Figures = -40% chance of invention, +9 runs, -2 ME, +1 PE; the maximum run-modifying decryptor)

Hulks:

1 run T1 BPC + (no decryptor) = 1 run T2 BPC
5 run T1 BPC + (no decryptor) = 1 run T2 BPC
10 run T1 BPC + (no decryptor) = 1 run T2 BPC

1 run T1 BPC + (Engagement Plan) = 2 run T2 BPC
5 run T1 BPC + (Engagement Plan) = 2 run T2 BPC
10 run T1 BPC + (Engagement Plan) = 3 run T2 BPC
(Engagement Plan = +0% invention chance, +2 runs, +1 ME, +4 PE; the one you used in the example)
Xurr
Wasted Potential.
#11 - 2012-04-01 06:20:19 UTC
Then um, my program is off. My math for hulks was right anyhow.

Ignore what i said for drones i guess.
Devan Reale
Imperial Shipment
Amarr Empire
#12 - 2012-04-01 13:57:34 UTC
Xurr wrote:
Someone mentioned isk per hour per line. Something else to think about is your total time investment



Lots of incorrect information in your post. Do the noobs a favor and don't post unless you have personal experience with something. kthx
Ajita al Tchar
Doomheim
#13 - 2012-04-01 18:42:01 UTC
Xurr wrote:
Then um, my program is off. My math for hulks was right anyhow.

Ignore what i said for drones i guess.


Not quite. With an Engagement Plan and a 10-run Covetor BPC you get a 3-run Hulk BPC. A 4-run BPC would be nice P
Xurr
Wasted Potential.
#14 - 2012-04-01 22:15:46 UTC  |  Edited by: Xurr
Ajita al Tchar wrote:
Xurr wrote:
Then um, my program is off. My math for hulks was right anyhow.

Ignore what i said for drones i guess.


Not quite. With an Engagement Plan and a 10-run Covetor BPC you get a 3-run Hulk BPC. A 4-run BPC would be nice P


Remind me not to drunk post, yes that was wrong too. The price per run right, the 4 wrong.
Xurr
Wasted Potential.
#15 - 2012-04-01 22:16:29 UTC  |  Edited by: Xurr
blah i give up for today
Ajita al Tchar
Doomheim
#16 - 2012-04-01 22:59:54 UTC
Xurr wrote:
blah i give up for today


You brought up good points about time investment, though. It is quite true for some things with deceptively high profit margins (until you realize how long it would actually take you to get there).

Smile