Equations

From EVEDev

Jump to: navigation, search

Contents

[edit] Industrial Equations

BaseTimes: Number found in invBlueprintTypes table of Data Dump
Slot_Modifier: Bonuses granted by POS labs, Outposts, or standard factory slots
Skill_Level: Character's level of indicated skill
Researched_Productivity/Material_Level: The PE or ME level of the Blueprint
Base_Amount: Base amount of material needed. Also equals the perfect amount

[edit] Blueprint Equations

ME Affect On Waste

 Waste = {\color{Red}AmountOfMineral} * (({\color{Blue}BaseWasteFactor}/ 100) / ({\color{Brown}MELevel} + 1))


Negative ME Affect On Waste

 Waste = {\color{Red}AmountOfMineral} * (absolute({\color{Brown}MELevel})+1) * ({\color{Blue}BaseWasteFactor}/ 100)


ME Research Time

ME Research Time = {\color{Blue}Blueprint Base Research Time} * \Big( 1 - \big(0.05 * {\color{Brown}Metallurgy Skill Level} \big) \Big) * {\color{Red}Research Slot Modifier} * {\color{Green}Implant Modifier}


ME Level to Eliminate Waste

MELevel = (0.02 * {\color{Blue}BaseWasteFactor} * {\color{Green}Runs} * {\color{Red}AmountOfMaterial}) - 1


PE Research Time

PE Research Time = {\color{Blue}Blueprint Base Research Time} * \Big( 1 - \big(0.05 * {\color{Brown}Research Skill Level} \big) \Big) * {\color{Red}Research Slot Modifier} * {\color{Green}Implant Modifier}


Copy Time

Copy Time = {\color{Blue}Blueprint Base Copy Time} * \Big( 1 - \big(0.05 * {\color{Brown}Science Skill Level} \big) \Big) * {\color{Red}Copy Slot Modifier} * {\color{Green}Implant Modifier}


[edit] Production Equations

Production Time


Production Time = {\color{Blue}Blueprint Base Production Time} * 
\bigg( 1 - \Big(\frac{\color{Brown}Blueprint Production Modifier}{\color{Red}Blueprint Base Production Time}\Big) * 
(\frac{\color{Green}Researched Productivity Level}{(1 + {\color{Purple}Researched Productivity Level})}) \bigg)  
* (1 - (0.04 * {\color{Violet}Industry Skill})) * {\color{Yellow}Production Slot Modifier} * {\color{Orange}Implant Modifier}

Production Time Negative PL


Production Time = {\color{Blue}Blueprint Base Production Time} * 
\bigg( 1 + \Big(\frac{\color{Brown}Blueprint Production Modifier}{\color{Red}Blueprint Base Production Time}\Big) * 
(absolute({\color{Green}Researched Productivity Level}) + 1) \bigg)  
* (1 - (0.04 * {\color{Violet}Industry Skill})) * {\color{Yellow}Production Slot Modifier} * {\color{Orange}Implant Modifier}

[edit] Mining Equations

Station tax when refining/reprocessing

StationTakes = 5 - (0.75 * {\color{Blue}Your Standing})

For the station to take 0% you need a standing to the station owner of at least: 5 / 0.75 = 6.67

Effective Refining Yield

Effective Refining Yield = {\color{Blue}Station Equipment Yield} + 0.375 * (1 + ({\color{Brown}Refining Skill Level} * 0.02)) * (1 + ({\color{Red}Refining Efficiency Skill Level} * 0.04)) * (1 + ({\color{Green}Ore Specific Processing Skill Level} * 0.05))

[edit] Invention Equations

Invention Time

Invention Time = {\color{Blue}Blueprint Base Invention Time} * {\color{Red}Invention Slot Modifier} * {\color{Green}Implant Modifier}


Research Points Per Day

Research Points Per Day = {\color{Blue}Multiplier} * (1 + \frac{{\color{Brown}Agent Effective Quality}}{100}) * ({\color{Red}Your Skill} + {\color{Green}Agent Skill}) ^ 2

Multiplier: A specific multiplier for the research field you want to do research in. Like 3x for starship engineering Your_Skill: Your skill level in the research field Agent_Skill: The agent's skill level in the research field

[edit] Mission Equations

Agent Effective Quality

Agent Effective Quality = {\color{Blue}Agent Quality} + (5 * {\color{Brown}Negotiation Skill Level}) + {\color{Red}Effective Standing}

Effective_Standing: The highest effective of either personal, corp. or faction standing.


Effective Attribute

Effective Attribute = ({\color{Blue}Base Attribute} + {\color{Brown}Basic Learning Skill} + {\color{Red}Advanced Learning Skill} + {\color{Green}Implant}) * (1 + (0.02 * {\color{Purple}Learning Skill Level}))

Base_Attribute: The attribute level that you got during the character creation. The values are visible in the XML datasheet you can download from the EVE homepage.


Effective Standing

Effective Standing = {\color{Blue}Your Standing} + ((10 - {\color{Blue}Your Standing}) * (0.04 * ({\color{Brown}Connections Skill Level} OR {\color{Brown}Diplomacy Skill Level})))

Connections_Skill_Level is used when Your_Standing is larger than 0.0 Diplomacy_Skill_Level is used when Your_Standing is less than 0.0

Required Agent Standing

Required Agent Standing = ({\color{Blue}Agent Level} - 1) * 2) + ({\color{Brown}Agent Quality} / 20)

Mission Standing Increase

Mission Standing Increase = ({\color{Blue}Base Mission Increase} * (1 + (0.05 * {\color{Brown}Your Social Level}))

Agent Efficiency

Agent Efficiency = (0.01*((8 * {\color{Blue}Agent Level}) + (0.1 * {\color{Brown}Agent Quality}) - 4))

[edit] Skillpoint Equations

Skillpoints At Specific Level For Specific Rank

Skillpoints At Level = 250 * {\color{Blue}Skill Rank} * (32^{\frac{{\color{Brown}Skill Level} - 1}{2}})

Note that the there can be a 1 skillpoint difference for some rank and level combinations, due to rounding issues


Skillpoints Per Minute

Skillpoints Per Minute = {\color{Blue}Effective Primary Attribute} + ( \frac{{\color{Brown}Effective Secondary Attribute}}{2})

Note that the attribute values listed in the character sheet, have had their decimals chopped off.

[edit] Fighting Equations

Targetting lock time

Time = \frac{40000}  {{\color{Blue}Your Effective Scan Resolution} * asinh({\color{Red}Target Effective Signature Radius})^2}
Personal tools