Equations

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[edit] Industrial Equations

BaseTimes: Number found in invBlueprintTypes table of Data Dump
SlotModifier: Bonuses granted by POS labs, Outposts, or standard factory slots
SkillLevel: Character's level of indicated skill
ME/PE: The ME or PE level of the Blueprint
BaseAmount: Base amount of material needed. Also equals the perfect amount
ROUND(x): Round x to nearest integer. (Fractional part less than 0.5 rounds down, otherwise round up.)
CEIL(x): Round x up.

ME Affect On Waste (ME ≥ 0)

 \textrm{Waste} = \textrm{ROUND}\left({\color{Red}\textrm{MaterialAmount}} \times \left({\color{Blue}\textrm{BaseWasteFactor}} / 100\right) \times \left(\frac{1}{{\color{Brown}ME} + 1}\right)\right)


ME Affect On Waste (ME < 0)

 \textrm{Waste} = \textrm{ROUND}\left({\color{Red}\textrm{MaterialAmount}} \times \left({\color{Blue}\textrm{BaseWasteFactor}}/ 100\right) \times \left(1 - {\color{Brown}\textrm{ME}}\right)\right)


ME Level to Eliminate Waste

Failed to parse (unknown error):  \textrm{Perfect ME} = \textrm{FLOOR}\left(0.02 \times {\color{Blue}\textrm{BaseWasteFactor}} \times {\color{Red}\textrm{MaterialAmount}}\right)

(Source)


ME Research Time

\textrm{ME Research Time} = {\color{Blue}\textrm{Blueprint Base Research Time}} \times \left( 1 - \left(0.05 \times {\color{Brown}\textrm{Metallurgy Skill Level}} \right) \right) \times {\color{Red}\textrm{Research Slot Modifier}} \times {\color{Green}\textrm{Implant Modifier}}


PE Research Time

\textrm{PE Research Time} = {\color{Blue}\textrm{Blueprint Base Research Time}} \times \left( 1 - \left(0.05 \times {\color{Brown}\textrm{Research Skill Level}} \right) \right) \times {\color{Red}\textrm{Research Slot Modifier}} \times {\color{Green}\textrm{Implant Modifier}}


Copy Time

\textrm{Copy Time} = {\color{Blue}\textrm{Blueprint Base Copy Time}} \times \left( 1 - \left(0.05 \times {\color{Brown}\textrm{Science Skill Level}} \right) \right) \times {\color{Red}\textrm{Copy Slot Modifier}} \times {\color{Green}\textrm{Implant Modifier}}


[edit] Production Equations


{\color{Red}PTM} = {\color{Red}Production Time Modifier} = (1 - (0.04 * {\color{Violet}Industry Skill})) * {\color{Orange}Implant Modifier} * {\color{Yellow}Production Slot Modifier}

Production Time (PE ≥ 0)


Production Time = {\color{Blue}Base Production Time} * 
\bigg( 1 - \Big(\frac{\color{Brown}Productivity Modifier}{\color{Blue}Base Production Time}\Big) * 
(\frac{\color{Green}PE}{(1 + {\color{Green}PE})}) \bigg) * {\color{Red}PTM} 

Production Time (PE < 0)


Production Time = {\color{Blue}Base Production Time} * 
\bigg( 1 - \Big(\frac{\color{Brown}Productivity Modifier}{\color{Blue}Base Production Time}\Big) * 
({\color{Green}PE} - 1) \bigg) * {\color{Red}PTM} 

[edit] Reprocessing 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}


Invention Chance

Failed to parse (unknown error): Invention Chance = {\color{Blue}Base Chance} * (1 + 0.01 * {\color{Red}Encryption Skill Level}) * (1 + ({\color{Green}Datacore 1 Skill Level} + {\color{Orange}Datacore 2 Skill Level}) * (\frac{0.1}{5 - {\color{Brown}Meta Level}\,}\,)) * {\color{Cyan}Decryptor 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

Failed to parse (unknown error): AgentEffectiveQuality = {\color{Blue}AgentQuality} + (5 * {\color{Brown}NegotiationSkillLevel}) + {\color{Red}AgentPersonalStanding}

AgentPersonalStanding: The Agent's personal standing towards you.


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 = 2^{(2.5*{\color{Brown}Skill Level})-2.5} * 250 * {\color{Blue}Skill Rank} 

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


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.


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

Failed to parse (unknown error): \textrm{Time} = \frac{40,000}  {{\color{Blue}\textrm{Your} \textrm{Effective} \textrm{Scan} \textrm{Resolution}} \times asinh({\color{Red}\textrm{Target} \textrm{Effective} \textrm{Signature} \textrm{Radius}})^2}


Align Time in seconds

Reference: http://wiki.eveonline.com/wiki/Acceleration

Failed to parse (unknown error): \textrm{Time} = \frac{\ln(2) \times \color{Blue}\textrm{Inertia} \ \textrm{Modifier} \color{Black} \times \color{Red}\textrm{Mass}} {500,000}


[edit] Trade Equations

Broker Fee
See: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=898283&page=1#6

\textrm{BrokerFee} \% = \frac{1.000 \% - 0.050 \% \times {\color{Blue}\textrm{BrokerRelationsSkillLevel}}} {e^\left( 0.1000 \times {\color{Red}\textrm{FactionStanding}} + 0.04000 \times {\color{Brown}\textrm{CorporationStanding}}\right)}
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