Equations

From EVEDev
Jump to: navigation, search

Contents

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
MaterialAmount: Base amount of material needed. Also equals the perfect amount
ProductionEfficiency: Production Efficiency skill level
ROUND(x): Round x to nearest integer. (Fractional part less than 0.5 rounds down, otherwise round up.)
CEIL(x): Round x up.

ME Effect 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 Effect 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

 \textrm{Perfect ME} = \textrm{FLOOR}\left(0.02 \times {\color{Blue}\textrm{BaseWasteFactor}} \times {\color{Red}\textrm{MaterialAmount}}\right)

(Source)
Production efficiency Waste

 \textrm{Waste} = \textrm{ROUND}\left(\left(\left(25-\left(5*{\color{Blue}\textrm{ProductionEfficiency}}\right)\right)*{\color{Red}\textrm{MaterialAmount}}\right)/100\right)


Waste Skill Based (Seems to be incorrect)

 \textrm{SkillWaste} = \textrm{ROUND}\left({\color{Red}\textrm{MaterialAmount}} \times \left(\left(25 - \left(5 \times {\color{Blue}\textrm{ProductionEfficiency}}\right)\right) / 100\right)\right)


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}}


Production Equations


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

Production Time (PE ≥ 0)


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

Production Time (PE < 0)


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

Reprocessing Equations

Station tax when refining/reprocessing

Station Taxes = 5 - (0.75 \times {\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 \times (1 + ({\color{Brown}Refining Skill Level} \times 0.02)) \times (1 + ({\color{Red}Refining Efficiency Skill Level} \times 0.04)) \times (1 + ({\color{Green}Ore Specific Processing Skill Level} \times 0.05))

Invention Equations

Invention Time

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


Invention Chance

Invention Chance = {\color{Blue}Base Chance} \times (1 + 0.01 \times {\color{Red}Encryption Skill Level}) \times (1 + ({\color{Green}Datacore 1 Skill Level} + {\color{Orange}Datacore 2 Skill Level}) \times (\frac{0.1}{5 - {\color{Brown}Meta Level}\,}\,)) \times {\color{Cyan}Decryptor Modifier}


Research Points Per Day

Research Points Per Day = {\color{Blue}Multiplier} \times (1 + \frac{{\color{Brown}Agent Effective Quality}}{100}) \times ({\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

Mission Equations

Agent Effective Quality

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))

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{Green}ImplantAttributeBonus} 


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.

Fighting Equations

Targetting lock time

\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

\textrm{Time} = \frac{\ln(2) \times \color{Blue}\textrm{Inertia} \ \textrm{Modifier} \color{Black} \times \color{Red}\textrm{Mass}} {500,000}

Trade Equations

Broker Fee
See: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1440333

\textrm{BrokerFee} \% = \frac{1.000 \% - 0.050 \% \times {\color{Blue}\textrm{BrokerRelationsSkillLevel}}} {2^\left( 0.1400 \times {\color{Red}\textrm{FactionStanding}} + 0.06000 \times {\color{Brown}\textrm{CorporationStanding}}\right)}
Retrieved from "?title=Equations&oldid=6737"
Personal tools