Talk:Equations
From EVEDev
Experimenting with the CopyTime equation, I have found that I need to double what's currently listed to get an accurate time.
The equation is currently
The full equation that I am using is
I wanted to get a second opinion before I changed the wiki, in case I'm missing something obvious.
Epitrope 05:04, 4 October 2007 (CDT)
The correct equation, which has been correct on everything from proton s to Avatar is:
MaxRunTime = (BaseCopyTime * 2) * (1 − (.05 * ScienceSkill)) * SlotModifier * ImplantModifier
totaltime = ((MaxRunTime / MaxProductionLimit) * (copies * runs);60)
JimmyDoe 22:57, 7 March 2011 (UTC)
Contents |
[edit] Production Efficiency Skill vs ME Waste Equations
It isn't very clear about when to apply the Production Efficiency skill calculation. So, to counter this, I have eventually managed to mash together many equations about ME and the Production Efficiency skill and created this PHP function:
function func_waste_materials($MaterialAmount, $ProductionEfficiency, $ME, $BaseWasteFactor){ // First work out the base waste factor. They usually start at 10% (but not always) then ME levels then reduce this.... if($ME >= 0) { $WasteFactor = $BaseWasteFactor * (1 / ($ME + 1)); } elseif ($ME < 0) { $WasteFactor = $BaseWasteFactor * (1 - $ME); } // ... we then we apply it here towards the end after we've added on waste from lack of Production Efficiency skill levels return round($MaterialAmount + ($MaterialAmount * (0.25 - (0.05 * $ProductionEfficiency))) + ($MaterialAmount * $WasteFactor/100)); }
Most values can be retrieved from the blueprint information in the database itself.
For example:
print func_waste_materials(1760, 0, 0, 10); // Result: 2160 // The Tritanium amount for EMP L Projectile Ammo when you have 0 levels in Production Efficiency and have not researched the blueprint at all (0 ME).
Hopefully this is useful to somebody as I found the equations on this website to be either wrong, or entirely useless. The production efficiency skill equation on this website doesn't mean anything if you don't add the Wasteage factor for the blueprint or the ME values, even if its 0.
[edit] What you're missing is...
... that the "researchCopyTime" field in the db is not a single copy or a full run, for some reason only CCP knows, this number is the time (in seconds) that it will take to make a copy with HALF of the production limit. Something with 800000s and 100 production limit will take 1600000s to make a full run copy, and 16000s to make a single copy. -- 01:20, 9 August 2008 (UTC)
[edit] Refining implants
After a bit of testing on SISI, it appears that the refining waste implants (Hardwiring - Zainou 'Beancounter' H40/H50/H60) act as another factor in the Effective Refining Yield equation:
Refining Yield = StationEquipmentYield + 0.375*(1+(Refining*0.02))*(1+(RefineryEff*0.04))*(1+(OreSpecific*0.05))*(1+ImplantFactor)
Where ImplantFactor is the percentage displayed in the implant's info box: H40=0.01, H50=0.02, H60=0.04
Tested on SISI with Refinery Eff 3 + H40 and Refinery Eff 4 + H40/H50 attempting to reprocess ships.
This implies that RE5 + H50 = perfect refining in all cases (including ice, drone alloys, modules, ships and all ore).
Can someone else confirm and update the main page?
[edit] Blueprint Copy time Formula
This formula works
[ Base BPO Copytime in Seconds] * 2 * ( 1 - ( 0.05 * [ Science Skill Level ] ) * 2 ) * [ Lab slot modifier ] / ( [ Max Production Runs ] * [ Fudge Factor ] )
Where For Ships, Rigs and Ammunition [ Fudge Factor ] = 2 For Modules [ Fudge Factor ] = 4
As yet I havn't determined why the difference with the fudge factor, I suspect that the Max Production runs value is calculated, not a base data item. But have no idea what it could be calculated from. Still working on it
Note also that it appears that the labs round up all copy times to a minimum of 1 minute.
Has been tested using 2 characters of differing skills (Science 4 / 5) in both POS lab and station
Tested Against the following
Ships : Frigate (Heron), Destroyer (Cormorant), Cruiser (Blackbird), Industrial (Iteron V) POS Lab : Mobile Lab (0.75 multiplier) Module : Salvager I Rig : Trimark Armor Pump I Ammunition : Cataclysm Cruise Missile
[edit] ProductivityModifier
Any explanation about that? Which value to put in here?....
- the productivityModifier can be found in the invBlueprintTypes table of CCP's static datadump --Catari 00:25, 16 July 2010 (UTC)

