Difference between revisions of "Invention"

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'''Invention''' is the means by which you produce [[blueprint]] copies for [[Tech and meta levels|Tech 2 items and ships]] in EVE, which can then be sold on the market, or (more popularly) be used to manufacture those items for sale or personal use in the game.
  
Invention is the means by which you produce blueprint copies for Tech II items and ships in EVE, which can then be sold on the market, or (more popularly) be used to manufacture those items for sale or personal use in the game.
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A player using the invention process takes a blueprint copy (BPC) for a Tech 1 item, adds certain specialized equipment, and attempts to create a BPC for a corresponding Tech 2 item. Although it sounds simple, invention can be very expensive and difficult to do successfully.
  
A player using the invention process takes a BPC for a lower tech item, adds certain specialized equipment, and attempts to create a BPC for a corresponding higher tech item. Although it sounds simple, invention can be very expensive and difficult to do successfully.
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The (hopefully) created BPC will have a single run on a ship or rig BPC, and 10 runs on everything else. Regardless of the research performed on the T1 BPC, the result will have exactly ME 2% and TE 4%.<ref name="crius">[https://www.eveonline.com/article/eve-industry-all-you-want-to-know ''EVE Industry - All you want to know''] (Crius Expansion). By CCP Greyscale - EVE dev-blogs 2014-07-18</ref> However, Runs, ME and TE levels on the created BPC can be adjusted using decryptors (see optional items below).
  
The (hopefully) created BPC will have a single run on a ship BPC, and 10 runs on everything else. It will have ME -2% and TE -4%. These values are regardless of those on the input T1 BPC. The Runs, ME and TE levels on the created BPC can be adjusted using decryptors (see optional items below).
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For a quick history of Tech II manufacturing, see the section at the bottom of this page.
  
For a quick history of T2 manufacturing, see the section at the bottom of this page.
 
  
 
== Skills Required ==
 
== Skills Required ==
  
 
You need to train several different types of skills in order to perform the invention process:
 
You need to train several different types of skills in order to perform the invention process:
* Encryption Method skills - there are one for each of the four races (Amarr, Gallente, Caldari, Minmatar) and every Tech II item requires a specific one
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* Basic Science and Engineering skills - Almost all of the invention processes require the following skills:
* Advanced Science skills - each Tech II item requires at least two of these
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** {{sk|Mechanics|V|mult=yes}}
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** {{sk|Power Grid Management|V|mult=yes}}
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** {{sk|CPU Management|V|mult=yes}}
  
There are four racial encryption methods skills:
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* There are six faction and one Sleeper encryption methods skills. Each T2 item is associated with one of racial encryption methods, while Sleeper one is required for inventing [[Tech 3 Production|T3]] hulls and subsystems.
* {{sk|Amarr Encryption Methods}}
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** {{sk|Amarr Encryption Methods|mult=yes}}
* {{sk|Caldari Encryption Methods}}
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** {{sk|Caldari Encryption Methods|mult=yes}}
* {{sk|Gallente Encryption Methods}}
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** {{sk|Gallente Encryption Methods|mult=yes}}
* {{sk|Minmatar Encryption Methods}}
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** {{sk|Minmatar Encryption Methods|mult=yes}}
Each T2 item is associated with one of these encryption methods.
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** {{sk|Sleeper Encryption Methods|mult=yes}}
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** {{sk|Triglavian Encryption Methods|mult=yes}}
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** {{sk|Upwell Encryption Methods|mult=yes}}
  
Each item also has two advanced science skills associated with it. The advanced science skills are:  
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* Each racial faction also has two advanced science skills associated with it. The Triglavian faction has one. The advanced science skills are:
* {{sk|Amarrian Starship Engineering}}
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** {{sk|Amarr Starship Engineering|mult=yes}}
* {{sk|Caldari Starship Engineering}}
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** {{sk|Caldari Starship Engineering|mult=yes}}
* {{sk|Gallentean Starship Engineering}}
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** {{sk|Gallente Starship Engineering|mult=yes}}
* {{sk|Minmatar Starship Engineering}}  
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** {{sk|Minmatar Starship Engineering|mult=yes}}
* {{sk|Electromagnetic Physics}}
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** {{sk|Triglavian Quantum Engineering|mult=yes}}
* {{sk|Electronic Engineering}}  
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** {{sk|Electromagnetic Physics|mult=yes}}
* {{sk|Graviton Physics}}
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** {{sk|Electronic Engineering|mult=yes}}
* {{sk|High Energy Physics}}
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** {{sk|Graviton Physics|mult=yes}}
* {{sk|Hydromagnetic Physics}}
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** {{sk|High Energy Physics|mult=yes}}
* {{sk|Laser Physics}}
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** {{sk|Hydromagnetic Physics|mult=yes}}
* {{sk|Mechanical Engineering}}
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** {{sk|Laser Physics|mult=yes}}
* {{sk|Molecular Engineering}}
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** {{sk|Mechanical Engineering|mult=yes}}
* {{sk|Nanite Engineering}}
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** {{sk|Molecular Engineering|mult=yes}}
* {{sk|Nuclear Physics}}
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** {{sk|Nanite Engineering|mult=yes}}
* {{sk|Plasma Physics}}
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** [[File:Invention info.png|right]]{{sk|Nuclear Physics|mult=yes}}
* {{sk|Quantum Physics}}
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** {{sk|Plasma Physics|mult=yes}}
* {{sk|Rocket Science}}
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** {{sk|Quantum Physics|mult=yes}}
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** {{sk|Rocket Science|mult=yes}}
  
[[File:Invention info.png|right]]An inventor must have the proper encryption method skill and the two science skills trained, as required for each item, in order to start an Invention job. Higher skill levels of the encryption methods and science skills lead to a better chance of invention. In order to see which skills are required, look in the Invention tab in a blueprint for any Tech I item.
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An inventor must have the proper encryption method skill and the two science skills trained, as required for each item, in order to start an Invention job. Higher skill levels of the encryption methods and science skills lead to a better chance of invention. In order to see which skills are required, look in the Invention tab in a blueprint for any Tech I item.
  
For example, this Scourge Rocket Blueprint (see right) requires:  
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For example, this Inferno Rocket Blueprint (see right) requires:
 
* Rocket Science I
 
* Rocket Science I
 
** Mechanics V
 
** Mechanics V
Line 58: Line 63:
  
 
You should train the encryption method skills to at least level 3, and the science skills at least to level 4, to have a good chance of invention success.
 
You should train the encryption method skills to at least level 3, and the science skills at least to level 4, to have a good chance of invention success.
 
Use one of these handy calculators to work out your invention chance using different combinations of skills & optional items:
 
* [http://games.chruker.dk/eve_online/invention_chance.php http://games.chruker.dk/eve_online/invention_chance.php]
 
* [http://www.eve-cost.eu/invention http://www.eve-cost.eu/invention]
 
* [http://www.jitonomic.com/Invention/ http://www.jitonomic.com/Invention/]
 
  
 
=== Other Related Skills ===
 
=== Other Related Skills ===
  
 
{{sk|Laboratory Operation}} and {{sk|Advanced Laboratory Operation}} will govern how many concurrent science jobs you can perform. {{sk|Scientific Networking}} will govern from how many jumps away you can start science jobs.
 
{{sk|Laboratory Operation}} and {{sk|Advanced Laboratory Operation}} will govern how many concurrent science jobs you can perform. {{sk|Scientific Networking}} will govern from how many jumps away you can start science jobs.
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{{note box|Worth mentioning here, but completely useless to invention, are four further Science skills that are '''not''' used at all in invention. These are:
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* {{sk|Sleeper Technology|mult=yes}}
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* {{sk|Takmahl Technology|mult=yes}}
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* {{sk|Talocan Technology|mult=yes}}
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* {{sk|Yan Jung Technology|mult=yes}}
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They are used exclusively in the manufacture of storyline modules, which are obtainable as BPCs from [[COSMOS|COSMOS missions]]. Note that the Sleeper Technology skill, despite its name, is not used for T3 production - you want {{sk|Sleeper Encryption Methods|mult=yes}} for T3 production.}}
  
 
== Items required ==
 
== Items required ==
  
There are 3 mandatory items and 2 optional items needed for invention. To find out which items are required, look in the Invention tab in a blueprint for any Tech I item, or load the blueprint into the Industry window and choose Invention.
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There are 3 mandatory items and 1 optional item needed for invention. To find out which items are required, look in the Invention tab in a blueprint for any Tech I item, or load the blueprint into the Industry window and choose Invention.
  
===Mandatory Items===
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=== Mandatory Items ===
 
# Blueprint copy
 
# Blueprint copy
#* You must have a T1 blueprint copy (BPC) of the T2 item you wish to create. Whether the invention job is successful or not, this BPC will be returned to you with one fewer runs remaining on it. If it only has one run remaining, it will be consumed.
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#* You must have a T1 [[blueprint]] copy (BPC) of the T2 item you wish to create. Whether the invention job is successful or not, this BPC will be returned to you with one fewer run remaining on it. If it only has one run remaining, it will be consumed.
#* The ME, TE and Runs Remaining on the input BPC are irrelevant.
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#* The ME, TE, and Runs Remaining on the input BPC are irrelevant.
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#* Not all items have T2 versions. To check this, open the Information window for a T1 item and look at the "Variations" tab. If a T2 version is shown there, then a T1 BPC for that item can be used to create a T2 BPC.
 
# Datacores
 
# Datacores
#* Each invention job will require two types of datacores. The number of datacores needed depends on the size of the object created. Small modules only require one datacore of each type while battleships require 32 of each type.  
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#* Each invention job will require two types of datacores. The number of datacores needed depends on the size of the object created. Small modules only require one datacore of each type while battleships require 32 of each type.
#* Datacores are primarily obtained through [[Factional Warfare]] loyalty point stores. They can also be 'farmed' from Research agents, although much less effectively, whilst some datacores can be found in exploration sites. However obtained, they tend to end up on the market, in the Manufacture & Research > Research Equipment > Datacores tab.
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#* Datacores are primarily obtained through [[Factional Warfare]] loyalty point stores. They can also be '[[Datacore farming|farmed]]' from Research agents, although much less effectively, whilst some datacores can be found in exploration sites. However obtained, they tend to end up on the market, in the Manufacture & Research > Research Equipment > Datacores tab.
#*Whether the invention job is successful or not, these datacores will be consumed.
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#* Whether the invention job is successful or not, these datacores will be consumed.
# Data Interface
 
#* Each job will require a data interface.
 
#* There are different sets of interfaces for ships, ship equipment, and rigs. Each race has its own set of interfaces.  The interface name has two parts, the Racial title, and the object type.  For Racial title, Amarr use the Occult, Caldari the Esoteric, Gallente the Incognito, and Minmatar the Cryptic.  For object type, ships use the Ship Data Interface, Modules & Ammo use the Data Interface, and Rigs use the Tuner Data Interface.  So, for example, to invent on Caldari ships, you would use the ''Esoteric Ship Data Interface''.
 
#* The racial interface required is the same as the racial encryption method skill needed. For example, the Scourge Rocket above requires the Caldari Encryption Methods skill, and therefore an Esoteric Data Interface for invention.
 
#* These items are only used to start the Invention process and '''are not consumed'''. That means a single interface can start an infinite number of jobs. If you ever decide to go into T2 manufacturing on a large scale, you only need to purchase a single set of interfaces.
 
  
=== Optional Items ===
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=== Optional Item ===
# Base Item (recommended)[[File:Selecting a decryptor.png|right|thumb|Selecting a decryptor]]
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[[File:Selecting a decryptor.png|thumb|500px|Selecting a decryptor]]
#* One optional item that can be included is a base item - a "named" Tech 1 item of the type you are trying to invent.
 
#* These items increase the chance of a successful invention job significantly. The "Meta Level" of an item is the key factor.
 
#* You can use Meta Level 1 to 4 ("named" tech I items) as a base item for invention - Meta 0 items have no effect, and you cannot use higher Meta Level items than Meta 4.  The higher the Meta Level of the base item, the better chances of success.  Like datacores, this base item will be consumed during the Invention process, whether you are successful or not.
 
 
# Decryptors (recommended for big expensive invention jobs, like T2 ships)
 
# Decryptors (recommended for big expensive invention jobs, like T2 ships)
#* Decryptors are an optional item that can be added to the invention process. Decryptors affect the invention chance of the process as well as the material efficiency, time efficiency, and number of runs of the created T2 BPC. Decryptors will be consumed during the Invention process, successful or not.
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#* Decryptors are an optional item that can be added to the invention process. Decryptors affect the invention chance of the process as well as the material efficiency, time efficiency, and the number of runs of the created T2 BPC. Decryptors will be consumed during the Invention process, successful or not.
 
#* Add the values from the decryptor to the base values to calculate the final outcome of the T2 BPC.
 
#* Add the values from the decryptor to the base values to calculate the final outcome of the T2 BPC.
#* Excellent guide to decryptors: [http://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html http://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html] NOTE: pre-Crius guide, use with caution
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#* Excellent guide to decryptors: [https://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html https://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html] NOTE: pre-Crius guide, use with caution
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#* The different types of decryptors are:
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#** Accelerant Decryptor
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#** Attainment Decryptor
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#** Augmentation Decryptor
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#** Parity Decryptor
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#** Process Decryptor
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#** Symmetry Decryptor
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#** Optimized Attainment Decryptor
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#** Optimized Augmentation Decryptor
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Use one of these handy calculators to work out your invention chance using different combinations of skills & optional items:  
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{| class="wikitable" style="text-align:center;"
* [http://games.chruker.dk/eve_online/invention_chance.php http://games.chruker.dk/eve_online/invention_chance.php]
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|+ style="text-align:left; font-size:110%"| Decryptor Stats
* [http://www.eve-cost.eu/invention http://www.eve-cost.eu/invention]
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|-
* [http://www.jitonomic.com/Invention/ http://www.jitonomic.com/Invention/]
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! width="170px" | Decryptor
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! width="90px" | Probability Multiplier (% from 100%)
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! width="50px" | Runs
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! width="70px" | Material Efficiency Modifier
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! width="70px" | Time Efficiency Modifier
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|-
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| Accelerant
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| +20
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| +1
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| +2
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| +10
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|-
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| Attainment
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| +80
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| +4
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| -1
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| +4
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|-
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| Augmentation
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| -40
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| +9
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| -2
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| +2
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|-
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| Optimized Attainment
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| +90
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| +2
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| +1
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| -2
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|-
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| Optimized Augmentation
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| -10
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| +7
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| +2
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| 0
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|-
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| Parity
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| +50
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| +3
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| +1
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| -2
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|-
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| Process
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| +10
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| 0
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| +3
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| +6
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|-
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| Symmetry
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| 0
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| +2
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| +1
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| +8
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|-
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|}
  
 
== The invention process ==
 
== The invention process ==
  
Gather your BPC, all mandatory items and any optional items you desire to use in a station with invention facilities, or in a Design Laboratory at a POS.  The Design Laboratory also has a 50% reduction in the time required on invention, which is highly useful.
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Gather your BPC, all mandatory items, and any optional items you desire to use in a station, citadel, or engineering complex with invention facilities. Engineering complexes provide significant innate reductions (from 15% to 30% depending on complex size) to job duration and installation cost, and further reductions in time and cost are possible if the complex owner has installed the appropriate rigs.
  
 
Select the relevant BPC in the Industry window, and choose Invention on the activity list. The resulting window will tell you your invention chance, taking into account your skills and any selected optional items.
 
Select the relevant BPC in the Industry window, and choose Invention on the activity list. The resulting window will tell you your invention chance, taking into account your skills and any selected optional items.
  
The optional items can be selected using the boxes on the left hand side of the Industry UI. All possible items will be listed, but items not available for use (i.e. not found in the input material location) will be faded out. You can use the decryptor selection box to look at how each different decryptor affects invention chance and outcome.  
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The optional items can be selected using the boxes on the left hand side of the Industry UI. All possible items will be listed, but items not available for use (i.e. not found in the input material location) will be faded out. You can use the decryptor selection box to look at how each different decryptor affects invention chance and outcome.
  
 
Be sure to select the correct Outcome, because some T1 BPCs can invent more than one T2 item (for example, a Scourge Rocket BPC invents both the Scourge Rage Rocket and Scourge Javelin Rocket BPCs, two different types of T2 rocket ammunition).
 
Be sure to select the correct Outcome, because some T1 BPCs can invent more than one T2 item (for example, a Scourge Rocket BPC invents both the Scourge Rage Rocket and Scourge Javelin Rocket BPCs, two different types of T2 rocket ammunition).
  
Currently, there are no [[Teams]] that work on Invention, although this may change in the future (CCP has committed to looking at Invention in the next patch/expansion after Crius).
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[[File:Invention ui.png|800px]]
  
[[File:Invention ui.png]]
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Once the job is complete and delivered, you do not receive any explicit notification if your job was successful. The only indication of success is that the 'Outcome' box in the Industry window actually contains your T2 BPC and an animated blue highlight - you will be able to find your new T2 BPO in the list of blueprints.
  
Once the job is complete and delivered, you do not receive any explicit notification if your job was successful.  The only indication of success is that the 'Outcome' box in the Industry window actually contains your T2 BPC and an animated blue highlight - you will be able to find your new T2 BPO in the list of blueprints.
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[[File:Job success.png|right]]If your invention failed, however, the 'Outcome' box in the industry window will tint red, with an animated red bar across, and display a large '''<big>{{co|red|Job failed}}</big>''' text in red.
  
If your invention failed however, the 'Outcome' box in the industry window will tint red, with an animated red bar across, and display a large '''<big>{{co|red|Job failed}}</big>''' text in red.  
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You can also see a summary of the success or failure of each job in the job listing after delivery.
  
Either way, your datacores and optional items will be consumed, and your BPC will be returned with one fewer run on it (unless it only had 1 run remaining).
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Either way, your datacores, and optional decryptor will be consumed, and your BPC will be returned with one fewer run on it (unless it only had 1 run remaining).
  
 
=== T2 BPCs ===
 
=== T2 BPCs ===
  
Tech 2 blueprint copies have 10 runs, -2% ME and -4% TE, unless modified by a decryptor. T2 BPCs for ships have 1 run (again unless modified by a decryptor). The only activity you can do with a T2 BPC is to manufacture it, you cannot research or copy it.
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Tech 2 blueprint copies for most items have 10 runs, +2% ME and +4% TE, unless modified by a decryptor.<ref name="crius"/> T2 BPCs for ships and rigs have 1 run (again unless modified by a decryptor). The only activity you can do with a T2 BPC is to manufacture it, you cannot research or copy it.
  
 
== Maximizing invention success ==
 
== Maximizing invention success ==
  
The chance for a succesful invention is calculated by this formula:  
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The chance for a successful invention is calculated by this formula:
  
[[File:Invention equation.png]]
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:<math> \displaystyle \text{Success chance} = \text{Base} \times \left( 1 + \frac{\text{Science skill 1} + \text{Science skill 2}}{30} + \frac{\text{Racial encryption method}}{40} \right) \times \left(1 + \frac { \text{Probability Multiplier of Decryptor}  }{100\%} \right) </math>
  
 
Base Chance:
 
Base Chance:
* Modules and Ammo have a base probability of 40%
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* All modules, rigs, and ammo have a base chance of 34%
* Frigates, Destroyers, Freighters and Skiff have a base probability of 30%
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* All Frigates and Destroyers have a base chance of 30%
* Cruisers, Industrials and Mackinaw have a base probability of 25%
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* Cruisers, Battlecruisers, Mining Barges, Haulers, and intact Ancient Relics have a base chance of 26%
* Battlecruisers, Battleships and Hulk have a base probability of 20%  
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* All Battleships have a base chance of 22%
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* Malfunctioning Ancient Relics have a base chance of 21%
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* Freighters have a base chance of 18%
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* Wrecked Ancient Relics have a base chance of 14%
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As a summary of base chance, it's not difficult to get a good chance of success for modules with their base chance of 34%, but progressively more difficult for ships as their size increases. This is why investing in some decryptors is a good idea for Tech II ship invention jobs.
  
[[File:Invention chance.png|right]] It's not difficult to get a good chance of success for modules, but progressively more difficult for ships as their size increases. This is why investing in some decryptors is a good idea for Tech II ship invention jobs.
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The effect of skills is equivalent to 3.333% per science skill level and 2.5% per encryption skill level.
  
For example, using one of the invention chance calculators linked earlier:
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You can find an invention success chance calculator here https://lazy-blacksmith.space/blueprint (Search up any inventible item, relic or BPC, and click the invent option), and another chance & profit calculator here: https://eve-industry.org.
* Let's say we are inventing from a Nanofiber Internal Structure I blueprint copy, so select a Base chance value of 40%
 
* Enter 3 for the level of your encryption skill - a moderate level of proficiency
 
* Enter 4 for each of the two science skill levels - for a nanofiber, that would be Nanite Engineering and Molecular Engineering
 
* Enter nothing / +0% for decryptor
 
Press the "Recalculate" button.  The probability of success is 47.8%, near enough to what we see in-game.
 
  
Now enter Meta level 4 for the base item and recalculate.  The probability of success is now a whopping 74.2% - this illustrates the value of using higher meta level base items in invention jobs. You can experiment with different skill levels and items to see how the probability changes. Use this to determine the levels of skills you wish to train, and whether you want to invest in meta level items or decryptors.
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You can experiment with different skill levels and decryptors to see how the probability changes. Use this to determine the levels of skills you wish to train, and whether you want to invest in decryptors. Remember that decryptors also affect max runs, ME, and TE of the final BPC, not just the chance of success.
  
Note that the following factors have no impact on the probability of invention success:
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Note that the following factors have '''n'''o impact on the probability of invention success, nor the quality or number of runs on the output BPC:
* Using meta level 0 base items (as previously described)
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* ME, TE, or number of Runs on the BPC
* ME, TE or number of Runs on the BPC
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* How attractive, charming or brilliant you are :-)
* How attractive, charming or brilliant you are :-)
 
  
===Helpful guidelines===
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=== Helpful guidelines ===
  
* Encryption skill affects the chance of success moderately: training up to level 3 is very useful, beyond that, it produces only very slight improvement.
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* Science skills each improve the chance of success by more than the encryption skill, so since all are 5x rank skills, you should train science skills up first. A decent option is to initially train encryption to 3 and science skills to 4. Eventually, you should consider training encryption to 4 and the science skills to level 5 - especially the ones for ships - if you are going to be producing significant amounts of certain items.
* Science skills affect success most significantly: train up to at least level 4, and eventually to level 5 - especially the ones for ships - if you are going to be producing significant amounts of certain items.
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* Decryptors can virtually guarantee success, but can also be very expensive: in general, use the expensive ones only for big items like Tech II ships.
* Higher meta-level Tech I items can also affect success significantly: while optional, always try to use meta 3 or 4 items if you can. Meta 4 items can be expensive, but you might judge them worthwhile for some high-value T2 items. You can place buy orders in the market to get some of these at very low prices from mission-runners who want to dump their loot.
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* 'Symmetry' and 'Augmentation' type decryptors are often cheap, and add +2 or +9 (the latter at the cost of a lower invention chance) runs to the resulting BPC, so they can be very worthwhile (especially for ships and rigs, which only give 1-run BPCs by default) in driving down invention costs per manufacturing run, as well as increasing T2 manufacturing throughput by loosening the invention bottleneck.
* Decryptors can virtually guarantee success, but can also be very expensive: in general, use these only for big items like Tech II ships.
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* To maximize profits from invention, you need to minimize your investment costs. This means using buy orders to purchase invention items in the market: datacores & decryptors. You'll also want to shop around to different systems to find the most affordable blueprint copying and invention facilities.
* To maximize profits from invention, you need to minimize your investment costs. This means using buy orders to purchase invention items in the market: datacores, meta items, decryptors. You'll also want to shop around to different systems to find the most affordable blueprint copying and invention facilities.
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* As you gain more experience in invention, you can experiment with different investments in your mix of skills and decryptors. If you are going to be a serious producer of Tech II items, you will eventually want to establish, or secure access to, an engineering complex - with significant time saving bonuses - for copying and invention jobs.
* As you gain more experience in invention, you can experiment with different investments in your mix of skills, meta level items, and decryptors. Many inventors tire quickly of depending on public resources for blueprint copying, which are always in short supply.  If you are going to be a serious producer of Tech II items, you will eventually want to establish a research POS, so that you always have labs available - with significant time saving bonuses - for copying and invention jobs.
 
  
 
=== Useful links ===
 
=== Useful links ===
Apart from the invention chance calculators linked earlier, here are some more links:
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Here are some more links (caution: may be out of date since recent invention changes from CCP, especially the success chance calculators):
* A very good invention profitability calculator: http://www.eve-market-guide.com/
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* [https://www.eve-cost.eu/invention https://www.eve-cost.eu/invention]
* An easy to use tool for analyzing the profitability of T2 invention and manufacturing: http://bp.cherry.frubar.net/
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* [http://games.chruker.dk/eve_online/invention_chance.php Invention Chance Calculator]
* Another helpful tool for analyzing the potential value of invention jobs is Eve-MEEP: http://sites.google.com/site/evemeep/
 
* Invention process explained: http://wiki.eveonline.com/en/wiki/Invention
 
* Datacore types: http://wiki.eveonline.com/en/wiki/Item_Database:Manufacture_&_Research:Components:Research_&_Invention:Datacores
 
* Invention/T2 manufacturing profitability calculator: http://bp.cherry.frubar.net/
 
* Another good invention profitability calculator: http://www.eve-market-guide.com/
 
  
 
== In Ye Olde Days... ==
 
== In Ye Olde Days... ==
{{expansion past|
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{{expansion past|width=100%
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* Once upon a time, CCP decided that Tech II items and ships would be a cool thing to offer to EVE players.   
 
* Once upon a time, CCP decided that Tech II items and ships would be a cool thing to offer to EVE players.   
 
* This, however, presented a problem.  To maintain balance, T2 items had to be more expensive and harder to get than T1 items, since they represent a significant improvement in performance. They couldn't simply seed T2 BPOs in stations, as T1 BPOs are provided, or else no one would ever make T1 items anymore.  And so, in their infinite wisdom, CCP created the T2 BPO lottery, where a limited number of T2 blueprint originals were awarded to players, based on the number of research datacores they owned.  This happened with the Castor expansion in 2003.
 
* This, however, presented a problem.  To maintain balance, T2 items had to be more expensive and harder to get than T1 items, since they represent a significant improvement in performance. They couldn't simply seed T2 BPOs in stations, as T1 BPOs are provided, or else no one would ever make T1 items anymore.  And so, in their infinite wisdom, CCP created the T2 BPO lottery, where a limited number of T2 blueprint originals were awarded to players, based on the number of research datacores they owned.  This happened with the Castor expansion in 2003.
 
* This solution, naturally, presented some new problems. The production of T2 items was reserved to a relatively small number of experienced EVE players who were lucky enough to get one of the BPOs.  This allowed them to control the prices completely, making T2 items dreadfully expensive.  Also, there were rumors abound that CCP was rigging the lottery to favor certain players or corporations, making it unfair.   
 
* This solution, naturally, presented some new problems. The production of T2 items was reserved to a relatively small number of experienced EVE players who were lucky enough to get one of the BPOs.  This allowed them to control the prices completely, making T2 items dreadfully expensive.  Also, there were rumors abound that CCP was rigging the lottery to favor certain players or corporations, making it unfair.   
*So, in their now smarter infinite wisdom, CCP developed the invention process with the Revelations expansion in 2006, which allows any EVE player to produce T2 blueprint copies, after a significant investment in skills, materials, and equipment.  The invention process produces limited-run T2 BPCs, but with a chance of failure, thus making T2 item production more difficult, but still attractive enough to warrant investment by players.  Since BPCs produce limited runs of items, unlike BPOs, the invention process also keeps T2 item production at a much more intensive but more limited level than T1 production.
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* So, in their now smarter infinite wisdom, CCP developed the invention process with the Revelations expansion in 2006, which allows any EVE player to produce T2 blueprint copies, after a significant investment in skills, materials, and equipment.  The invention process produces limited-run T2 BPCs, but with a chance of failure, thus making T2 item production more difficult, but still attractive enough to warrant investment by players.  Since BPCs produce limited runs of items, unlike BPOs, the invention process also keeps T2 item production at a much more intensive but more limited level than T1 production.
* T2 BPOs still exist in EVE, and are highly prized and hideously expensive.  Their owners have gotten very rich in the game, and they guard their use very diligently.  Many have speculated that T2 BPOs may one day be discontinued - if this ever happens, not only will it make a lot of people very angry, and a lot of other people very happy, but the invention process will be the sole source of advanced tech items in the game.|width=100%}}
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* T2 BPOs still exist in EVE and are highly prized and hideously expensive.  Their owners have gotten very rich in the game, and they guard their use very diligently.  Many have speculated - and CCP has actually suggested - that T2 BPOs may one day be discontinued. If this ever happens, not only will it make a lot of people very angry, and a lot of other people very happy, but the invention process will be the sole source of advanced tech items in the game.
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== References ==
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[[Category:Industry]]

Revision as of 12:32, 29 October 2022

Invention is the means by which you produce blueprint copies for Tech 2 items and ships in EVE, which can then be sold on the market, or (more popularly) be used to manufacture those items for sale or personal use in the game.

A player using the invention process takes a blueprint copy (BPC) for a Tech 1 item, adds certain specialized equipment, and attempts to create a BPC for a corresponding Tech 2 item. Although it sounds simple, invention can be very expensive and difficult to do successfully.

The (hopefully) created BPC will have a single run on a ship or rig BPC, and 10 runs on everything else. Regardless of the research performed on the T1 BPC, the result will have exactly ME 2% and TE 4%.[1] However, Runs, ME and TE levels on the created BPC can be adjusted using decryptors (see optional items below).

For a quick history of Tech II manufacturing, see the section at the bottom of this page.


Skills Required

You need to train several different types of skills in order to perform the invention process:

An inventor must have the proper encryption method skill and the two science skills trained, as required for each item, in order to start an Invention job. Higher skill levels of the encryption methods and science skills lead to a better chance of invention. In order to see which skills are required, look in the Invention tab in a blueprint for any Tech I item.

For example, this Inferno Rocket Blueprint (see right) requires:

  • Rocket Science I
    • Mechanics V
    • Science V
  • Electronic Engineering I
    • Science V
    • CPU Management V
  • Caldari Encryption Methods I
    • Hacking II
      • Electronics Upgrades III
        • CPU Management II
        • Power Grid Management II
      • Science III

You should train the encryption method skills to at least level 3, and the science skills at least to level 4, to have a good chance of invention success.

Other Related Skills

Laboratory Operation and Advanced Laboratory Operation will govern how many concurrent science jobs you can perform. Scientific Networking will govern from how many jumps away you can start science jobs.

Worth mentioning here, but completely useless to invention, are four further Science skills that are not used at all in invention. These are:

They are used exclusively in the manufacture of storyline modules, which are obtainable as BPCs from COSMOS missions. Note that the Sleeper Technology skill, despite its name, is not used for T3 production - you want Sleeper Encryption Methods (4x) for T3 production.

Items required

There are 3 mandatory items and 1 optional item needed for invention. To find out which items are required, look in the Invention tab in a blueprint for any Tech I item, or load the blueprint into the Industry window and choose Invention.

Mandatory Items

  1. Blueprint copy
    • You must have a T1 blueprint copy (BPC) of the T2 item you wish to create. Whether the invention job is successful or not, this BPC will be returned to you with one fewer run remaining on it. If it only has one run remaining, it will be consumed.
    • The ME, TE, and Runs Remaining on the input BPC are irrelevant.
    • Not all items have T2 versions. To check this, open the Information window for a T1 item and look at the "Variations" tab. If a T2 version is shown there, then a T1 BPC for that item can be used to create a T2 BPC.
  2. Datacores
    • Each invention job will require two types of datacores. The number of datacores needed depends on the size of the object created. Small modules only require one datacore of each type while battleships require 32 of each type.
    • Datacores are primarily obtained through Factional Warfare loyalty point stores. They can also be 'farmed' from Research agents, although much less effectively, whilst some datacores can be found in exploration sites. However obtained, they tend to end up on the market, in the Manufacture & Research > Research Equipment > Datacores tab.
    • Whether the invention job is successful or not, these datacores will be consumed.

Optional Item

Selecting a decryptor
  1. Decryptors (recommended for big expensive invention jobs, like T2 ships)
    • Decryptors are an optional item that can be added to the invention process. Decryptors affect the invention chance of the process as well as the material efficiency, time efficiency, and the number of runs of the created T2 BPC. Decryptors will be consumed during the Invention process, successful or not.
    • Add the values from the decryptor to the base values to calculate the final outcome of the T2 BPC.
    • Excellent guide to decryptors: https://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html NOTE: pre-Crius guide, use with caution
    • The different types of decryptors are:
      • Accelerant Decryptor
      • Attainment Decryptor
      • Augmentation Decryptor
      • Parity Decryptor
      • Process Decryptor
      • Symmetry Decryptor
      • Optimized Attainment Decryptor
      • Optimized Augmentation Decryptor


Decryptor Stats
Decryptor Probability Multiplier (% from 100%) Runs Material Efficiency Modifier Time Efficiency Modifier
Accelerant +20 +1 +2 +10
Attainment +80 +4 -1 +4
Augmentation -40 +9 -2 +2
Optimized Attainment +90 +2 +1 -2
Optimized Augmentation -10 +7 +2 0
Parity +50 +3 +1 -2
Process +10 0 +3 +6
Symmetry 0 +2 +1 +8

The invention process

Gather your BPC, all mandatory items, and any optional items you desire to use in a station, citadel, or engineering complex with invention facilities. Engineering complexes provide significant innate reductions (from 15% to 30% depending on complex size) to job duration and installation cost, and further reductions in time and cost are possible if the complex owner has installed the appropriate rigs.

Select the relevant BPC in the Industry window, and choose Invention on the activity list. The resulting window will tell you your invention chance, taking into account your skills and any selected optional items.

The optional items can be selected using the boxes on the left hand side of the Industry UI. All possible items will be listed, but items not available for use (i.e. not found in the input material location) will be faded out. You can use the decryptor selection box to look at how each different decryptor affects invention chance and outcome.

Be sure to select the correct Outcome, because some T1 BPCs can invent more than one T2 item (for example, a Scourge Rocket BPC invents both the Scourge Rage Rocket and Scourge Javelin Rocket BPCs, two different types of T2 rocket ammunition).

Invention ui.png

Once the job is complete and delivered, you do not receive any explicit notification if your job was successful. The only indication of success is that the 'Outcome' box in the Industry window actually contains your T2 BPC and an animated blue highlight - you will be able to find your new T2 BPO in the list of blueprints.

Job success.png

If your invention failed, however, the 'Outcome' box in the industry window will tint red, with an animated red bar across, and display a large Job failed text in red.

You can also see a summary of the success or failure of each job in the job listing after delivery.

Either way, your datacores, and optional decryptor will be consumed, and your BPC will be returned with one fewer run on it (unless it only had 1 run remaining).

T2 BPCs

Tech 2 blueprint copies for most items have 10 runs, +2% ME and +4% TE, unless modified by a decryptor.[1] T2 BPCs for ships and rigs have 1 run (again unless modified by a decryptor). The only activity you can do with a T2 BPC is to manufacture it, you cannot research or copy it.

Maximizing invention success

The chance for a successful invention is calculated by this formula:

[math] \displaystyle \text{Success chance} = \text{Base} \times \left( 1 + \frac{\text{Science skill 1} + \text{Science skill 2}}{30} + \frac{\text{Racial encryption method}}{40} \right) \times \left(1 + \frac { \text{Probability Multiplier of Decryptor} }{100\%} \right) [/math]

Base Chance:

  • All modules, rigs, and ammo have a base chance of 34%
  • All Frigates and Destroyers have a base chance of 30%
  • Cruisers, Battlecruisers, Mining Barges, Haulers, and intact Ancient Relics have a base chance of 26%
  • All Battleships have a base chance of 22%
  • Malfunctioning Ancient Relics have a base chance of 21%
  • Freighters have a base chance of 18%
  • Wrecked Ancient Relics have a base chance of 14%

As a summary of base chance, it's not difficult to get a good chance of success for modules with their base chance of 34%, but progressively more difficult for ships as their size increases. This is why investing in some decryptors is a good idea for Tech II ship invention jobs.

The effect of skills is equivalent to 3.333% per science skill level and 2.5% per encryption skill level.

You can find an invention success chance calculator here https://lazy-blacksmith.space/blueprint (Search up any inventible item, relic or BPC, and click the invent option), and another chance & profit calculator here: https://eve-industry.org.

You can experiment with different skill levels and decryptors to see how the probability changes. Use this to determine the levels of skills you wish to train, and whether you want to invest in decryptors. Remember that decryptors also affect max runs, ME, and TE of the final BPC, not just the chance of success.

Note that the following factors have no impact on the probability of invention success, nor the quality or number of runs on the output BPC:

  • ME, TE, or number of Runs on the BPC
  • How attractive, charming or brilliant you are :-)

Helpful guidelines

  • Science skills each improve the chance of success by more than the encryption skill, so since all are 5x rank skills, you should train science skills up first. A decent option is to initially train encryption to 3 and science skills to 4. Eventually, you should consider training encryption to 4 and the science skills to level 5 - especially the ones for ships - if you are going to be producing significant amounts of certain items.
  • Decryptors can virtually guarantee success, but can also be very expensive: in general, use the expensive ones only for big items like Tech II ships.
  • 'Symmetry' and 'Augmentation' type decryptors are often cheap, and add +2 or +9 (the latter at the cost of a lower invention chance) runs to the resulting BPC, so they can be very worthwhile (especially for ships and rigs, which only give 1-run BPCs by default) in driving down invention costs per manufacturing run, as well as increasing T2 manufacturing throughput by loosening the invention bottleneck.
  • To maximize profits from invention, you need to minimize your investment costs. This means using buy orders to purchase invention items in the market: datacores & decryptors. You'll also want to shop around to different systems to find the most affordable blueprint copying and invention facilities.
  • As you gain more experience in invention, you can experiment with different investments in your mix of skills and decryptors. If you are going to be a serious producer of Tech II items, you will eventually want to establish, or secure access to, an engineering complex - with significant time saving bonuses - for copying and invention jobs.

Useful links

Here are some more links (caution: may be out of date since recent invention changes from CCP, especially the success chance calculators):

In Ye Olde Days...

References

  1. ^ a b EVE Industry - All you want to know (Crius Expansion). By CCP Greyscale - EVE dev-blogs 2014-07-18