Difference between revisions of "User:Dominik isu"

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'''Drafting'''
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Welcome to my User page!
  
== Class Information ==
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This is a syllabus for a class provided by EVE University.  This section contains information about this class and its contents. '''General Information''' includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under '''Notes for the Teacher'''.
 
 
 
=== General Information ===
 
Post this in the forums (remember to change the date and time)
 
<pre>
 
[size=200][color=#FDD017][b]Dealing With Wars in Eve University[/b][/color][/size]
 
 
 
[img]http://www.zwaldtransport.com/images/placeholders/placeholder1.jpg[/img]
 
 
 
This class introduces players to the idea of a hisec wardec, and how to deal with them.
 
 
 
[color=#FFFF00]When:[/color] Date and EVE Time
 
[color=#FFFF00]Where:[/color] Public Mumble and Lecture.E-UNI
 
[color=#FFFF00]Duration:[/color] ~1 hour for lecture and Q&A
 
 
 
[color=#FFFF00]Topics Covered:[/color]
 
[list][*]War
 
[*]What is a war, and how does it work?
 
[*]How wars will affect you.
 
[*]How your daily activities may be impacted.
 
[*]How to function during a war.
 
[*]Avoiding and escaping War Targets.
 
[*]Q&A [/list]
 
[color=#FFFF00]Student requirements:[/color]
 
[list][*]Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: [url]http://eveuni.org/publicmumble[/url].
 
[*]Access to the Lecture.E-UNI in-game chat channel.
 
[*]This class will mostly be a lecture, with some QA at the end. There will be an optional practical at the end.[/list]
 
 
 
[color=#FFFF00][b]Questions?[/b][/color] Ask in this thread.
 
</pre>
 
 
 
=== Notes for the Teacher ===
 
Required materials:
 
* Access to Lecture.E-UNI chat channel, to receive questions and post relevant links
 
* Registration and access to the UNI Public Mumble server
 
* You should be experienced enough to have some tips of your own/understand how these work.
 
* Useful links:
 
** Some thoughts on Hisec PvP:http://forum.eveuniversity.org/viewtopic.php?f=83&t=72654&hilit=pvp+in+high
 
** The MWD Cloak Trick: http://wiki.eveuniversity.org/Cloak_Trick
 
** Escaping a Gate Camp: https://wiki.eveonline.com/en/wiki/Gate_Camp#Escaping
 
** Creating an Alt Hauler: http://wiki.eveuniversity.org/Creating_an_Alt_Hauler
 
** Our Wartime Standard Operating Procedure:http://wiki.eveuniversity.org/Wartime_Standard_Operating_Procedures
 
** Tips For War: http://wiki.eveuniversity.org/Tips_For_War
 
 
 
== Class Contents ==
 
 
 
===Introduction ===
 
 
 
Welcome to the High Sec War Class. This class is meant to teach you about High Sec wars, and how they will affect your future at Eve University.
 
 
 
This course is designed primarily for players who have just joined Eve University, and do not know what a High Sec war is, and how to deal with one.
 
 
 
Over the next hour, I will explain what a War Dec is, how they work, how your daily activities will be affected, and how to avoid War Targets.
 
 
 
''(Instructor should then introduce himself or herself - covering relevant experience level and background.)''
 
 
 
We have a few ground rules for this class:
 
* Please configure your Mumble settings for "Push to Talk" if you have not already done so.
 
* Feel free to type any questions in the Lecture.E-Uni chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
 
* There will be an optional practical at the end.
 
 
 
Everyone ready?  OK, then - let's begin....
 
 
 
=== What is a High Sec War? ===
 
 
 
*A High Sec war is when a Corporation or Alliance pays ISK to CONCORD to become legally engageable to another Corporation or Alliance.
 
**Being legally engageable means that you will show up as flashy red to a member of the opposing corporation, and vice versa (With default or Uni settings). You can attack them in any space, and take no repercussions, except for the normal aggression timers.
 
 
 
*The Uni will most likely be at war when you join, or will be decced soon.
 
 
 
=== How do wars affect you? ===
 
 
 
*The Uni is usually decced by professional Highsec PvP corp, which have members who are very good at hunting you down.
 
**This means you must take extra precautions during your normal day to day activities, to avoid being blown by WT's.
 
 
 
=== Doing your Daily Activities Safely ===
 
 
 
*When you are doing PvE such as mining...
 
 
 
**use Dscan
 
 
 
=== Avoiding War Targets when on the Move ===
 
 
 
* Ultra-useful invention chance calculator: http://games.chruker.dk/eve_online/invention_chance.php
 
 
 
* The chance for a succesful invention is calculated by this formula: Invention_Chance = Base_Chance * (1 + (0.01 * Encryption_Skill_Level)) * (1 + ((Datacore_1_Skill_Level + Datacore_2_Skill_Level) * (0.1 / (5 - Meta_Level)))) * Decryptor_Modifier
 
** Base Chance
 
*** Modules and Ammo have a base probability of 40%
 
*** Frigates, Destroyers, Freighters and Skiff have a base probability of 30%
 
*** Cruisers, Industrials and Mackinaw have a base probability of 25%
 
*** Battlecruisers, Battleships and Hulk have a base probability of 20%
 
*** In summary, 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.
 
** (Racial) Encryption Skill Level
 
*** 0.01 x Encryption Skill Level (so something between 0.01 and 0.05)
 
** Science Skills (one for each of the required datacores)
 
*** 0.02 x Combined Level of Advanced Science Skills (so something between 0.04 and 0.2)
 
** Tech I Meta Level Item (optional)
 
*** Metalevel 0 item does not improve invention probability
 
** Decryptor (optional)
 
*** See table above for probability multiplier
 
 
 
* For example, using the invention chance calculator, enter these values:
 
** Let's say we are inventing Power Diagnostic System II module blueprint copies, 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 PDS, that would be High Energy Physics and Quantum Physics
 
** Enter Metalevel 4 for our base item - for a PDS, this would be a "Beta Reactor Control: Diagnostic System I"
 
** Enter None for decryptor
 
** Press the "Recalculate" button.  The probability of success is... 74.16%
 
** Now enter Metalevel 0 for the base item and recalculate.  The probability of success is now... 47.79% - 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.
 
 
 
* Note that the following factors have no impact on the probability of invention success:
 
** Using meta level 0 base items (as previously described)
 
** Material Level of the input BPC
 
** Productivity Level of the input BPC
 
** Licensed runs of the input BPC (though it can affect output BPC runs)
 
** How attractive, charming or brilliant you are  :-)
 
 
 
* A few helpful guidelines:
 
** Encryption skill affects the chance of success moderately - training up to level 3 is useful - beyond that, it produces only very slight improvement
 
** Science skills affect success most significantly - train up to at least level 4, and eventually to level 5 if you are going to be producing significant amounts of certain items
 
** Higher meta-level Tech I items can also affect success significantly - while optional, use meta 3 or 4 items (when affordable) if you can.  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.
 
** Decryptors can virtually guarantee success, but can also be very expensive - in general, use these only for big items like Tech II ships.
 
** 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 stations to find the most affordable blueprint copying and invention research labs - they all charge fees for their services, and some more than others.
 
** A very good invention profitability calculator: http://www.eve-market-guide.com/
 
** An easy to use tool for analyzing the profitability of T2 invention and manufacturing: http://bp.cherry.frubar.net/
 
** Another helpful tool for analyzing the potential value of invention jobs is Eve-MEEP: http://sites.google.com/site/evemeep/
 
** 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 lab slots available for copying and invention jobs.  But that is the subject of another entire class....
 
 
 
=== Practical ===
 
 
 
===Class Wrap-up===
 
 
 
* Thanks for attending!
 
** If you liked the class, please send me a tip of 1 ISK, and include a comment when you send it.
 
** I would appreciate any feedback from people on how to improve the class, positive or negative - send me an EVE mail with your ideas or critique.
 
* Good luck, and may you have a rich career in Eve-Uni!
 
* Questions?
 
* Optional: Thank Lynn Breau and SwiftSyTz Ahishatsu for inspiring me to make this, and any editors who helped make this class.
 

Revision as of 18:35, 16 May 2014

Welcome to my User page!

Blank for now.