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It is important to note that material rounding happens ''after'' you have multiplied by the number of runs. Here's an example, the Scourge Rocket BPO. You can see that at 0% ME, the Scourge rocket requires 31 Tritanium and 26 Pyerite to build. If you researched it to 2% ME, it would require 30.38 Tritanium and 25.48 Pyerite. Because minerals round up, if you only did a single run to build a single batch of rockets, the amount of materials required would not actually change. | It is important to note that material rounding happens ''after'' you have multiplied by the number of runs. Here's an example, the Scourge Rocket BPO. You can see that at 0% ME, the Scourge rocket requires 31 Tritanium and 26 Pyerite to build. If you researched it to 2% ME, it would require 30.38 Tritanium and 25.48 Pyerite. Because minerals round up, if you only did a single run to build a single batch of rockets, the amount of materials required would not actually change. | ||
[[File:Mineral rounding 1.png]] | [[File:Mineral rounding 1.png|thumb|300px|The ME increase is not big enough to have any effect on the ammount of tritanium needed for single run.]] | ||
[[File:Mineral rounding 2.png|thumb|300px|The same BP as in above image but this time in a job requiring multiple runs. Since the ME is applied for the job as a whole the tritanium ammount is now reduced.]] | |||
However, if you did 100 runs to build 100 batches of rockets, because material rounding occurs ''after'' you multiply by the number of runs, you would need 3038 Tritanium and 2548 Pyerite to build 100 rocket batches. In this way, even researching to -1% or -2% ME can be worthwhile if you intend to mass produce items. | However, if you did 100 runs to build 100 batches of rockets, because material rounding occurs ''after'' you multiply by the number of runs, you would need 3038 Tritanium and 2548 Pyerite to build 100 rocket batches. In this way, even researching to -1% or -2% ME can be worthwhile if you intend to mass produce items. | ||
However, no required materials can be reduced to less than one. If your 0% ME blueprint requires 1 unit of a material to build, even ME -10% will not reduce that amount of materials at all. This is most obvious in T2 ship manufacturing where you will always need one T1 hull for one T2 product even with high ME and multiple runs. For example you will always need 10 [[Rifter]]s to build 10 [[Jaguar]]s, never 9, even if your Jaguar blueprint is fully researched. | However, no required materials can be reduced to less than one. If your 0% ME blueprint requires 1 unit of a material to build, even ME -10% will not reduce that amount of materials at all. This is most obvious in T2 ship manufacturing where you will always need one T1 hull for one T2 product even with high ME and multiple runs. For example you will always need 10 [[Rifter]]s to build 10 [[Jaguar]]s, never 9, even if your Jaguar blueprint is fully researched. | ||