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Invention: Difference between revisions

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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.
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.
{{expansion past|
* 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 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.
* 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=75%}}


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.
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.


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).
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).
For a quick history of T2 manufacturing, see the section at the bottom of this page.


== Skills Required ==
== Skills Required ==
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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 this handy calculator 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]
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 ===
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== Items required ==
== Items required ==


There are 3 mandatory items and 2 optional items needed for invention. To find out what items are required, look in the Invention tab in a blueprint for any Tech I item.
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.


===Mandatory Items===
===Mandatory Items===
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#* 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
#* 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


Use this handy calculator 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]
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/]


== The invention process ==
== The invention process ==
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[[File:Invention ui.png]]
[[File:Invention ui.png]]


-----------------
Once the job is complete and delivered, you do not receive any explicit notification as to whether your job has been successful or not.  The only indication of success is that the 'Outcome' box in the Industry window actually contains your T2 BPC and an animated highlight - you will be able to find your new T2 BPO in the list of blueprints.
WIP below here...
 
-----------------
If your invention failed, [INSERT TEXT].
 
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).
 
=== T2 BPCs ===


* When you select a completed job (from the Science & Industry listing on your [[NeoCom|NeoCom]]), there will be a Deliver button at the bottom of the dialog. Click that to have the product of your job delivered to you.
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.


* When delivered, you'll get either a "You were successful!" or a "You failed." message.
== Maximizing invention success ==
** Items are consumed by the invention process, whether successful or not.


* If successful, you'll get a Tech II item BPC.
The chance for a succesful invention is calculated by this formula:
** Tech II module BPCs have runs of 10 items, unless modified by a decryptor.
** Tech II ship BPCs have runs of 1 item, unless modified.
** ME and PE on these Tech II BPCs are awful, so you'll have higher than normal requirements for manufacturing, including some specialty items.  These items can be manufactured through Planetary Interaction, or in POS in null sec or low-sec space that conduct moon mining.  But most starting inventors simply acquire them using buy orders in trade hubs.


=== Maximizing invention success ===
[[File:Invention equation.png]]


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%


** Base Chance
[[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.
*** 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:
For example, using one of the invention chance calculators linked earlier:
** Let's say we are inventing Power Diagnostic System II module blueprint copies, so select a Base chance value of 40%
* 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 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 4 for each of the two science skill levels - for a nanofiber, that would be Nanite Engineering and Molecular Engineering
** Enter Metalevel 4 for our base item - for a PDS, this would be a "Beta Reactor Control: Diagnostic System I"
* Enter nothing / +0% for decryptor
** Enter None for decryptor
Press the "Recalculate" button.  The probability of success is 47.8%, near enough to what we see in-game.
** 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:
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.
** 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:
Note that the following factors have no impact on the probability of invention success:
** Encryption skill affects the chance of success moderately - training up to level 3 is useful - beyond that, it produces only very slight improvement
* Using meta level 0 base items (as previously described)
** 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
* ME, TE or number of Runs on the BPC
** 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.
* How attractive, charming or brilliant you are  :-)
** 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....


* Useful links:
===Helpful guidelines===
** 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
* Encryption skill affects the chance of success moderately: training up to level 3 is very useful, beyond that, it produces only very slight improvement.
** Invention chance calculator: http://games.chruker.dk/eve_online/invention_chance.php
* 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.
** Invention/T2 manufacturing profitability calculator: http://bp.cherry.frubar.net/
* 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.
** Another good invention profitability calculator: http://www.eve-market-guide.com/
* 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 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, 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 ===
Apart from the invention chance calculators linked earlier, here are some more links:
* 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/
* 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... ==
{{expansion past|
* 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 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.
* 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%}}