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'''Invention''' is the means by which you produce [[blueprint]] copies for [[Techs, Tiers 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.
  
 +
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.
  
== Introduction ==
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The (hopefully) created BPC will have a single run on a ship 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).
  
* 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.
+
For a quick history of Tech II manufacturing, see the section at the bottom of this page.
  
* A little history about Tech II production....
 
** 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 play balance, Tech II items had to be more expensive and harder to get than Tech I items, since they represent a significant improvement in performance.  They couldn't simply seed Tech II blueprints in stations, as Tech I BPOs are provided, or else no one would ever make Tech I items anymore.  And so, in their infinite wisdom, CCP created the Tech II BPO lottery, where a limited number of Tech II 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 Tech II 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 Revalations expansion in 2006, which allows any EVE player to produce Tech II blueprint copies, after a significant investment in skills, materials, and equipment.  The invention process produces limited-run Tech II blueprint copies, but with a chance of failure, thus making Tech II 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 Tech II item production at a much more intensive but more limited level than Tech I production.
 
** Tech II 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 Tech II BPOs may one day be discontinued - if this ever happens, then the invention process will be the sole source of advanced tech items in the game.
 
  
* A player using the invention process takes a blueprint copy for a lower tech item, adds certain specialized equipment, and attempts to create a blueprint copy for a higher tech item.  Although it sounds simple, invention can be very expensive and difficult to do successfully.
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== Skills Required ==
  
=== Required skills for invention ===
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You need to train several different types of skills in order to perform the invention process:
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* Basic Science and Engineering skills - Almost all of the invention processes require the following skills:
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** {{sk|Mechanics|mult=yes}} V
 +
** {{sk|Power Grid Management|mult=yes}} V
 +
** {{sk|CPU Management|mult=yes}} V
  
* You need to train several different types of skills in order to perform the invention process:
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* There are four racial 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.
** Basic skills - to give you access to encryption and advanced science skills
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** {{sk|Amarr Encryption Methods|mult=yes}}
** 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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** {{sk|Caldari Encryption Methods|mult=yes}}
** Advanced Science skills - each Tech II item requires at least two of these
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** {{sk|Gallente Encryption Methods|mult=yes}}
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** {{sk|Minmatar Encryption Methods|mult=yes}}
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** {{sk|Sleeper Encryption Methods|mult=yes}}
  
* The basic skills needed for invention are:
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*Each item also has two advanced science skills associated with it. The advanced science skills are:
** CPU Management II
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** {{sk|Amarr Starship Engineering|mult=yes}}
** Power Grid Management II
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** {{sk|Caldari Starship Engineering|mult=yes}}
** Electronics Upgrades III
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** {{sk|Gallente Starship Engineering|mult=yes}}
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** {{sk|Minmatar Starship Engineering|mult=yes}}
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** {{sk|Electromagnetic Physics|mult=yes}}
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** {{sk|Electronic Engineering|mult=yes}}
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** {{sk|Graviton Physics|mult=yes}}
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** {{sk|High Energy Physics|mult=yes}}
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** {{sk|Hydromagnetic Physics|mult=yes}}
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** {{sk|Laser Physics|mult=yes}}
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** {{sk|Mechanical Engineering|mult=yes}}
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** {{sk|Molecular Engineering|mult=yes}}
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** {{sk|Nanite Engineering|mult=yes}}
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** [[File:Invention info.png|right]]{{sk|Nuclear Physics|mult=yes}}
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** {{sk|Plasma Physics|mult=yes}}
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** {{sk|Quantum Physics|mult=yes}}
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** {{sk|Rocket Science|mult=yes}}
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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.
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For example, this Inferno Rocket Blueprint (see right) requires:  
 +
* Rocket Science I
 +
** Mechanics V
 +
** Science V
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* Electronic Engineering I
 
** Science V
 
** Science V
** Hacking II  
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** CPU Management V
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* Caldari Encryption Methods I
 +
** Hacking II
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*** 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.
 +
 
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=== Other Related Skills ===
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{{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.}}
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 +
== Items required ==
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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.
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=== Mandatory Items ===
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# Blueprint copy
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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 runs remaining on it. If it only has one run remaining, it will be consumed.
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#* 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.
 +
# 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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#* 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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#* Whether the invention job is successful or not, these datacores will be consumed.
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 +
=== Optional Item  ===
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[[File:Selecting a decryptor.png|right|500px|thumb|Selecting a decryptor]]
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# 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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#* Add the values from the decryptor to the base values to calculate the final outcome of the T2 BPC.
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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
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#* The different types of decryptors are:
 +
#** Accelerant Decryptor
 +
#** 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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 +
 
 +
{| class="wikitable" style="text-align:center;"
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|+ style="text-align:left; font-size:110%"| Decryptor Stats
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|-
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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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| -1
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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
 +
| +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
 +
| +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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|}
  
* There are four racial encryption methods skills:
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== The invention process ==
** Amarr Encryption Methods
 
** Caldari Encryption Methods
 
** Gallente Encryption Methods
 
** Minmatar Encryption Methods
 
** Each T2 item is associated with one of these encryption methods.
 
  
* Each item also has two advanced science skills associated with it. The advanced science skills are:
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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.
** (Racial) Starship Engineering - one for the four racial factions (Amarr, Gallente, Caldari, Minmatar)
 
** Electromagnetic Physics
 
** Electronic Engineering
 
** Graviton Physics
 
** High Energy Physics
 
** Hydromagnetic Physics
 
** Laser Physics
 
** Mechanical Engineering
 
** Molecular Engineering
 
** Nanite Engineering
 
** Nuclear Physics
 
** Plasma Physics
 
** Quantum Physics
 
** Rocket Science
 
  
* An inventor must have the basic skills, 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. The basic skills do not alter your success chances.
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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.
** In order to see which skills are required, look in the Invention tab in a blueprint for any Tech I item.
 
** For example, 1MN Afterburner invention requires:
 
*** Minmatar Encryption Methods 1
 
*** Molecular Engineering 1
 
**** Science 5
 
**** Mechanic 5
 
*** Rocket Science 1
 
**** Science 5
 
**** Electronics 5
 
** You should train encryption skills to at least level 3, and advanced science skills at least to level 4, to have a good chance of invention success.
 
** This handy reference guide shows how different combinations of science skills and corresponding datacores can be used to invent different items: http://dl.eve-files.com/media/0704/Invention.zip
 
  
=== Equipment for invention ===
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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.
  
* There are 3 mandatory items and 2 optional items needed for invention.
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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).
* If you look on the "Info" for the BPC, there will be an Invention tab under the Bill of Materials. This tab will show all the needed items for the job. It does not include the optional items.
 
  
* Mandatory Items:
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[[File:Invention ui.png|800px]]
** Blueprint copy (mandatory item)
 
*** You must have a T1 blueprint copy (BPC) of the T2 item you wish to create. If the Invention job is successful, this BPC will be changed from T1 to T2. If the job is unsuccessful, the BPC will be destroyed.
 
*** The Material Efficiency and Production Efficiency of the BPC does not matter for an Invention job. The only attribute that matters is the number of runs on the BPC. This will directly affect the number of runs of the T2 BPC.
 
** Datacores (mandatory items)
 
*** 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.
 
*** To learn how to acquire datacores, please attend the [[Datacore Farming]] 101 class.
 
** Data Interface (mandatory item)
 
*** Each job will require a data interface. 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. So, if you ever decide to go into T2 manufacturing on a large scale, you only need to purchase a single set of interfaces.
 
*** 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 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.
 
*** For reference http://wiki.eveonline.com/en/wiki/Invention#Data_Interfaces
 
  
* You must use the same racial interface as the racial encryption method skill needed. For example, 1MN Afterburner invention requires Minmatar Encryption Methods. Therefore you need to have the Cryptic Data Interface for invention.
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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.
  
* Optional Items:
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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.  
** Base Item (optional item, but recommended)
 
*** 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 Level 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 (optional item, 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, production efficiency, and number of runs of the created T2 bpc. Decryptors will be consumed during the Invention process, successful or not.
 
*** When using no decryptor the base values for a T2 BPC are the following: Runs: 1 (ships) 10 Mods, ME: -4, PE: -4. Add the values from the decryptor to the base values to calculate the final outcome of the T2 BPC.
 
*** Excellent guide to decryptors (including new ones introduced in the Odyssey update): http://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html
 
*** For general reference: http://wiki.eveonline.com/en/wiki/Invention#Decryptors_and_Tech_I_Items
 
  
=== The invention process ===
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You can also see a summary of the success or failure of each job in the job listing after delivery.
  
* For a step-by-step walkthrough of the invention mechanics, see this link: http://www.eve-wiki.net/index.php?title=Invention_Walkthrough
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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).
  
* First, acquire all the requirements that you need for invention.
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=== T2 BPCs ===
** Check the Invention tab on your Tech I blueprint for all the required skills and materials.
 
** Acquire a blueprint copy (BPC) for your Tech I item - make the number of production runs on this BPC to the maximum possible.  (For example, on a Power Diagnostic System I BPC, the maximum number of runs is 300.)
 
** Train the skills to the recommended levels.
 
** Buy (or manufacture) the required items: BPC, data interface, datacores.
 
** Acquire the base item (named meta 1-4 item) and/or decryptor, if you wish to use optional items to boost your chance of success.
 
  
* Transport all required items to a station (or POS) that has public research labs.
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Tech 2 blueprint copies always 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.
** For example, Poteque Pharma Biotech Research station at Reset VII-11 provides public research labs.
 
** Note that the UNI research POS does not provide support for invention jobs as game mechanics do not allow corp inventions to be installed at an alliance PoS.
 
  
* Select your Tech I BPC, right click on it, and select "Invention".
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== Maximizing invention success ==
  
* Complete the invention research job dialogue box:
+
The chance for a successful invention is calculated by this formula:  
** Installation: select the research lab that will conduct the invention job.
 
** Blueprint: select the Tech I BPC for this invention job.
 
** Input/Output: show the location(s) for all required items needed for the job, and where you would like the Tech II BPC to be deposited, if successful.
 
** Base Item: if you include an optional meta 1-4 item, select it here.
 
** Decryptor: if you include a decryptor, select it here.
 
** Output Type: if you can produce one of several types of Tech II BPCs from this invention job, select the desired output here.  For example, conducting research on a Gallente Atron frigate can produce either an Ares or Taranis interceptor, depending on what you select.
 
  
* Start the job and wait for the outcome.  You can monitor the status of your invention jobs by clicking the Science & Industry button on your [[NeoCom|NeoCom]], and select the 'Jobs' tab, then pressing the "Get Jobs" button. If you click on your job listing, the dialog will show useful things, including how long the job has to complete. This updates in real time, so you can leave the dialog up if you want a second-by-second countdown timer. Wait times for invention jobs range from about an hour for simple modules, up to several days for large ships.
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:<math> \displaystyle \text{Success chance} = \text{Base} \left( 1 + \frac{ \text{Science skill 1} + \text{Science skill 2} }{30} + \frac{ \text{Racial encryption method} }{40} \right)</math>
  
* 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.
+
Base Chance:
 +
* All modules, rigs, ammo and all intact Ancient Relics have a base chance of 34%
 +
* All Frigates, Destroyers and all malfunctioning Ancient Relics have a base chance of 30%
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* Cruisers, Battlecruisers, Mining Barges, Industrials have a base chance of 26%
 +
* All Battleships and all wrecked Ancient Relics have a base chance of 22%
 +
* Freighters have a base chance of 18%
  
* When delivered, you'll get either a "You were successful!" or a "You failed." message.
+
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.
** Items are consumed by the invention process, whether successful or not.
 
  
* If successful, you'll get a Tech II item BPC.
+
Here's a very basic invention chance calculator created in Google Sheets - [http://www.eveuni.org/invention http://www.eveuni.org/invention].  
** Tech II module BPCs have runs of 10 items, unless modified by a decryptor.
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* Let's say we are inventing from the Inferno Rocket Blueprint in the earlier image - so select ''Modules, drones, rigs, ammo, intact Ancient Relics'' in the first box.
** Tech II ship BPCs have runs of 1 item, unless modified.
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* Select 4 for each of the two science skill levels - for the Inferno Rocket, that would be Electronic Engineering and Rocket Science
** 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.
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* Select 3 for the level of your encryption skill - a moderate level of proficiency
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* Select none for the decryptor
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The probability of success is 45.6%, exactly what we see in-game. You can find a much fancier success chance here [http://games.chruker.dk/eve_online/invention_chance.php http://games.chruker.dk/eve_online/invention_chance.php], and another chance & profit calculator here: [http://eve-industry.org http://eve-industry.org].
  
=== Maximizing invention success ===
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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.
  
* Ultra-useful invention chance calculator: http://games.chruker.dk/eve_online/invention_chance.php
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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:
 +
* ME, TE or number of Runs on the BPC
 +
* How attractive, charming or brilliant you are  :-)
  
* 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
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===Helpful guidelines===
** 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:
+
* 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.
** Let's say we are inventing Power Diagnostic System II module blueprint copies, so select a Base chance value of 40%
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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.
** Enter 3 for the level of your encryption skill - a moderate level of proficiency
+
* '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.
** Enter 4 for each of the two science skill levels - for a PDS, that would be High Energy Physics and Quantum Physics
+
* To maximize profits from invention, you need to minimize your investment costsThis 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.
** Enter Metalevel 4 for our base item - for a PDS, this would be a "Beta Reactor Control: Diagnostic System I"
+
* As you gain more experience in invention, you can experiment with different investments in your mix of skills and decryptorsIf 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.
** Enter None for decryptor
 
** Press the "Recalculate" button.  The probability of success is... 74.16%
 
** Now enter Metalevel 0 for the base item and recalculateThe 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 changesUse 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:
+
=== Useful links ===
** Using meta level 0 base items (as previously described)
+
Here are some more links (caution: may be out of date since recent invention changes from CCP, especially the success chance calculators):
** Material Level of the input BPC
+
* [http://www.eve-cost.eu/invention http://www.eve-cost.eu/invention]
** Productivity Level of the input BPC
+
* Another helpful tool for analyzing the potential value of invention jobs is Eve-MEEP: http://sites.google.com/site/evemeep/
** Licensed runs of the input BPC (though it can affect output BPC runs)
 
** How attractive, charming or brilliant you are  :-)
 
  
* A few helpful guidelines:
+
== In Ye Olde Days... ==
** Encryption skill affects the chance of success moderately - training up to level 3 is useful - beyond that, it produces only very slight improvement
+
{{expansion past|
** 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
+
* Once upon a time, CCP decided that Tech II items and ships would be a cool thing to offer to EVE players. 
** Higher meta-level Tech I items can also affect success significantly - while optional, use meta 3 or 4 items (when affordable) if you canYou 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.
+
* 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 anymoreAnd 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.
** Decryptors can virtually guarantee success, but can also be very expensive - in general, use these only for big items like Tech II ships.
+
* 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.   
** 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, decryptorsYou'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.
+
*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.
** A very good invention profitability calculator: http://www.eve-market-guide.com/
+
* 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.|width=100%
** 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:
+
<references/>
** 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 chance calculator: http://games.chruker.dk/eve_online/invention_chance.php
 
** Invention/T2 manufacturing profitability calculator: http://bp.cherry.frubar.net/
 
** Another good invention profitability calculator: http://www.eve-market-guide.com/
 

Revision as of 11:33, 18 January 2020

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 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 runs 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 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: http://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 -1 -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 always 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} \left( 1 + \frac{ \text{Science skill 1} + \text{Science skill 2} }{30} + \frac{ \text{Racial encryption method} }{40} \right)[/math]

Base Chance:

  • All modules, rigs, ammo and all intact Ancient Relics have a base chance of 34%
  • All Frigates, Destroyers and all malfunctioning Ancient Relics have a base chance of 30%
  • Cruisers, Battlecruisers, Mining Barges, Industrials have a base chance of 26%
  • All Battleships and all wrecked Ancient Relics have a base chance of 22%
  • Freighters have a base chance of 18%

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.

Here's a very basic invention chance calculator created in Google Sheets - http://www.eveuni.org/invention.

  • Let's say we are inventing from the Inferno Rocket Blueprint in the earlier image - so select Modules, drones, rigs, ammo, intact Ancient Relics in the first box.
  • Select 4 for each of the two science skill levels - for the Inferno Rocket, that would be Electronic Engineering and Rocket Science
  • Select 3 for the level of your encryption skill - a moderate level of proficiency
  • Select none for the decryptor

The probability of success is 45.6%, exactly what we see in-game. You can find a much fancier success chance here http://games.chruker.dk/eve_online/invention_chance.php, and another chance & profit calculator here: http://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...

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