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Invention
How Invention WorksWhat you must have to engage in invention:
Optional Additions:
Invention jobs use lab slots, not factory slots. Once the job time expires, you will receive a message notifying you of the outcome. An invention job will always destroy the Tech I BPC, datacores, Tech I item and decryptors. If successful, the delivered result will be a Tech II blueprint copy with a base ML and PL of -4 (representing 40% additional waste in materials and time, respectively) regardless of the ML and PL the Tech I BPC had. Tech II ship BPCs created through Invention will always have the minimum of one run remaining, after the decryptor's max run modifier (if any) is added. Tech II module and ammunition BPCs created through Invention will have between one and ten runs remaining, depending on how many runs were remaining on the Tech I BPC used to create them in relation to the maximum runs possible; this is then modified by the decryptor bonus, allowing up to 19 runs on an invented BPC. The time it takes to complete the invention job depends on where it takes place and the blueprint Class. The base value of time it takes to complete an invention job could be found at the attributes tab of the BPC listed as research tech time. This is then going to be modified by the lab you are doing the job in. The labs on NPC stations do not modify the time because their jobtime multiplier is 1. Laboratories anchored at a POS need half the time because both types of them have a jobtime muliplier of 0,5. Advanced Mobile Lab Portable laboratory facilities, anchorable within control tower fields. 3 copy slots (0.65 job time bonus) 2 ME slots (0.75 job time bonus) 2 Invention slots (0.5 job time bonus)
1 copy slot (0.75 job time bonus) 3 ME slots (0.75 job time bonus) 3 PE slots (0.75 job time bonus) 5 Invention slots (0.5 job time bonus) DatacoresDatacores can be obtained from Research agents in exchange for research points. Each Research agent sells datacores corresponding to his fields, so a Research agent with the Rocket Science field would sell Datacore - Rocket Science, for instance. Please note that when you purchase datacores from an agent, all outstanding tech II BPO offers you may have with that agent will be invalidated. Note that tech II BPO offers are no longer made since the replacement of the BPO lottery with Invention. Datacores can also be found in small quantities at hidden exploration sites. There is a Research agent guide which discusses the acquisition of datacores. The datacores required for invention of a Tech II BPC correspond to the two skills required to manufacture the item itself. For example, manufacturing an 1MN Afterburner II requires the skills Molecular Engineering and Rocket Science. The two datacores required to invent the corresponding Tech II BPC for an 1 MN Afterburner II are thus Datacore - Molecular Engineering and Datacore - Rocket Science. Datacores are always destroyed during invention, no matter whether the job was successful or not. Data InterfacesData interfaces are manufactured using ingredients found in Hidden Complexes and in certain COSMOS. They require using Hacking and Archaeology to harvest, along with additional skills for manufacturing. All blueprints that can be invented are explicitly linked to one of the twelve types of data interfaces, listed under the "Invention" tab of the blueprint's bill of materials. The data interface is never destroyed in a job, and is spit back out as soon as the invention job is installed, thus only one is needed, even if you want to run multiple invention jobs at the same time. Decryptors and Tech I ItemsEach data interface has a corresponding group of decryptors, and each Tech II item has a corresponding group of Tech I items. The decryptors and Tech I modules are not necessary for invention attempts, though they will improve your chances. The quality of the tech I items are classified by their meta-level. The higher the meta level of an item, the more it increases the chance of an invention success. Only items up to meta level 0 to 4 can be used to help the invention process.
SkillsBasic skills required to invent are:
Racial encryption methods skills are: Additional skills are required based on the item you are inventing. These additional skills need a combination of two of the following:
Invention ProbabilityThe chance for a successful invention is calculated by this formula: Base x (1 + E) x (1 + F x I) x D. The variables are:
Contrary to popular belief, the probability is not dependent on:
Invention Chance Calculator / Eveeye Invention Chance Key FactorsWhile the type of BPC you're trying to invent has the greatest effect on your chances of success, the second greatest influence on your chance of success is the decryptor you use. Any of the +9 max run decryptors will drop your chance of success by 40%, a decline so great that the only time skills will ever measurably improve the invention chance is when inventing a module using a named Meta 4 version. By contrast, a 100% chance of success can be attained using the x1.8 invention success decryptor when inventing modules under several circumstances, and even with the bare minimum skills it will grant at least a 1 in 3 chance of success in inventing a Command Ship, Black Ops, or Hulk BPC. The influence of skills is a bit harder to judge. The scientific "datacore" skills (after which the datacores required to invent are named) increase your chances of success much more than the racial encryption skill, but each datacore skill increases the chance to invent for far fewer different BPCs than each encryption skill does. So, when specializing in a few BPC types (such as spaceships), the best invention chance for the least time spent training skills would be gained by leaving the encryption skill at minimum, while training the datacore skills as much as possible. On the other hand, if increasing the chance to invent a wide variety of modules and ammunition is desired... to be honest, it is still usually better to train datacore skills, mostly due to several other factors in skill training and T2 production, such as the increasing amount of time needed to gain each skill level, and the fact that higher datacore skills also grant access to better research agents, who in turn generate more datacores. In general, training an encryption skill above 3 takes too much time for too little increase in the chance to invent. Also, not all datacore skills are used equally. Some are used to invent more modules than others, and some of the invented modules are more useful than others. Listed below are the datacore skills, and what module types are invented with each. 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
Starship Engineering (by race)
Adding named T1 versions of the items being invented has a widely variable effect, and can increase the chance for a successful invention by up to 66%. They are also much more common drops than decryptors, from all rats except drones. However, it should be noted that the amount by which a named item increases your chances of success are highly dependent on the total skill levels you have in both datacore skills needed for the BPC you're inventing. When the total skill level of both datacore skills is the minimum needed for invention (2), the most a meta 4 named version can increase your chance of success is by 15%... hardly worth sacrificing a named module that could be more valuable than the T2 version! The increased chance of success is as follows:
Again, the exact increase depends on the total number of skill levels you have in the required datacore skills. The increase between the two extremes scales logarithmically, but slightly enough that it could almost be considered linear, as shown below:
Invention BPC RunsA successful Invention always results in a BPC with at least one run. Before decryptors are considered, ship and rig T2 BPCs have a base maximum of one run and most other items have a base maximum of ten runs. Some exceptions exist, such as Mobile Warp Disruptors, which have a base maximum of 5 runs. This maximum is modified by Decryptors as mentioned above. The number of runs on a BPC from a successful Invention is proportional to the number of runs on the input BPC divided by the maximum runs on the input BPC, which is then multiplied by 1/10 of the maximum runs of the output BPC type. The complete formula is detailed below. This ratio has particular consequences for ships and rigs, where the Max Runs Per Copy on the Tech 2 blueprints for these items is 10, which works out to a base maximum runs of 1. Due to this base maximum of 1, any number of runs less than maximum for the input will get rounded off to zero after the decryptor run modifier is added and before the minimum is applied. Thus, for optimal number of output runswhen inventing ships or rigs, use:
When inventing modules, ammunition and other non-ship or rig items, its is worthwhile to use maximum run input BPCs to get a T2 BPC with most possible runs. The generally accepted formula for determining output runs is as follows: Invention Output Runs = MIN(MAX(ROUND_DOWN( (Input_T1_BPC_Runs / T1_Max_Runs_Per_Blueprint_Copy) * (T2_Max_Runs_Per_Blueprint_Copy / 10) + Decryptor_Runs_Bonus), 1), T2_Max_Runs_Per_Blueprint_Copy) Where:
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