Invention

Contents

Invention

How does invention work?

Image:Science_and_Industry.png

Invention is based on taking a blueprint copy for a lower tech item, adding certain specialized equipment, and attempting to create a blueprint copy for a higher tech item.

What you must have to engage in invention:

  • A single blueprint copy of the Tech I item
  • Two types of specific datacores
  • One data interface of a particular type
  • The required skills to invent
  • An available invention slot

Optional Additions:

  • An actual named Tech I item of the type being researched
  • A decryptor of a particular type

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, before 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. Module Blueprints have a base research time of 4 hours. Battleship blueprints have a base research time of multiple days. The time is then modified by the assembly line in the location the job takes place in as listed below. Also listed below is the basic cost of starting a job:

  • Empire station in 0.5+ - multiplier: 2.5 (10 hours) - 200.000 ISK
  • Empire station in 0.4 and lower - multiplier: 2.0 (8 hours) - 150.000 ISK
  • POS in 0.5+ - multiplier: 1.5 (6 hours)- 120.000 ISK
  • POS in 0.4 or lower - multiplier: 1.0 (4 hours) - 90.000 ISK
  • non-Caldari Outpost - multiplier: 0.75 (3 hours) - 75.000 ISK
  • Caldari Outpost - multiplier: 0.5 (2 hours) - 50.000 ISK

Advanced Mobile Lab Portable laboratory facilities, anchorable within control tower fields.

This structure has: 3 copy slots (0.65 job time bonus) 2 ME slots (0.75 job time bonus) 2 Invention slots (0.5 job time bonus)


Mobile Lab Portable laboratory facilities, anchorable within control tower fields.

This structure has:

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)

Datacores and Data Interfaces

Datacores 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 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.

Decryptors and Tech I Items

Each 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 Is 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.

Note that the decryptors and tech I items will be destroyed in the invention attempt irrespective of its success.

Decryptor Properties Decryptor Name
Probability Multiplier Max Run Modifier ME Modifier PE Modifier Amarr Caldari Gallente Minmatar
0.6 +9 -2 +1 Circular Logic Interface Alignment Chart Symbiotic Figures Circuitry Schematics
1.0 +2 +1 +4 Sacred Manifesto User Manual Engagement Plan Operation Handbook
1.1 0 +3 +3 Formation Layout Tuning Instructions Collision Measurements Calibration Data
1.2 +1 +2 +5 Classic Doctrine Prototype Diagram Test Reports Advanced Theories
1.8 +4 -1 +2 War Strategon Installation Guide Stolen Formulas Assembly Instructions


Skills

Basic skills required to invent are:

Racial encryption methods skills are:

Additional skills are required based on the item you are inventing. For example if you are trying to invent a Cruise Missile Launcher II BPC, you need three mechanical engineering datacores and three rocket science datacores. As a result you will need the skills mechanical engineering and rocket science at level I to start the job.

These additional skills need a combination of two of the following:

Invention Probability

The probability of invention success is dependent on the following:

  • Factional Encryption Methods skill level
    • 0.01 multiplier per level up to 0.05 (E)
  • Skill level in the appropriate scientific fields (eg. mechanical engineering)
    • 0.02 multiplier per skill level up to 0.2 (F)
  • Metalevel of the optional base item
    • Modifies the scientific field modifier by a factor of 5/(5 - metalevel) = (I)
    • Metalevel 0 (Unnamed Tech I items) does not improve invention probability. (I = 1)
    • Metalevel 4 items give the greatest benefit (I = 5)
    • Metalevel 5 and greater (Tech II and storyline) cannot be used.
  • Item Being Researched (Base)
    • Modules and Ammo have a base probability of 40%
    • Frigates, destroyers, Skiff, freighters have a base probability of 30%
    • Cruisers, industrials, Mackinaw have a base probability of 25%
    • Battlecruisers, battleships, Hulk have a base probability of 20%
  • Decryptor modifier
    • See above for probability multiplier. (D)

The total probability is thus Base x (1 + E) x (1 + F x I) x D.

Contrary to popular belief, the probability is not dependent on:

  • 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)

Invention Chance Calculator

Key Factors

While 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: Cargo Scanner, CPU Enhancer, ECCM (All), ECM (All), ECM Burst, ECM Stabilizer, Passive Targeting System, Projected ECCM, Remote Sensor Booster, Remote Sensor Dampener, Electronics Rigs (All), Electronics Superiority Rigs (All), Sensor Backup Array (All), Sensor Booster, Ship Scanner, Signal Amplifier, Survey Scanner, Tracking Link
  • + Graviton Physics: Advanced Railgun Ammo (Javelin)
  • + Mechanical Engineering: Hybrid Weapon (Railguns), Hybrid Rigs (All)
  • + Plasma Physics: Advanced Blaster Ammo (Void)
  • + Rocket Science: Advanced Railgun Ammo (Spike)

Electronic Engineering

  • + Electromagnetic Physics: Cargo Scanner, CPU Enhancer, ECCM (All), ECM (All), ECM Burst, ECM Stabilizer, Passive Targeting System, Projected ECCM, Remote Sensor Booster, Remote Sensor Dampener, Electronics Rigs (All), Electronics Superiority Rigs (All), Sensor Backup Array (All), Sensor Booster, Ship Scanner, Signal Amplifier, Survey Scanner, Tracking Link
  • + Graviton Physics: Mobile Warp Disruptor (All), Stasis Webifier, Target Painter, Warp Scrambler, Warp Disruptor
  • + Laser Physics: Advanced Pulse Laser Crystal (Scorch), Mercoxit Mining Crystal, Mining Crystal (All)
  • + Mechanical Engineering: Automated Targeting System, Ballistic Control System, Combat Drone (All), Gyrostabilizer, Heat Sink, Logistic Drone (All), Magnetic Field Stabilizer, Mining Drone, Drone Rigs (All), Tracking Computer, Tracking Enhancer
  • + Quantum Physics: Warp Core Stabilizer
  • + Rocket Science: Advanced Assault Missile (All), Advanced Cruise Missile (All), Advanced Heavy Missile (All), Advanced Light Missile (All), Advanced Rocket (All)

Graviton Physics

  • + Electromagnetic Physics: Advanced Railgun Ammo (Javelin)
  • + Electronic Engineering: Mobile Warp Disruptor (All), Stasis Webifier, Target Painter, Warp Scrambler, Warp Disruptor
  • + High Energy Physics: Smartbomb (Graviton)
  • + Quantum Physics: Cloaking Device (All)

High Energy Physics

  • + Graviton Physics: Smartbomb (Graviton)
  • + Laser Physics: Advanced Beam Laser Crystal (Aurora), Advanced Pulse Laser Crystal (Conflagration), Energy Weapon (All), Energy Weapon Rig (All), Smartbomb (EMP)
  • + Nuclear Physics: Advanced Artillery Ammo (Quake), Smartbomb (Proton)
  • + Plasma Physics: Smartbomb (Plasma)
  • + Quantum Physics: Capacitor Battery (All), Capacitor Booster (All), Capacitor Flux Coil, Capacitor Power Relay, Capacitor Recharger, Energy Destabilizer (All), Energy Transfer Array (All), Energy Vampire (All), Power Diagnostic System, Reactor Control Unit, Energy Grid Rig (All), Shield Flux Coil, Shield Power Relay

Hydromagnetic Physics

  • + Laser Physics: Advanced Beam Laser Crystal (Gleam)
  • + Nanite Engineering: Armor Hardener (All), Armor Plating Energized (All), Armor Rigs (All)
  • + Quantum Physics: Shield Rig (All), Shield Amplifier (All), Shield Boost Amplifier, Shield Booster (All), Shield Extender (All), Shield Hardener (All), Shield Recharger, Shield Transporter (All)

Laser Physics

  • + Electronic Engineering: Advanced Pulse Laser Crystal (Scorch), Mercoxit Mining Crystal, Mining Crystal (All)
  • + High Energy Physics: Advanced Beam Laser Crystal (Aurora), Advanced Pulse Laser Crystal (Conflagration), Energy Weapon (All), Energy Weapon Rig (All), Smartbomb (EMP)
  • + Hydromagnetic Physics: Advanced Beam Laser Crystal (Gleam)
  • + Mechanical Engineering: Frequency Mining Laser (Strip & Deep Core), Mining Laser, Mining Laser Upgrade (All), Strip Miner

Mechanical Engineering

  • + Electromagnetic Physics: Hybrid Weapon (Railguns), Hybrid Rigs (All)
  • + Electronic Engineering: Automated Targeting System, Ballistic Control System, Combat Drone (All), Gyrostabilizer, Heat Sink, Logistic Drone (All), Magnetic Field Stabilizer, Mining Drone, Drone Rigs (All), Tracking Computer, Tracking Enhancer
  • + Laser Physics: Frequency Mining Laser (Strip & Deep Core), Mining Laser, Mining Laser Upgrade (All), Strip Miner
  • + Molecular Engineering: Hull Repair Unit
  • + Nanite Engineering: Armor Repair Projector, Armor Repair Unit
  • + Nuclear Physics: Projectile Weapon (All), Projectile Rigs (All)
  • + Plasma Physics: Hybrid Weapon (Blasters)
  • + Rocket Science: Missile Launcher (All), Launcher Rigs (All)
  • + Starship Engineering (by race): All Ships (by race)

Molecular Engineering

  • + Mechanical Engineering: Hull Repair Unit
  • + Nanite Engineering: Armor Coating (All), Armor Reinforcer (All), Damage Control, Expanded Cargohold, Inertia Stabilizer, Nanofiber Internal Structure, Overdrive Injector System, Reinforced Bulkhead, Astronautics Rigs (All)
  • + Nuclear Physics: Advanced Autocannon Ammo (Hail)
  • + Rocket Science: Afterburner (All)

Nanite Engineering

  • + Hydromagnetic Physics: Armor Hardener (All), Armor Plating Energized (All), Armor Rigs (All)
  • + Mechanical Engineering: Armor Repair Projector, Armor Repair Unit
  • + Molecular Engineering: Armor Coating (All), Armor Reinforcer (All), Damage Control, Expanded Cargohold, Inertia Stabilizer, Nanofiber Internal Structure, Overdrive Injector System, Reinforced Bulkhead, Astronautics Rigs (All)

Nuclear Physics

  • + High Energy Physics: Advanced Artillery Ammo (Quake), Smartbomb (Proton)
  • + Mechanical Engineering: Projectile Weapon (All), Projectile Rigs (All)
  • + Molecular Engineering: Advanced Autocannon Ammo (Hail)
  • + Rocket Science: Advanced Artillery Ammo (Tremor), Advanced Autocannon Ammo (Barrage)

Plasma Physics

  • + Electromagnetic Physics: Advanced Blaster Ammo (Void)
  • + High Energy Physics: Smartbomb (Plasma)
  • + Mechanical Engineering: Hybrid Weapon (Blasters)
  • + Quantum Physics: Advanced Blaster Ammo (Null)

Quantum Physics

  • + Electronic Engineering: Warp Core Stabilizer
  • + Graviton Physics: Cloaking Device (All)
  • + High Energy Physics: Capacitor Battery (All), Capacitor Booster (All), Capacitor Flux Coil, Capacitor Power Relay, Capacitor Recharger, Energy Destabilizer (All), Energy Transfer Array (All), Energy Vampire (All), Power Diagnostic System, Reactor Control Unit, Energy Grid Rig (All), Shield Flux Coil, Shield Power Relay
  • + Hydromagnetic Physics: Shield Rig (All), Shield Amplifier (All), Shield Boost Amplifier, Shield Booster (All), Shield Extender (All), Shield Hardener (All), Shield Recharger, Shield Transporter (All)
  • + Plasma Physics: Advanced Blaster Ammo (Null)

Rocket Science

  • + Electromagnetic Physics: Advanced Railgun Ammo (Spike)
  • + Electronic Engineering: Advanced Assault Missile (All), Advanced Cruise Missile (All), Advanced Heavy Missile (All), Advanced Light Missile (All), Advanced Rocket (All)
  • + Mechanical Engineering: Missile Launcher (All), Launcher Rigs (All)
  • + Molecular Engineering: Afterburner (All)
  • + Nuclear Physics: Advanced Artillery Ammo (Tremor), Advanced Autocannon Ammo (Barrage)

Starship Engineering (by race)

  • + Mechanical Engineering: All ships (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:

  • Meta 1: +1% - +4%
  • Meta 2: +3% - +11%
  • Meta 3: +6% - +25%
  • Meta 4: +15% - +66%

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:

  • Total skill 2, Meta 4: +15%
  • Total skill 4, Meta 4: +30%
  • Total skill 6, Meta 4: +43%
  • Total skill 8, Meta 4: +55%
  • Total skill 10, Meta 4: +66%

Finally, keep in mind that having a 1 in 4 chance of successfully inventing a T2 BPC is *NOT* the same as being guaranteed a T2 BPC every four attempts! A 25% chance of success means that you still have almost a 32% chance of failing all four times you try to invent (and a 42% chance of succeeding once, a 21% chance of succeeding twice, a 5% chance of succeeding three times, and less than 1% chance of succeeding four times). Over an increasing number of attempts, you will get an average of 1 T2 BPC for every four T1 BPCs; it just seldom seems that way, when using up valuable decryptors and named modules and failing repeatedly.

Invention BPC Runs

A successful Invention always results in a BPC with at least one run. Before decryptors are considered, ship T2 BPCs have a maximum of one run and all other items have a maximum of ten 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.

Note that a consequence of this is that it is not worthwhile to use maximum run input BPCs when inventing ships without decryptors. When inventing ships, one run is both the maximum and minimum, thus additional runs on the input BPC will not improve the output. When using decryptors, maximum run BPCs are recommended to take full advantage of the run enhancements.

When invention modules and other non-ship items, its is worthwhile to use maximum run BPCs to get a T2 BPC with the full ten runs.

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