1 (edited by Etil DeLaFuente 2011-07-14 12:40:09)

Topic: Perpetuum Formulas

Since I'm bored looking for them in bazillions of threads, I start one with all formulas inside.

Please reply with your own findings so we can keep them all in one single place.

Weapon damage :

Is rounded : Yes
BDM = Base damage modifier
RB    = Robot bonuses
WC   = Weapon control bonus from extensions (Basic magneto, etc..)
TA    = Target Analysis extension : 1% bonus per level
DT    = Damage tuning bonus : Bonus depends on module
q      = Quantity of tunings
             
RB   = Extension bonus x extension level
WC  = Extension bonus x extension level
TA   = Extension bonus x extension level
DT   = Module bonus

             
DMG = BDM * (1+(RB+WC)) * (1+TA) * (1+DT)^q

Example :
Ship :
- Yagel (5% bonus per Basic robotics extension level)
Extensions :
- Basic robotics level 5
- Basic Magnetostatics level 5 (3% bonus per level)
- Target Analysis level 4
Modules :
- Nuimtec Rowo Light Em Gun (135% base damage)
- Standard Magnetic Weapon Tuning X 3 (5% bonus)

135*(1+(5*0.05 + 5*0.03) * (1+(4*0.01)) * (1+0.05)^3
135*1.4*1.04*1.157625 = 227.54277
Result is rounded to 228

Turret Falloff :

Is rounded : Yes
BFO = Base falloff
RB  = Robot bonuses
IFO = Improved Falloff extension

RB = Extension bonus x extension level
IFO = Extension bonus x extension level

FO = BFO *  1+(RB+IFO)

Example :
Ship :
- Yagel (5% bonus per Basic robotics extension level)
Extensions :
- Basic robotics level 5
- Improved falloff level 4 (3% bonus per level)
Modules :
- Nuimtec Rowo Light Em Gun (50m base falloff)

50*(1+(5*0.05 + 4*0.03)) = 68.5
Result is rounded to 69m

Re: Perpetuum Formulas

These are Correct....
I have formulas on my fitting tool for 90% of the other ones, but don't have the time to decode and add them here.
I can validate other members formulas if needed...

I Currently am the author of Perpetuum Fitting Tool - Continued..
EVE - bigsteve

3 (edited by Etil DeLaFuente 2011-07-14 13:36:07)

Re: Perpetuum Formulas

Would be very kind of you. Of course the best way would be to keep them in a wiki (looks at foom guys smile)

Re: Perpetuum Formulas

I was wondering if the weapon formula was right if you're using multiple different types of tunings. Can you verify this ?
ps : I don't have excel installed on my comp so can't use your tool.


Ship :
- Yagel (5% bonus per Basic robotics extension level)
Extensions :
- Basic robotics level 5
- Basic Magnetostatics level 5 (3% bonus per level)
- Target Analysis level 4
Modules :
- Nuimtec Rowo Light Em Gun (135% base damage)
- Standard Magnetic Weapon Tuning X 2 (5% bonus)
- Nuimtec-Magniscope XM80 Magnetic weapon tunning (8% bonus)
             
135*(1+(5*0.05 + 5*0.03) * (1+(4*0.01)) * (1+0.05)^2 * (1+0.08)^1
135*1.4*1.04*1.1025*1.08 = 234,043992
Result is rounded to 234

Re: Perpetuum Formulas

its correct...

I Currently am the author of Perpetuum Fitting Tool - Continued..
EVE - bigsteve

Re: Perpetuum Formulas

It's as simple as just
[some math] * tuning1 * tuning2 * tuning3 etc.. You can shorted this by using the powers but it only saves a lot of time if you're using the same tunings a lot.

Re: Perpetuum Formulas

thanks smile

Re: Perpetuum Formulas

Simple ones:

EP Cost:
Base cost = 100 - Primary Attribute - (Secondry Attribute / 2)

If Level < 6 Multiplier = 1
If Level = 6 Multiplier = 2
If Level = 7 Multiplier = 3
If Level = 8 Multiplier = 4
If Level = 9 Multiplier = 5
If Level = 10 Multiplier = 10

Base cost * Complexity * Level * Multiplier
Resistance Percent:
Points/(Points+100) = Resistance Decimal * 100 = Resistance Percentage

Speed is a weird one but that's already in the fitting tools. It's just base mass +/- percentage different when compared to new mass. Base mass of 10,000 and speed of 50 KPH. New mass is 11,000 (10% increase) = 50 KPH - 10%. Without checking I can't be sure that's the exact method but I believe it to be correct. However you apply navigation to the speed before applying the increase or decrease.

9 (edited by Etil DeLaFuente 2011-07-14 23:17:51)

Re: Perpetuum Formulas

Damn weapon cycle time formula is killing me mad

Did i mention i hate math?

Re: Perpetuum Formulas

same as above, just with / instead of *

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Perpetuum Formulas

ill try to do the best i can

Ext Cycle time = (Base module cycle time)/(1+General Firing+Rapid Firing)/(1+Race Bot Bonus)

Then for each Tuning its:

Tuning1cycle = Ext Cycle time - (Ext Cycle time*Tuning Bonus)
Tuning2cycle = Tuning1cycle - (Tuning1cycle*Tuning Bonus)
etc
etc

I Currently am the author of Perpetuum Fitting Tool - Continued..
EVE - bigsteve

Re: Perpetuum Formulas

Yes! that's exactly this. Why making simple formulas when you can make complicated ones. neutral

13 (edited by Etil DeLaFuente 2011-07-15 19:50:57)

Re: Perpetuum Formulas

Reloading Time :

base * (1 + (bonus*extension.level))

nb : Bonus is negative value

Re: Perpetuum Formulas

Technically yes...

I Currently am the author of Perpetuum Fitting Tool - Continued..
EVE - bigsteve

Re: Perpetuum Formulas

Anyone has superexact manufacturing and refining formulas? (I only use very good approximation for my extension levels, but would be nice with a general one)

Re: Perpetuum Formulas

Costs for installing extensions

Costs (NIC) = 5000 * Complexity ^ 2

17 (edited by Etil DeLaFuente 2011-07-17 11:26:22)

Re: Perpetuum Formulas

Robot Mass :
Is Rounded = Yes
BM = Base robot mass
M = module mass
LWF = Bonus from lightweight frame

Mass = BM + SUM(M) - (LWF*BM)

Strangely enough, your modules in cargo don't add any mass

Re: Perpetuum Formulas

Me and arcyaxiom were discussing the Accelerated Target Locking extension :

locking time = base locking time / (1 + 0.05 * ATL extension level)

A sensor booster does act like you would expect. 20% decrease after extensions.

Re: Perpetuum Formulas

Thanks to all posters so far, keep the formulas going smile

20 (edited by Doek 2011-07-21 00:30:55)

Re: Perpetuum Formulas

Alexander wrote:

Simple ones:

EP Cost:
Base cost = 100 - Primary Attribute - (Secondry Attribute / 2)

If Level < 6 Multiplier = 1
If Level = 6 Multiplier = 2
If Level = 7 Multiplier = 3
If Level = 8 Multiplier = 4
If Level = 9 Multiplier = 5
If Level = 10 Multiplier = 10

Base cost * Complexity * Level * Multiplier

If you get any 0.5's, round them down (floor).

Or does the client simply rounds them down, but they certainly do cost +0.5 when they do?

Re: Perpetuum Formulas

Production Formula

I have went through 2 sleepless nights over this but finally I have worked out a method that, albeit not 100% in all cases, should give pretty accurate results.

Also it must be understood that

1) Perpetuum works in fractions but round up all the numbers.
2) There are flat out factories, time bonus factories and material bonus factories.
3) Starting with a high efficency CT is VERY IMP. 68% and above is good.
4) Yes you do need mass production efficency skills but the more you pump in, the less bonus you get, but more is better. Roughly at 40% extensions you will get 60% waste reduction. At 50% you get 70% waste reduction and at 60% you get 78% waste reduction.
5) Grinding rep is beneficial in a very MINUTE way. still it gives a little bonus espcially when doing robots.
6) No, you do not need many invested EP points to start doing the standard items. Level 8 in basic and lev 6 in adv and expert mass prod efficency is a good entry point. On an item of 300 base you will be saving 60% of the waste.
7) A 50% CT could be anywhere from 49.5 to 50.4. A variation of .9% is possible.
8) This method only works for tech 1 items. On t2-4 there exist yet another penalty to production. L2 factory you roughly add 10% + your extension bonus.

Ok let's take an example of producing a T1 Long range demob.

For perfect delta it needs 300 vitricyl.
Let's say we are using a L1 factory with CT of 51%, 4% relation bonus and 54% extension bonus.

First  work out [(Base amount / {ct ratio/100}) - base amount]
[(300/.51)-300] = 288.24 waste

Second work out relations {waste / [1+(0.001*relation)]}
{288.24 / [1+(0.001*4)]} = 287.1 waste

Thirdly work out a log of your own extensions. [Log(0.1*extension bonus)]
[Log(0.1*54)] = 0.7324

Forthly apply your log bonus to the waste to see how much will you save.
287.1*0.7324 = 210.26 <= saved material.

Fifth deduct the saved material from the first wastage to see how much actual waste you will have.

288.24 - 210.26 = 78 waste.

Last add your actual waste to the perfect delta.
300+78 = 378 <= the amount you need to produce this item.

----------------------------------
Also big thanks to Bibi Waffles, Norrdec, Optikhan and William Booney who helped me through wink

Now I wish more prople take on to production and make a fortune out of it. As a result there will be more competition, prices will be brought down and lower the pvp level barrier for the average joe to have fun xplodin bots!

Re: Perpetuum Formulas

That material efficiency formula doesn't work for me.

Taking a 50% material efficiency CT from my storage at ICS Alpha:
Base Titanium is 400. My shown relation bonus is 6%
I have 12 levels in the material efficiency extensions, so a 24% bonus.

Using your method:
400 / 0.5 - 400 = 400 waste.
400 / (1+(.001*6)) =397.61
log(0.1*24)=0.3802
397.61 *  0.3802 = 151.171 total saved
400 - 151.171 = 249 waste

So theoretically it should require 649 titanium, but ingame for me it requires 632. The difference is too large to be accounted for by rounding problems (with CT at 50.5% and relation at 6.5% the figure is still too big at 644).

This is the material equation I'm using in my spreadsheet at the moment.

Amount Required = Base Amount / CT Efficiency / (1+(Material Efficiency Extensions / 50)) / (1+( Sum of Corp Relations / 3))

For the above example 400 / 0.5 / (1 + (12 / 50)) / (1+(5.61/3)) = 633
I'd be interested to know how well it holds for other people.

23 (edited by Toninu 2011-07-24 06:39:40)

Re: Perpetuum Formulas

Howard Quartz wrote:

Using your method:
400 / 0.5 - 400 = 400 waste.
400 / (1+(.001*6)) =397.61
log(0.1*24)=0.3802
397.61 *  0.3802 = 151.177 total saved
397.61 - 151.177 = 246.43 waste
246.43 + 400 = 646 needed

Your foruma seems credible as well. I am keen to try both out at higher numbers and see the outcome. Thanks for sharing cool


EDIT: LOL disregard previus posts. Manufacturing can go beyond perfect delta in this game.

24 (edited by Karism 2011-07-24 11:32:14)

Re: Perpetuum Formulas

Credit to Etil DeLaFuente for the mass formula, this just goes and turns it into bot speed.

Bot Speed :

N = Navigation extension level
BM = Base robot mass
M = module mass
LWF = Bonus from lightweight frame
BBS = Base bot speed
SPD = Speed

SPD = (BM / (BM + SUM(M) - (LWF * BM))) * (1 + (N * 0.03)) * BBS

Thanks for that Alex, but does seem kinda smart arsey.

Re: Perpetuum Formulas

Bot Speed :


N = Navigation extension level
BM = Base robot mass
M = Module mass
LWF = Bonus from lightweight frame
BBS = Base bot speed
RBTM = Robot Mass
SPD = Speed


RBTM = BM + SUM(M) - (LWF * BM)
SPD = (BM / RBTM) * (1 + (N * 0.03)) * BBS