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EVE Math



Effective Attribute

Effective_Attribute = (Base_Attribute + Basic_Learning_Skill + Advanced_Learning_Skill + Implant) * (1 + (0.02 * Learning_Skill_Level))
Base_Attribute is the attribute level that you got during the character creation. The values are visible in the XML datasheet you can download from the EVE homepage.


Effective Refining Yield (Ores and Ice)

Reprocessing_Yield = Station_Equipment_Yield * Implant_Modifier * (1 + (Reprocessing_Skill_Level * 0.03)) * (1 + (Reprocessing_Efficiency_Skill_Level * 0.02)) * (1 + (Ore_Specific_Processing_Skill_Level * 0.02))


Effective Reprocessing Yield (Ship, Modules and Others)

Reprocessing_Yield = Station_Equipment_Yield * (1 + (Scrapmetal_Processing_Skill_Level * 0.02))


Effective Standing

Effective_Standing = Your_Standing + ((10 - Your_Standing) * (0.04 * (Connections_Skill_Level | Diplomacy_Skill_Level)))
Connections_Skill_Level is used when Your_Standing is larger than 0.0
Diplomacy_Skill_Level is used when Your_Standing is less than 0.0


Invention Chance

Invention_Chance = Base_Chance * (1 + ((Encryption_Skill_Level / 40) + ((Datacore_1_Skill_Level + Datacore_2_Skill_Level) / 30))) * Decryptor_Modifier
Decryptor_Modifier is optional :-)


Research Points Per Day

Research_Points_Per_Day = Multiplier * ((1 + (Agent_Effective_Quality (45?) / 100)) * ((Your_Skill + Agent_Skill) ^ 2))
Multiplier is a specific multiplier for the research field you want to do research in. Like 3x for starship engineering
Agent_Effective_Quality was removed in Incursion 1.5 (2011-05-19), however this formula seems to use the value 45
Your_Skill is your skill level in the research field
Agent_Skill is the agent's skill level in the research field


Skillpoints At Specific Level For Specific Rank

Skillpoints_At_Level = 250 * Skill_Rank * (32^((Skill_Level - 1) / 2))
Note that the there can be a 1 skillpoint difference for some rank and level combinations, due to rounding issues.


Skillpoints Per Minute

Skillpoints_Per_Minute = Effective_Primary_Attribute + (Effective_Secondary_Attribute / 2)
Note that the attribute values listed in the character sheet, have had their decimals chopped off.


Station take when refining/reprocessing

Station_Take = Max((5 - (0.75 * Your_Standing)), 0)
For the station to take 0% you need a standing to the station owner of at least: 5 / 0.75 = 6.67




Outdated


Agent Effective Quality - Removed in Incursion 1.5 (2011-05-19)

Agent_Effective_Quality = Agent_Quality + (5 * Negotiation_Skill_Level) + Round_Down(Effective_Standing)
Effective_Standing is the highest effective of either personal, corp. or faction standing.


Blueprint Material Requirement - Before Crius 1.0 (2014-07-22)

Required_Amount = Round(Base_Amount * ((1 + (Default_Blueprint_Waste_Factor / (1 + Blueprint_Material_Level))) + (0.25 - (0.05 * Production_Efficiency_Skill_Level))), 0)


Invention Chance - Before Phoebe 1.0 (2014-11-04)

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
Meta_Level of the base items used. No base items is the same as metalevel 0 = useless.
Decryptor_Modifier is optional :-)


Reverse Engineering Chance - Merged with Invention in Phoebe 1.0 (2014-11-04)

Reverse_Chance = Base_Chance * (1 + (0.01 * Reverse_Engineering_Skill_Level)) * (1 + (0.1 * (Datacore_1_Skill_Level + Datacore_2_Skill_Level)))


Database: Mosaic (2015-05-02)

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