Jump Freighter Invention Decryptor Statistics
Posted: 2012-11-28 Filed under: eveonline, industry, ships | Tags: anshar, ark, nomad, obelisk, rhea 4 CommentsAs my hulking Charon docked in a quiet Amarr outpost, I started to organize the incoming shipment of minerals, PVP goods, and invention items.
I was getting ready to start the invention jobs for two more Anshar BPCs, but then I realized I had forgot something.
Damn, I forgot to buy the decryptors.
The use of decryptors on invention jobs for large-ticket items such as Jump Freighters, Marauders, and Black Ops is almost mandatory if you want to have high profit margins.
I’ve found that using Collision Measurements is the best type for Jump Freighter invention. Here is the breakdown on how the use of decryptors affects the end profitability of building a Jump Freighter with 4-4-4 skills.
Over the course of the past few months, I’ve built up a small collection of Anshar -1/-1 BPCs for a rainy day. Owning the BPO for the Obelisk, the Capital part components for the freighter, and the Advanced Capital Construction Component Blueprints greatly improves the final profit.
If you want to know more detailed information on the build process, read the Building a Jump Freighter post.
Carrier Runs 1-4
Posted: 2012-11-20 Filed under: eveonline, industry, market, nullsec, ships | Tags: archon, chimera, nidhoggur, thanatos 11 CommentsThe Carrier building venture has turned out to be quite profitable for the first run of 1x each of the racial Carriers.
Purchases
Material Purchases 4,300,785,192.70
Manufacturing Costs 948,074.70
Sales
1,500,000,000.00 Archon
1,500,000,000.00 Thanatos
1,350,000,000.00 Chimera
1,250,000,000.00 Nidhoggur
Totals 5,600,000,000.00
Profit +1,298,266,732.6
Runs 5-8 are currently being built.
Parts for runs 9-12 are nearly ready.
I’m going to have to get another set of racial Carrier BPOs to help feed production lines as we are currently idle while we wait for the Carrier BPOs to come out of manufacturing.
Optimal Carrier Blueprint Ratios
Posted: 2012-11-15 Filed under: eveonline, industry, ships | Tags: archon, chimera, nidhoggur, thanatos 6 CommentsCarriers use a lot of Drone bays, especially the mighty Thanatos. This large requirement leads to a bottleneck in production so I wanted to know the optimal number of Drone Bay blueprints needed to remove this problem.
Using a ME2 Thanatos BPO, I found the optimal ratio of blueprints needed to complete the construction of Capital parts needed for one carrier in around 5.9 days.
Having 6 Carrier Drone blueprints removes the Drone Bay bottleneck and pushes that problem onto 3 other components. I started to adjust the other components to shift the bottleneck around, but it just seems to increase the same radio of problematic blueprints. From my work it seems that the 1:6 Drone ratio is the simplest ratio.
Carrier Production Using Compression
Posted: 2012-11-06 Filed under: industry, ships | Tags: archon, chimera, isogen, megacyte, mexallon, nidhoggur, nocxium, pyerite, thanatos, tritanium, zydrine 10 CommentsJump capable ships have a fairly easy production workflow; common minerals are made into capital components that then get combined into the ship hull. There is no invention process, no reliance on moon reactants, or even a multistage reaction process like Tech3 hull/subsystem production.
The con to the production process is that there is a high barrier of entry and a ISK sink into blueprints. I estimate that I moved around 30 B into BPOs and starter minerals to begin producing the 4 racial carriers.
My first stage is to start up Carrier production, which is coming along nicely. Carrier blueprints have been purchased, researched Tech 1 module blueprints that are mineral compression friendly were bought on contracts, a highsec compression office was rented, and a cyno chain to the production system was mapped out.
The second stage of the plan is to eventually expand into Dreadnought production, which require a few more Capital Component BPOs. Once I start to sell Carrier hulls and Capital modules, I’ll move more ISK into blueprints for these heavy hitters.
The initial purchase was for a researched set (ME 100/PE 20) of every Carrier Capital Component, 4 Racial Carriers, Fighters, and Capital Module BPOs.
Using the magic of mineral compression, I transported 206,500 m3 of modules and produced 1,608,535 m3 of minerals after the refine process. The modules’ volume was only 12.8% of the expanded mineral size.
Here’s a screenshot of my Industry Dashboard that I built in my Wallet Manager program to help keep track of all the different jobs bring run by different characters in various locations.
This pane helps keeps a nice overview of the manufacturing and research process, which I can bring up on a computer, mobile, or even a tablet device.
High Volume PVP Items
Posted: 2012-11-02 Filed under: eveonline, industry, market, ships | Tags: arazu, basilisk, drake, eris, guardian, huginn, hurricane, rokh, sabre, scimitar, tempest 16 CommentsThe ability to produce order from chaos gives us direction. There is a lot of data out there for the Eve universe; kill reports, market prices, and player content all contain information that we can use.
In order to give my trading ventures some direction, I produced a report out of the large amount of kill report data that is publicly available.
After setting up an instance of EDK, I pulled data from various sources including eve-kill.net, TEST, Goon, and AAA killboards. I then ran some filters on the dataset in order to exclude some cases that don’t contribute to my target PVP environment:
- Ignored duplicate mails when importing (attempt to sanitize the input).
- Ignored ammo as I have found that the ammo trade is very hit-or-miss as far as profits are concerned.
- Filtered to only null and lowsec kills.
- Removed losses that contained NPCs (lols Ratting Ishtar).
My query produced a list of top ships and modules that turnover. Here is a nice list of 154 items you should be trading based on my filters if you want to stock the war chests of PVP players.
10MN Afterburner II 10MN MicroWarpdrive II 1400mm Gallium Cannon 1400mm Howitzer Artillery II 1400mm Prototype Siege Cannon 150mm Light AutoCannon II 200mm AutoCannon II 220mm Vulcan AutoCannon II 425mm AutoCannon II 425mm Compressed Coil Gun I 425mm Medium Prototype Automatic Cannon 425mm Railgun II 720mm Howitzer Artillery II 720mm Prototype Siege Cannon 800mm Heavy Prototype Repeating Siege Cannon 800mm Repeating Artillery II Adaptive Invulnerability Field II Adaptive Nano Plating II Arazu 'Arbalest' Cruise Launcher I Armor EM Hardener II Armor Explosive Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II Ballistic Control System II Basilisk Blackbird Broadsword BZ-5 Neutralizing Spatial Destabilizer ECM Cap Recharger II Capacitor Power Relay II Compulsive Signal Distortion Amplifier I Conjunctive Magnetometric ECCM Scanning Array I Conjunctive Radar ECCM Scanning Array I Co-Processor II Covert Ops Cloaking Device II Curse Cynosural Field Generator I Damage Control II Devoter Drake Dual 180mm AutoCannon II E50 Prototype Energy Vampire ECM - Ion Field Projector II ECM - Multispectral Jammer II ECM - Phase Inverter II ECM - Spatial Destabilizer II EM Ward Amplifier II EM Ward Field II Energized Adaptive Nano Membrane II Enfeebling Phase Inversion ECM I Eris Experimental 10MN Afterburner I Experimental 10MN MicroWarpdrive I Flycatcher FZ-3a Disruptive Spatial Destabilizer ECM 'Gloom' I White Noise ECM Guardian Gyrostabilizer II Heat Sink II Heavy Electrochemical Capacitor Booster I Heavy Electron Blaster II Heavy Ion Blaster II Heavy Missile Launcher II Heavy Pulse Laser II Heavy Unstable Power Fluctuator I Heretic Huginn Hurricane 'Hypnos' Ion Field ECM I Improved Cloaking Device II Interdiction Sphere Launcher I Kinetic Deflection Field II Lachesis Languid Phase Inversion ECM I Large Anti-EM Screen Reinforcer I Large 'Arup' Remote Bulwark Reconstruction Large Core Defense Field Extender I Large F-S9 Regolith Shield Induction Large 'Notos' Explosive Charge I Large 'Regard' Power Projector Large S95a Partial Shield Transporter Large Shield Extender II Large 'Solace' Remote Bulwark Reconstruction Limited 1MN MicroWarpdrive I Low Frequency Sensor Suppressor I Maelstrom Magnetic Field Stabilizer II 'Malkuth' Heavy Missile Launcher I Maller Medium Ancillary Current Router I Medium Anti-EM Screen Reinforcer I Medium Anti-Thermal Screen Reinforcer I Medium 'Arup' Remote Bulwark Reconstruction Medium Azeotropic Ward Salubrity I Medium Capacitor Booster II Medium Capacitor Control Circuit I Medium Core Defense Field Extender I Medium Energy Discharge Elutriation I Medium Energy Locus Coordinator I Medium Energy Neutralizer I Medium Energy Neutralizer II Medium Ionic Field Projector I Medium Particle Dispersion Augmentor I Medium Particle Dispersion Projector I Medium S95a Partial Shield Transporter Medium Shield Extender II Medium Targeting System Subcontroller I Medium Trimark Armor Pump I Medium Unstable Power Fluctuator I Nanofiber Internal Structure II Oneiros Onyx Oracle Phased Muon ECCM Caster I Phobos Power Diagnostic System II Prototype 100MN MicroWarpdrive I Prototype Armor EM Hardener I Prototype Armor Explosive Hardener I Prototype Armor Thermic Hardener I Prototype Cloaking Device I Reactor Control Unit II Remote Sensor Dampener II Rokh Sabre Scimitar Scorpion Sensor Booster I Sensor Booster II Shadow Serpentis Armor EM Hardener Shadow Serpentis Armor Kinetic Hardener Signal Distortion Amplifier II Small Capacitor Booster II Small Core Defense Field Extender I Small Diminishing Power System Drain I Small Nosferatu II Stabber Fleet Issue Standard Missile Launcher II Stasis Webifier II Tachyon Anode Particle Stream I Tachyon Beam Laser II Tempest Thermic Dissipation Field II Tornado Tracking Computer II Tracking Disruptor II Tracking Enhancer II Type-D Attenuation Signal Augmentation 'Umbra' White Noise ECM Warp Disruption Field Generator I Warp Disruptor II Warp Scrambler II Zealot










