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  1. #1
    They're just like us
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    Spreadsheet forumulas

    Basically, I'm trying to determine a formula for me to just plug in #'s and show how many of item X I have to sell before I break even.

    I can't seem to figure out the math for it. Anything I found with the search function goes to a dead link or people bitching about direction theories.

  2. #2
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    Cost of Synth - Price of NQ will give you your loss/synth.
    Cost of HQ/loss will tell you how much till for break even.

    for ex. say you lose 100k/syth, HQ makes you 3mil, 3mil/100k is 1/30 = break even

  3. #3
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    For the purposes of what I want HQ's aren't a factor, as this would be for skill ups.

    I kind of found what I wanted but not precisely. I made a bunch of formulas to let me add up the total loss as
    Price of failed ingredients + price of materials for a stack of success.

    That divided by 12 (or however many I succesfully made) = loss per synth.
    Now I just need an algorithm to figure out how many I need to sell before the loss turns into gain.

  4. #4
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    Use expected value? I use this to determine what can be made for profit and what not. Of course it is best to not depend on HQ Rates at all for a profit.

    (HQ Rate * HQ Price + NQ Rate * NQ Price) - Cost of 1 synth= Net Profit

    If you want break-even, net profit would be 0.

    For skillups, just adjust the HQ/NQ Rates.

    HQ Rate = By tier. For the purposes of skill-ups, you can very well assume HQ Rate = 0 or 1% and you wouldn't be far off.

    NQ Rate = 100% - HQ Rate - Break Rate.

    Break Rate = 5% for each craft/subcraft >= skill cap, and ~+10% (roughly) for every skill point below cap for each craft, or check the stickied thread.
    E.g.
    Cursed Togi Base Break Rate = ~10%
    Thalasocrat Base Break Rate = ~15%

    Thalasocrat Expected Break Rate at 100 WW, 60 BS, 60 GS = 5% x 3 + 6 * 10% = ~75% (I remember the shock and many WTFs when this item was just added )

    ---------
    By the way, if you make a loss/synth, there is no way to turn it into profit. More negatives don't ever make a positive Sure you phrased your question right?

  5. #5
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    Quote Originally Posted by tymora View Post
    ---------
    By the way, if you make a loss/synth, there is no way to turn it into profit. More negatives don't ever make a positive Sure you phrased your question right?
    Perhaps, I do that a lot. And i'm sick right now, so added ??? hilarity.

    Basically: What I'm currently skilling up on (Marron Glace) is a profit synth, provided I don't coat the walls of Aveline's grocery with to much nut butter. At what point do I make the money back that I've spent on ingredients assuming X # of synths and and Y # of breaks.

    Where y = amount blown the hell up, currently about 10k for .3 in a skill level.

  6. #6
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    I figured it out finally in case anyone was interested:
    You need total spent, and divide that by the amount each sells for. If that fluctuates you have to do an average, I'm lucky right now and what i'm selling isn't yo-yoing.