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Invention

beulea edited this page Jul 21, 2026 · 2 revisions

T2 invention

Success chance = base × (1 + Encryption/40 + (Sci1+Sci2)/30) × decryptor — your Skills-menu levels feed it directly, and the Invention tab shows the skill multiplier breakdown.

The decryptor table compares all eight (plus none) at once: probability, runs per copy, the invented BPC's ME/TE, cost per attempt → per BPC → per run, and the resulting net profit for your actual build — the app doesn't just minimise invention cost, it picks what makes the finished item most profitable. Auto-pick is the default; click a row to pin one (saved per item).

Datacores and the decryptor are consumed per attempt (success or fail); expected costs divide by the success chance. An invented T2 BPC starts at ME 2 / TE 4, shifted by the decryptor.

T3 invention (relics)

Same math, two axes instead of one:

  • The relic quality (Wrecked / Malfunctioning / Intact) sets the base odds and base runs — and the relic itself is a consumed, market-priced input (usually the biggest cost).
  • A decryptor stacks on top exactly as in T2.

The tab shows both tables — relic tiers at your chosen decryptor, decryptors at your chosen tier — and auto-picks the most profitable pair unless you pin one or both. Invented T3 BPCs also start at ME 2 / TE 4. Intact relics usually win per-run: the relic is pricey, but 20 base runs amortise it.

Where the numbers land

The chosen invention cost per run flows into the Build tab's cost waterfall and the Plan's shopping list (datacores + decryptors appear as their own section, sized by expected attempts).

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