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Invention Skill Levels, go to 4 or not bother?

Author
Bloody Wench
#1 - 2011-11-06 03:10:15 UTC
I'm running out of Int Mem skills to que up, I have all the other invention related skills at 3 currently. On a different character FYI.

Judging by EVEHQ's invention calc there's less than 2% benefit for taking the 3 skills from 3 to 4. I know in the long run 2% is 2% but it's a very long run.

I have 2 remaps that I plan to use firstly for a Drones remap then Per/Will for the forseeable future, and I'm itching to get started on those. I literally have no other Int/Mem skills to train.


The question is, go to 4 or not bother?

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Scrapyard Bob
EVE University
Ivy League
#2 - 2011-11-06 04:01:35 UTC
4/4/4 is the standard and not that long to train for when it comes to Invention. 5/5/5 is where it gets a bit iffy unless you are truly focused on a very specific very expensive market like T2 hulls or capital ship modules.

I would suggest not stopping at 3/3/3.
Tau Cabalander
Retirement Retreat
Working Stiffs
#3 - 2011-11-06 07:21:47 UTC
I'd recommend:

Manufacturing alt: 3 / 3 / 3
General Invention: 4 / 4 / 4
Ships: 5 / 5 / 5

Jack Sparroxx
The Scope
Gallente Federation
#4 - 2011-11-09 11:49:57 UTC
Well it all depends on your play style actually. IF you are a fullblown industrial type aka builder/miner and such, then there is lots of int/mem skills to train. But I'm guessing that you havnt played the game so long, so even though it's not directly linked to your original question, then remapping can be a ***** that will haun you for ages if you are not 100% what you are doing. I geneally advice younger players to have aprox equal amount of point(though I dont think charisma is that importent), you never know if your gamestyle changes.

But as invention goes. if you wanna dip you toes in to it and be semi serious about it and see if itøs actually something for you, then you need the skills to lvl4. lvl5 is for ships and mass producers where the 1-2% extra chance actually counts for a lot on the long run. At least thats my experience with my alt corp where I have made several 1000's T2 hulls over the past year or so.
Dinsdale Pirannha
Pirannha Corp
#5 - 2011-11-09 14:23:13 UTC
Also remember, those skills affect your datacore accretion rate.
The higher the better of you are researching in those areas.
VaMei
Meafi Corp
#6 - 2011-11-09 14:57:58 UTC
If you don't see value in training your industry related skills higher than they are but you don't want to train wil/per while spec'd for int/mem, you should look over the Mechanical & Engineering skills for improved tanking, and look over the probing, EWAR and interdiction skills.

There lots of good Int/Mem stuff in there that will make the rest of the game much more accessable to you if you choose to stray from Industry.
Thur Barbek
Republic University
Minmatar Republic
#7 - 2011-11-09 15:30:39 UTC
At least get lvl 4 for the four encryption methods. Having everything else at 3 isnt too bad for casual invention.
Tanya Powers
Doomheim
#8 - 2011-11-10 19:06:42 UTC
Dinsdale Pirannha wrote:
Also remember, those skills affect your datacore accretion rate.
The higher the better of you are researching in those areas.



Shocked

Can you explain your reasoning please? -think I missed something (seriously)
VaMei
Meafi Corp
#9 - 2011-11-10 19:23:24 UTC
Tanya Powers wrote:
Dinsdale Pirannha wrote:
Also remember, those skills affect your datacore accretion rate.
The higher the better of you are researching in those areas.


Can you explain your reasoning please? -think I missed something (seriously)


Your invention skills apply to the RP/day calculation for R&D agents. Better skills = more datacores/day

From Evewiki:
Quote:
The number of RPs you earn is based on this formula:
((Agent Skill + Your Skill)^2 * (1 + Effective Quality / 100)) * Area Bonus

Agent Skill: Determined by the Level of the agent. Level 3 agents will have Level III of the appropriate research skill.
Your Skill: Determined by your training in the research skill.
Effective Quality: is your effective quality (after Negotiation, Connections, etc.) with the agent.
Area Bonus: Depends on the research field. Most fields have no modifier (e.g. 1), weapon-area research is doubled (2), and ship research is tripled (3).

Eric Raeder
No Fee Too High
#10 - 2011-11-10 20:42:07 UTC
Level 4 and 5 skills make a considerable difference if you are inventing modules with a meta 3 or 4 item included in the job. The higher skill levels make much less difference in an invention job not including a named item.