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'Useless' Skills?

Author
Lost Greybeard
Drunken Yordles
#21 - 2014-04-08 06:09:00 UTC
Some of the prerequisite skills for driving capital ships around still do absolutely nothing except increase the amount of time you have to sit around burning SP into something non-functional before you can operate capital ships.

In the size range of ships that aren't stupefyingly boring to drive around (i.e. medium and small) there aren't really any skills you'll ever put points in that don't actually have a use in themselves beyond qualifying you for another skill that is useful within the same set of general operational conditions. I.E. if you want to train electronic warfare, the fact that you have to train Electronics to a certain level first isn't just time-wasting because the expanded CPU also helps you to use EW stuff.

(I guess ship operations skills can count as "just prereqs" since frigates doesn't directly help you to drive a cruiser other than being required training time... but the weapon trees don't, since there are situations where you'll need or want to equip under-sized weapons on a large or medium boat.)
Daniel Plain
Doomheim
#22 - 2014-04-08 15:39:54 UTC
Lost Greybeard wrote:
Some of the prerequisite skills for driving capital ships around still do absolutely nothing except increase the amount of time you have to sit around burning SP into something non-functional before you can operate capital ships.

in particular, advanced spaceship command is useless unless you have trained it to V. since the industrial rebalance pass a year ago or so, there are no more ships that require or benefit from it that do not have rank V as a prerequisite.

I should buy an Ishtar.

Ronix Aideron
Zymurgy Corp.
#23 - 2014-04-08 19:18:17 UTC
Daniel Plain wrote:

in particular, advanced spaceship command is useless unless you have trained it to V. since the industrial rebalance pass a year ago or so, there are no more ships that require or benefit from it that do not have rank V as a prerequisite.



I agree, Advanced Spaceship Command is a useless skill. You have to train it to level 5 to open any capital ship that has it as a requirement (Orca does not). I understand prior to the Capital ship requirement freighters had lower requirements but no more.

Start the day off slow and taper off from there.

http://eveboard.com/pilot/Ronix_Aideron

Baneken
Arctic Light Inc.
Arctic Light
#24 - 2014-04-08 19:36:12 UTC
However adv. SSC gives you 5% agility per lvl which is, if you have ever tried to warp with a capital or a freighter, a no small thing.
Lost Greybeard
Drunken Yordles
#25 - 2014-04-08 20:08:01 UTC
Actually, are we restricted to current in-game skills?

Because if we're allowed to mention ones that aren't really in the game any more (e.g. Black-market trading) then I would like to submit the Learning skill tree in its entirety. So very, very useless once remaps became a thing... spend two months on skills with no direct benefit in exchange for making up that lost time in (usually) over two years of continuous training.

Ugh.
Tau Cabalander
Retirement Retreat
Working Stiffs
#26 - 2014-04-08 20:31:33 UTC
Lost Greybeard wrote:
Actually, are we restricted to current in-game skills?

Because if we're allowed to mention ones that aren't really in the game any more (e.g. Black-market trading) then I would like to submit the Learning skill tree in its entirety. So very, very useless once remaps became a thing... spend two months on skills with no direct benefit in exchange for making up that lost time in (usually) over two years of continuous training.

Ugh.

Well the learning skills are no longer in the game, as they have been refunded.

Black Market Trading, Mobile Laboratory Operation, Mobile Refinery Operation, etc., haven't been refunded so they are still in the game, but without any function.
Ne'Rubis Tanthalas
Brutor Tribe
Minmatar Republic
#27 - 2014-04-08 22:33:23 UTC
I thought anchoring was useless past 3?
Vivian Solari
Retirement Retreat
Working Stiffs
#28 - 2014-04-08 22:56:24 UTC
Ne'Rubis Tanthalas wrote:
I thought anchoring was useless past 3?

Definitely not.

Anchoring 2: Mobile Small Warp Disruptor I
Anchoring 3: Mobile Medium Warp Disruptor I, Mobile Small Warp Disruptor II
Anchoring 4: Mobile Large Warp Disruptor I, Mobile Medium Warp Disruptor II
Anchoring 5: Mobile Large Warp Disruptor II

Anchoring 5 is also a prerequisite to Starbase Defense, to be a POS gunner.
Ne'Rubis Tanthalas
Brutor Tribe
Minmatar Republic
#29 - 2014-04-08 23:35:31 UTC
I stand corrected :)
Mr Epeen
It's All About Me
#30 - 2014-04-08 23:45:38 UTC
Whether skills are considered useful or not, I can usually find some thin justification for training them to 5. Mostly because I just like having everything at 5.

Battleship construction 5 is really the only one I've stayed away from. Try as I might, I just can't talk myself into that time sink.

Mr Epeen Cool
lollerwaffle
Tribal Liberation Force
Minmatar Republic
#31 - 2014-04-14 05:37:36 UTC
Ovv Topik wrote:
Tactical Shield Manipulation:

Copied from another thread:

Level 0: Below 25% shield there is a small chance to bleed damage to armor.
Level 1: Below 20% shield there is a small chance to bleed damage to armor.
Level 2: Below 15% shield there is a small chance to bleed damage to armor.
Level 3: Below 10% shield there is a small chance to bleed damage to armor.
Level 4: Below 5% shield there is a small chance to bleed damage to armor.
Level 5: You will never bleed damage to armor.

Level 4 is required by tech 2 hardeners. There is no real reason to go past level 4 for most people. The skill at 5 is useful to a very small minority.

It has been shown that the skill is detrimental, particularly to armor tanks, as it forces the shield to absorb damage which keeps it lower, and lower shield below 25% recharges progressively slower the lower it goes.

Bottom line: train it to level 4 and forget it.

This is wrong and a common misconception.

The armor bleed through is ADDITIONAL damage on top of what you take on your shields.
Hasikan Miallok
Republic University
Minmatar Republic
#32 - 2014-04-14 06:18:48 UTC  |  Edited by: Hasikan Miallok
Anything related to the Jovian ships as they are only flyable by CCP employees.

Though the relevant skills are not publicly available and the ships themselves are allegedly being deleted shortly.



lollerwaffle wrote:
Ovv Topik wrote:
Tactical Shield Manipulation:

Copied from another thread:

Level 0: Below 25% shield there is a small chance to bleed damage to armor.
Level 1: Below 20% shield there is a small chance to bleed damage to armor.
Level 2: Below 15% shield there is a small chance to bleed damage to armor.
Level 3: Below 10% shield there is a small chance to bleed damage to armor.
Level 4: Below 5% shield there is a small chance to bleed damage to armor.
Level 5: You will never bleed damage to armor.

Level 4 is required by tech 2 hardeners. There is no real reason to go past level 4 for most people. The skill at 5 is useful to a very small minority.

It has been shown that the skill is detrimental, particularly to armor tanks, as it forces the shield to absorb damage which keeps it lower, and lower shield below 25% recharges progressively slower the lower it goes.

Bottom line: train it to level 4 and forget it.

This is wrong and a common misconception.

The armor bleed through is ADDITIONAL damage on top of what you take on your shields.



There is another advantage to only training to IV which arises if you use an RAH. It primes the RAH for the correct damage type before you actually get fully into armor.
Tau Cabalander
Retirement Retreat
Working Stiffs
#33 - 2014-04-14 06:22:25 UTC  |  Edited by: Tau Cabalander
lollerwaffle wrote:
Ovv Topik wrote:
Tactical Shield Manipulation:

Copied from another thread:

Level 0: Below 25% shield there is a small chance to bleed damage to armor.
Level 1: Below 20% shield there is a small chance to bleed damage to armor.
Level 2: Below 15% shield there is a small chance to bleed damage to armor.
Level 3: Below 10% shield there is a small chance to bleed damage to armor.
Level 4: Below 5% shield there is a small chance to bleed damage to armor.
Level 5: You will never bleed damage to armor.

Level 4 is required by tech 2 hardeners. There is no real reason to go past level 4 for most people. The skill at 5 is useful to a very small minority.

It has been shown that the skill is detrimental, particularly to armor tanks, as it forces the shield to absorb damage which keeps it lower, and lower shield below 25% recharges progressively slower the lower it goes.

Bottom line: train it to level 4 and forget it.

This is wrong and a common misconception.

The armor bleed through is ADDITIONAL damage on top of what you take on your shields.

This is not true, and has been tested.

Please see the countless other threads on the topic. Hint: search for threads I've posted in.

EDIT: Nevermind, I searched for you. See the posts by Goa Vibe. [Estel Arador linked these (post #36).]

Goa Vibe wrote:
ok i been wondering about TSMV since forever so i finally did it myself.

RESULTS:

BLEED-THRU HAS A SMALL PERCENTAGE CHANCE OF OCCURRING. MOST OF TIME BLEED-THRU DAMAGE WHEN BELOW 5% DOES NOT OCCUR!
DAMAGE TRANSFERS, THERE IS NO ADDITIONAL DAMAGE. BLEED-THRU DAMAGE IS APPLIED AT ARMOR RESIST RATE,
SO IN THAT HIT WHEN BLEED-THRU OCCURS, SHIELD TAKES LESS DAMAGE WHEN ARMOR DAMAGE OCCURS.
Sabriz Adoudel
Move along there is nothing here
#34 - 2014-04-14 10:56:57 UTC
Tau Cabalander wrote:

This is wrong and a common misconception.

The armor bleed through is ADDITIONAL damage on top of what you take on your shields.
This is not true, and has been tested.

Please see the countless other threads on the topic. Hint: search for threads I've posted in.

EDIT: Nevermind, I searched for you. See the posts by Goa Vibe. [Estel Arador linked these (post #36).]




Thank you. If I had a kitten for every time I'd seen the old "TSM 5 is not harmful" line posted on these forums, I could serve a kitten stew to everyone in Jita 4-4.

I support the New Order and CODE. alliance. www.minerbumping.com

admiral root
Red Galaxy
#35 - 2014-04-14 11:13:55 UTC
Ronix Aideron wrote:
Advanced Spaceship Command is a useless skill. You have to train it to level 5 to open any capital ship that has it as a requirement (Orca does not). I understand prior to the Capital ship requirement freighters had lower requirements but no more.


Well, no, it's not useless. It's just you need to train for the maximum benefit it provides in order to fly some ships. As far as the old. lower requirements go, there's actually very little difference in the old versus new training time - something in the order of a few days.

No, your rights end in optimal+2*falloff

Iria Ahrens
Space Perverts and Forum Pirates
#36 - 2014-04-14 11:57:08 UTC  |  Edited by: Iria Ahrens
Thomas Builder wrote:
Well, Astronautic Engineering is entirely useless, it even says so in the description. Blink

And most T2 industry skills do nothing but unlock blueprints, and, as Elena noted, some don't even do that above a certain level.

Other than that, there are the 'range' trading skills: Day Trading, Marketing, Procurement, Visibility.
Level 4 extends the range to 20 jumps (within the same region) while level 5 extends it to the entire region. (The range of what depends on the skill.) However, it's extremely rare for two systems in the same region to be more than 20 jumps apart. (There's Obe - Paale in The Forge which are 21 jumps apart, but I actually had to search for that.) Thus lvl 5 of any of those skills is pretty much pointless.


I = system,
II = 5,
III = 10,
IV = 15,
V = region. So V = 16+ not 20+.

16+ is pretty common, especially in empire, although I find it more usefull in null where my base might be on the opposite side of the region. There are also taxes to consider, just because a station might sit in the perfect point for your buy order, doesn't mean you have the best faction there. Instead your favored corp might have a rather suboptimal placement. With the V skills, which I have because they are useful, I can make sure region wide orders are getting the lowest fees available no matter what station my buy order is placed.

So yea, most people might not find them useful, but they are not useless.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Tau Cabalander
Retirement Retreat
Working Stiffs
#37 - 2014-04-14 15:23:39 UTC
Sabriz Adoudel wrote:
Thank you. If I had a kitten for every time I'd seen the old "TSM 5 is not harmful" line posted on these forums, I could serve a kitten stew to everyone in Jita 4-4.

Erm... I was misquoted, but yes TSM5 is slightly detrimental, but to such a small extent that, and requires a very unlikely scenario to occur, that the loss of a few points of EHP doesn't matter.

This also makes it completely pointless to spend two weeks training TSM 5. [Unless you are OCD about all level 5's and such.]

Also, there is no additional damage when bleed occurs.
Silver Dagger Kondur
Native Freshfood
Minmatar Republic
#38 - 2014-04-14 16:24:13 UTC
Sabriz Adoudel wrote:

...
Thank you. If I had a kitten for every time I'd seen the old "TSM 5 is not harmful" line posted on these forums, I could serve a kitten stew to everyone in Jita 4-4.


You should come by my place, I eat at a wonderful Chinese restaurant on many Fridays.
Angela Strontflare
Silverflames
#39 - 2014-05-25 16:42:41 UTC  |  Edited by: Angela Strontflare
Since I hate reading through the thread to see the skills, I will try sum it up.

In the following a skill level is useless if it gives you no bonus or unlock.

Bragging rights are useless.
High SP count is not only useless but also cost ISK.
High skill count: See bragging rights.

Please do let me know of any errors / skills I missed.

Useless skills:

  • Astronautics Engineering I-V: Useless.
  • Industrial Construction IV-V: Useless.
  • Battleship Construction V: Useless.
  • Tactical Shield Manipulation V: Harmful to most (all?) people.


Skills that have been claimed useless but are not:

  • Outpost Constructiopn IV-V: Are not dead skills (unlikely you will ues them though). They unlock the highest tier player built dockable nullsec station service upgrades like the 50% base refine yield upgrade module on the minmatar station.
  • Jury Rigging V: Required for manufacturing T3 subsystems.
  • Advanced Target Management V: Little use but there are ships with 13 targets.
  • Advanced Spaceship Command I-V: Not useless at all, required to fly capital ships + bonus.


*EDIT* Updated with new info 2014-05-28 (pre-Kronos)
Destination SkillQueue
Doomheim
#40 - 2014-05-25 17:23:46 UTC
Iria Ahrens wrote:
Thomas Builder wrote:
Well, Astronautic Engineering is entirely useless, it even says so in the description. Blink

And most T2 industry skills do nothing but unlock blueprints, and, as Elena noted, some don't even do that above a certain level.

Other than that, there are the 'range' trading skills: Day Trading, Marketing, Procurement, Visibility.
Level 4 extends the range to 20 jumps (within the same region) while level 5 extends it to the entire region. (The range of what depends on the skill.) However, it's extremely rare for two systems in the same region to be more than 20 jumps apart. (There's Obe - Paale in The Forge which are 21 jumps apart, but I actually had to search for that.) Thus lvl 5 of any of those skills is pretty much pointless.


I = system,
II = 5,
III = 10,
IV = 15,
V = region. So V = 16+ not 20+.

16+ is pretty common, especially in empire, although I find it more usefull in null where my base might be on the opposite side of the region. There are also taxes to consider, just because a station might sit in the perfect point for your buy order, doesn't mean you have the best faction there. Instead your favored corp might have a rather suboptimal placement. With the V skills, which I have because they are useful, I can make sure region wide orders are getting the lowest fees available no matter what station my buy order is placed.

So yea, most people might not find them useful, but they are not useless.

You have the ranges wrong. The skill description says the range is 5@ lvl 2 and each level after that doubles the range, so the ranges are 1, 5, 10, 20, region.
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