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Skill Discussions

 
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Can you decrease skill time?

Author
Moistmuffin RKHT
My Little Uniponisus
#1 - 2011-10-10 21:47:46 UTC  |  Edited by: Moistmuffin RKHT
I was wondering if it'd be worthwhile to invest in some stat modules for myself if they would help decrease training skill time? Otherwise I may just hold off on them until after I have more cruisers and other ships stock piled.

Also, semi-related, I have gotten in the habit of training all news skills to level 3 first (since this typically can be done within half a day and gives me requirements for a next tier and/or a decent amount of usability on the new skill. I also leave a longer to train skill (such as Frigate 5) at the bottom so when I have some time elapsed where I don't make it back online in time to drop in new skills, I'm at least knocking some time off of Frigate, which I think had around 7 days left...

I created Ave Molech and I love ponies.

Zhilia Mann
Tide Way Out Productions
#2 - 2011-10-10 22:30:19 UTC
Moistmuffin RKHT wrote:
I was wondering if it'd be worthwhile to invest in some stat modules for myself if they would help decrease training skill time? Otherwise I may just hold off on them until after I have more cruisers and other ships stock piled.


If you're in this for any duration, I'd go for implants sooner than later. You may not notice the reduced training time right away, but over a month -- or a year -- it will very seriously add up.

Moistmuffin RKHT wrote:
Also, semi-related, I have gotten in the habit of training all news skills to level 3 first (since this typically can be done within half a day and gives me requirements for a next tier and/or a decent amount of usability on the new skill. I also leave a longer to train skill (such as Frigate 5) at the bottom so when I have some time elapsed where I don't make it back online in time to drop in new skills, I'm at least knocking some time off of Frigate, which I think had around 7 days left...


If you're not training for a specific goal, this is (I think) a good way to go. Once you have something specific you want to go for, though, you'll have to suck up the long trains. Racial frigate 5, for better or for worse, isn't even a really long one, clocking in at about a week.
Shoogie
Serious Pixels
#3 - 2011-10-10 23:13:43 UTC
Implants are a very good investment if you can afford them.

Frigate 5 has Perception as the primary attribute and Willpower as the secondary attribute. It requires 512,000 skill points to finish. (That is training fully from 0 to 5.)

You earn (Primary Attribute + (Secondary Attribute)/2) Skill Points per minute.

If you have 20 Perception and 20 Willpower, you earn 30 skillpoints per minute. Therefore, it will take 17066 minutes to finish. That is 11 days, 20 hours, 26 minutes.

If you put in a +3 Perception implant, you will earn 33 skillpoints per minute. Therefore, it will take 15515 minutes to finish. That is 10 days, 18 hours, 35 minutes.

If you keep the +3 Perception and add a +3 Willpower implant, you will earn 34.5 skillpoints per minute. Therefore it will take you 14840 minutes to finish. That is 10 days, 7 hours, 20 minutes.

Note, the +3 on the primary attribute saved you 26 hours. The +3 on the secondary attribute saved an additional 11 hours.

There is a rule in EVE: don't fly what you cannot afford to lose. You will lose your implants if someone blows up your ship and then blows up your escape pod. (This is called "podding".) NPCs will never pod you, only other players. But if you get into a war dec or travel to the wrong areas of space you are likely to meet some players who will try to pod you.

So, you have to prioritize what to spend your isk on. Maybe you need ammunition for your ship? Maybe you can afford a +3 implant? Maybe you can afford a set of +5 implants? Maybe you can afford them, but are going to do something dangerous so don't want to risk them?

Then there is a whole discussion about using jump clones to save your implants.

But yeah, when you have enough isk, training implants are a good investment.
Moistmuffin RKHT
My Little Uniponisus
#4 - 2011-10-11 04:26:31 UTC  |  Edited by: Moistmuffin RKHT
Thanks, I haven't made up my mind yet for what type of ships I really want to focus on. I sort of like mining and salvaging, but combat is good and so I'm trying a lot of different ships.

I could do the +1 limited stuff right now with no problem and I trained the ability to use Jump Clones which I plan to implement once I get my standings up as I figured I could, eventually, get all uber implants then keep my "implanted" body away from my pilot'ing body.

The skill breakdown was great, I get it now :) Thanks

I created Ave Molech and I love ponies.

Athereon
Aths Harem
#5 - 2011-10-11 04:34:07 UTC
Moistmuffin RKHT wrote:


I could do the +1 limited stuff right now with no problem and I trained the ability to use Jump Clones which I plan to implement once I get my standings up as I figured I could, eventually, get all uber implants then keep my "implanted" body away from my pilot'ing body.


It won't work that way. If the implants aren't in your "piloting body" you don't feel their effects, this has both good and bad points though -
Good: can have clones with different implant sets for different purposes
Bad: always loose current implants when podded.

Otherwise with a large number of jump clones you could potentially stack implants which would be bad from a balance perspective.

Moistmuffin RKHT
My Little Uniponisus
#6 - 2011-10-11 04:57:40 UTC
Ah poo. Oh well, I'll just have to make more isk and try to avoid getting podded...lol

I created Ave Molech and I love ponies.

Seigfried Hakaari
Dark Gaia Corporation
#7 - 2011-10-11 11:48:39 UTC  |  Edited by: Seigfried Hakaari
Moistmuffin RKHT wrote:
Ah poo. Oh well, I'll just have to make more isk and try to avoid getting podded...lol


Train Infomorph Psychology to 1 and you can keep a second Clone, and one additional clone per level, losing your new clone wont cost you implants.

A set of +4 implants will set you back ~60 mil without a Charisma Implant, which is almost useless, and knock about 4-6 hours off a Rank 1 skill IV to V train, or several days off a Rank 5 train, though i couldn't give you exact numbers on the benefits off the top of my head.

It is most definitely worth it, and it adds up extremely quickly, just keep the clone with learning Implants somewhere safe if you don't want to risk them.
Getting podded in Highsec really isn't something you need to worry about unless you're either a professional at getting people angry, or flying something incredibly Gankworthy, since Concord generally appears and jams them not long after a ship pops. Most new players don't realize straight away, but NPC Rats don't actually shoot pods, so there's no worries there.
In any case, even with the risk it's worth it.
Jennifer Starling
Imperial Navy Forum Patrol
#8 - 2011-10-11 13:33:35 UTC  |  Edited by: Jennifer Starling
Imo attribute increasing implants are very much worth it, +5s were the first thing I saved up for.

With 20-20-19-20-20 you get an average of (20*60+20*30)*24*365= 15.8 million SP a year.

+1 implants gets you an average of 16.6 million SP a year.
+2 implants gets you an average of 17.3 million SP a year.
+3 implants gets you an average of 18.1 million SP a year.
+4 implants gets you an average of 18.9 million SP a year.
+5 implants gets you an average of 19.7 million SP a year.

And that's before using remaps to increase it even further.
So you see +3s (which aren't that expensive) get you an extra 2.3 million SP, which are quite a lot of skills!
Moistmuffin RKHT
My Little Uniponisus
#9 - 2011-10-11 19:29:38 UTC  |  Edited by: Moistmuffin RKHT
Thanks, I ended up getting the slots 1-5 of the limited +1's cause I have a ton of LP and only 750k isk each. So at some point I'll work towards the better ones. Though I've been enticed with the hardwires right now too.

Edit: Also I have infomorph trained to 3 atm, though I can't seem to actually setup a jump clone, but I was told I needed more standing.

I created Ave Molech and I love ponies.

Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2011-10-11 20:17:05 UTC  |  Edited by: Tau Cabalander
Moistmuffin RKHT wrote:
Edit: Also I have infomorph trained to 3 atm, though I can't seem to actually setup a jump clone, but I was told I needed more standing.
You need standing with the NPC corporation owning the cloning facilities (station), either 8.0 personal standing or 8.0 corporation standing. Unless you have access to a capital clone vat (not likely for many).

EACS is a corporation you can join, make jump clones, and then quit. EACS has the standings already. There is a nice PDF guide on jumpclones in their thread too: [Service] EACS – Free jumpclones; 1092 stations. (Business as usual)
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#11 - 2011-10-14 19:14:25 UTC
Just confirming EACS is a wonderful service. Don't worry about the "you have to join a corp" bit, it really is just a formality to allow you access to the medical stations. You join, set up your clones (you can have a quick chat with the other people using EACs at the time, usually a half dozen or so), and leave. And you can do it as many times as you want.

Great that people are keeping up EA's tradition. Things like EACS and EVE-Uni and the like really are the essence of what a sandbox is all about - doing creative stuff that makes a big difference to others in a virtual world.