For implant slots 6 through 10, there exist a bewildering number of powerful and interesting implants, called Hardwires, that are often skipped because of the astoundingly poor presentation of them in-game. Each gives a bonus to specific activity or module, like probing or missile damage. 6% Implant Slot: 6 Tech Level: 1 Required Skills: Cybernetics 5: Science 3: Recycling Output. Quantity: Item: Market Price: 2 Megacyte: 718 2 Nocxium: 469 2.
Attributes
They ONLY effect skill training time!
Seriously, the ONLY thing attributes effects is skill training time!
Open the character sheet and go to the attributes page. You will see you have attributes of 20, 20, 20, 20, 19. Total is 99 points. Every character starts with those stats, and there is NO WAY to increase your total base attributes above these 99 points.
To speed training, you are limited to:
- Implants
Remap
Training time multiplier
Lingo: the training time multiplier of a skill is frequently called the skill's rank.
An attribute of a skill that determines how long it takes to train. Many players ask how to alter a skills multiplier. You can't.
The small ships, frigate and destroyers are rank 2. The medium ships, cruiser and battlecruisers are rank 5 and 6. Battleship are rank 8. The capitals, dreads and carriers are rank 12 and 14. Super caps, the titans are rank 16.
Skill points
Since we were already on the cybernetics show info above, look and see that the primary attribute of the skill is intelligence and the secondary is memory. What this means is that your intelligence and memory attributes effect how long it takes you to train this skill.
The formula is: SP per minute = primary attribute + 1/2 secondary attribute.
If your intelligence is 20 and memory is 20. I + 1/2M = 20+10 = 30 skill points per minute.
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Now look at the character sheet, skills window. Open the navigation category and on the afterburner skill. Star city casino buffet breakfast buffet. If you trained this to level 1, you will see that it shows 250/1415. 250 is how much it took to get to level 1. 1415 is the total needed to level 2.
250/30 per min = 8.33 mins, which is 8 mins and 20seconds. This should look familiar.
1415 to L2. Subtract the 250 we already learned means 1165 more sp to get to L2. 1165/30 = 38.83 min= 38 minutes and 50 seconds. This is why the above image shows 38min 50 secs to train to level 2.
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All the numbers for a rank 1 skill are:
- L1: 250 sp, 8 min 20sec at 20/20 attributes L0 to L1
- L2: 1415sp, 38 mins 50 sec at 20/20 L1 to L2
- L3: 8000sp, 3 hours, 39 min, 30 sec at 20/20 L2 to L3
- L4: 45,255sp. 20 hours 41 min 50 sec at 20/20 L3 to L4
- L5: 256,000sp, 4 days 21 hours 4 min 60 sec L4 to L5
Multiply these values/times by the rank of the skill to determine the values for any given skill.
Yes, the rank 8 battleships takes a bit over a month and a half to train from level 0 to level 5 at attributes 20/20. 256,000sp*8 = 2,048,000 to L5. 30sp/min = 68,266 min = 1137 hr = 47 days
Skill categories and their attributes
Categories of skills generally share the same attributes that effect training time. For example, all of the electronics, engineering and mechanics skills use intelligence and memory, while spaceship, gunnery and missile use perception and will power.
Implants
If implants are the only way to increase our total attributes, shouldn't we get as many of them as we can? Well, you only have 5 'slots' in your brain to install these attribute enhancing attributes into. Each slot corresponds to a specific attribute, so you can only have 1 implant for each ability.
The implants come in +1 to +5. Great, let's get a full set of +5s and plug them into our brain. At 25 instead of 20, we would be learning 25+12.5 = 37.5 sp a min, which is 25% faster than base. Getting a rank 1 skill from L2 to L3 would be only 2 hrs 55 mins instead of 3 hrs 40 mins.
Okay, open the market. Select range to region. On the browse tab, open implants and boosters->Implants->attribute enhancing implants->implant slot 1. You should see 15-20 attribute enhancing implants for slot 1. Select Occular filter – Improved. This is the +5. 100 million ISK!
No to mention, the +5 implants require the cybernetics skill to 5, which is a rank 3 skill, so could take weeks to train.
Guess we're not getting a full set of +5s anytime soon. The standard are the +4, 20 million. Basic +3s, 10 million. How about limited beta +2, 2-3 million.
+1 to +3 implants can be injected with cyber trained to level 1. For +4, you will need to train the skill to level 4, which itself takes about 2.5 days at 20s. For +5, skill level 5, which takes almost 2 weeks. It takes a long time to get back that training time.
Another limit on implants is that you can't remove them without destroying them. So, while it might seem like a good idea to put in +3s while you train for +4s, there is a cost to that.
Neural remap
Why do they have all the skills have different attributes that effect their training time if all the attributes are essentially 20 anyway?
Isn't there ANYTHING else I can do to speed up training other than attribute implants? Sort of.
The answer to both of these is Neural Remap.
A neural remap lets you move points from one attribute to another. No skill can go below 17 or above 27 (unadjusted for implants). But be CAREFUL.
There is a tradeoff. Different skills need different attributes. If you take points from willpower and move them to intelligence so that you learn electronics, engineering and mechanics faster, then you train spaceship and weapons more slowly. Move memory to perception to speed training of spaceship and weapons, then you slow down the training of drones, electronics, etc.
So, why not just remap whenever you switch skills you are training? You get a VERY limited number of remaps. You start with 3 remaps, 2 bonus and a regular. The bonuses get used up first. When you do the regular remap, it starts a timer. You don't get a 4th remap until ONE FULL YEAR after the 3rd remap. You then get one remap every year after.
How in the heck are you supposed to plan out a year's training ahead of time to know how best to remap?
There is an application for that. Google up 'battleclinic evemon'. It is an application that helps you set up a long-term training plan. Details of evemon are beyond the scope of this guide. I will simply say, DO NOT REMAP until after you have spent some time with EveMon setting up a skill plan.
But, even the best laid plans of mice, soon go asunder. You are likely to change your mind.
My personal favorite plan, if you plan on doing combat is to do some drones training (requires memory as primary attribute) and a little bit of social and trade . Then, go to perception and intelligence at 24 each, reducing everything else to 17.
It is my experience that most of the skills you will be working on early in the game will require intelligence or perception as primary. At 24/17 instead of 20/20 you get 32.5 sp a minute instead of 30. That is almost a 10% increase. When combined with +3 or +4 implants you can get another 15-20%.
Others may argue that it would be better to max intelligence or perception, not balance of both. They would argue going with Intelligence 27 memory 21 you can learn the electronics, engineering and mechanics skills at 37.5sp min. This is more than 20% gain. Then, after maybe 3-4 months, remap to perception and willpower. The argument to this plan is that you can get the most skills in your first year. My counter argument is that you are flying around in a frigate or cruiser for 3-4 months while you train nothing but support skills.
I think a balanced P/I gives you flexibility to actually enjoy the game from an early time, training support or ships/weapons without much stress about maxing SP by strictly focusing on your skill training plan.
If you want to be an industrialist, the remap decision is similar. Max memory to learn a lot of support skills, not training ships, then remap to ships? Remap to something more balances, splitting your training between ships and support skills? One gets you more toal skill points in teh first year, but the other makes that first year more fun/profitable.
History: Skip if you do not care.
Once upon a time, when you picked a bloodline during character creation, you started with a like a month's worth of skills and attributes aligned to speed training of the skills that matched the bloodline's description. People got frustrated in that they made a bad decision about starting skills before they even knew enough about the game to understand skills. They would frequently trash their first toon and start over with another, making a better selection on bloodline.
To rid us of this evil, CCP eliminated most starting skills, and gave new players a 2x training for their first 1.6 million SP to compensate for their lack of starting skills. At the end of a couple months of training at double speed, they would have the same skill points as starting with 800K then learning 800K more in the next week.
But, wait. 30 SP a min for a month is way more than 800K sp a month.
Yeah, but… you didn't start with 99 points of attributes. You started with 40. There were a set of skills that increased your attributes. Then another set of advanced skills to increase the attributes even more. This allowed you to get up 50 more points of attributes for a total of 90. Then, there was yet another skill that increased training time by 10%, giving you effective 99 total.
So, in reality, what was happening is that most new players were doing very little with their first month other than learning the skills that increased attributes. BORING.
To remove that evil, in Dec 2010, CCP removed the 2x training time, removed all the skills to increase attributes, and just started everyone at 99 attribute points. By starting with double the attributes, your learning is effectively doubled to start, compensating you for both the lack of starting skills and the lack of the temporary double learning speed bonus.)
This history is why you can't reduce skills below 17 or above 27 during the remap. The original was 5-15. Add 10 points coming from skills that couldn't be remapped and the 10% addition to the 15-25, which rounds to 12. So, 5-15 remap was the original, and adding 12 that could have come from skills meant the effective was 17-27. So, when they removed the skills, they made the remap be the same as it effectively was before.
The net/net of all of these changes is that a couple year old toon now is likely to have as many SP as a couple year old toon would have before, but now the new player gets to spend their first month learning useful skills and enjoying the game rather than spending it doing little other than learning skills that make it faster to learn other skills.
Probing is a real profession in EVE, and many operations need pilots that are good at scanning. If you want to commit to this or just want to have a perfect scanning clone, you might want to have a look at the specialized implants:Slot 6
Poteque 'Prospector' Astrometric Pinpointing AP-602
Poteque 'Prospector' Astrometric Pinpointing AP-606
6% reduction in maximum scan deviation 24 mil
Poteque 'Prospector' Astrometric Pinpointing AP-610
10% reduction in maximum scan deviation 154 mil
Slot 7
Poteque 'Prospector' Astrometric Acquisition AQ-702
2% reduction in probe scanning time 5 mil
Poteque 'Prospector' Astrometric Acquisition AQ-706
6% reduction in probe scanning time 40 mil
Poteque 'Prospector' Astrometric Acquisition AQ-710
10% reduction in probe scanning time 164 mil
Slot 8
Poteque 'Prospector' Astrometric Rangefinding AR-802
2% stronger scanning strength with scan probes 5 mil
Eve Online Implant Slot 7
Poteque 'Prospector' Astrometric Rangefinding AR-8066% stronger scanning strength with scan probes 20 mil
Poteque 'Prospector' Astrometric Rangefinding AR-810
10% stronger scanning strength with scan probes 155 mil
Slot 9
Poteque 'Prospector' Archaeology AC-905
+5 Virus Coherence bonus for Relic Analyzers 25 mil
Poteque 'Prospector' Hacking HC-905
+5 Virus Coherence bonus for Data Analyzers
Poteque 'Prospector' Salvaging SV-905
5% increase in chance of salvage retrieval 37 mil
Slot 10
Poteque 'Prospector' Environmental Analysis EY-1005 30 mil
A neural interface upgrade that boosts the pilot's skill at environmental analysis.
5% reduction in cycle time of salvage, hacking and archaeology modules.
+5 Virus Coherence bonus for Data and Relic Analyzers.
_________________________________________________________________________________
If you get the complete 'Virtue' set of implants there are low-grade and mid-grade sets. Be prepared to pay a lot of ISK.
Slot 1
Low-grade Virtue Alpha 42 mil
This ocular filter has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Perception
- Secondary Effect: 1% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 2
Low-grade Virtue Beta 90 mil
This memory augmentation has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Memory
- Secondary Effect: 2% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 3
Low-grade Virtue Gamma 89 mil
This neural boost has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Willpower
- Secondary Effect: 3% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 4
Low-grade Virtue Delta 105 mil
This cybernetic subprocessor has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Intelligence
- Secondary Effect: 4% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 5
Low-grade Virtue Epsilon 361 mil
This social adaptation chip has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Charisma
- Secondary Effect: 5% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 6
Low-grade Virtue Omega
Poteque 'Prospector' Astrometric Pinpointing AP-606
6% reduction in maximum scan deviation 24 mil
Poteque 'Prospector' Astrometric Pinpointing AP-610
10% reduction in maximum scan deviation 154 mil
Slot 7
Poteque 'Prospector' Astrometric Acquisition AQ-702
2% reduction in probe scanning time 5 mil
Poteque 'Prospector' Astrometric Acquisition AQ-706
6% reduction in probe scanning time 40 mil
Poteque 'Prospector' Astrometric Acquisition AQ-710
10% reduction in probe scanning time 164 mil
Slot 8
Poteque 'Prospector' Astrometric Rangefinding AR-802
2% stronger scanning strength with scan probes 5 mil
Eve Online Implant Slot 7
Poteque 'Prospector' Astrometric Rangefinding AR-8066% stronger scanning strength with scan probes 20 mil
Poteque 'Prospector' Astrometric Rangefinding AR-810
10% stronger scanning strength with scan probes 155 mil
Slot 9
Poteque 'Prospector' Archaeology AC-905
+5 Virus Coherence bonus for Relic Analyzers 25 mil
Poteque 'Prospector' Hacking HC-905
+5 Virus Coherence bonus for Data Analyzers 30 mil
Poteque 'Prospector' Salvaging SV-905
5% increase in chance of salvage retrieval 37 mil
Slot 10
Poteque 'Prospector' Environmental Analysis EY-1005 30 mil
A neural interface upgrade that boosts the pilot's skill at environmental analysis.
5% reduction in cycle time of salvage, hacking and archaeology modules.
+5 Virus Coherence bonus for Data and Relic Analyzers.
_________________________________________________________________________________
If you get the complete 'Virtue' set of implants there are low-grade and mid-grade sets. Be prepared to pay a lot of ISK.
Slot 1
Low-grade Virtue Alpha 42 mil
This ocular filter has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Perception
- Secondary Effect: 1% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 2
Low-grade Virtue Beta 90 mil
This memory augmentation has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Memory
- Secondary Effect: 2% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 3
Low-grade Virtue Gamma 89 mil
This neural boost has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Willpower
- Secondary Effect: 3% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 4
Low-grade Virtue Delta 105 mil
This cybernetic subprocessor has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Intelligence
- Secondary Effect: 4% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 5
Low-grade Virtue Epsilon 361 mil
This social adaptation chip has been modified by Sisters of Eve scientists for use by their elite officers.
- Primary Effect: +2 bonus to Charisma
- Secondary Effect: 5% bonus to scan strength of probes
- Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Slot 6
Low-grade Virtue Omega 233 mil
Eve Online Implant Slot 64
This implant does nothing in and of itself, but when used in conjunction with other Virtue implants it will boost their effect.- 10% bonus to the strength of all Virtue implant secondary effects.
You can look up the latest prices HERE
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Using the Virtue set benefits you if you are also using a Sisters Probe launcher and Sisters Combat or Core Probes as well.The Sisters launchers are 5% better than the Tech II versions and the Sisters probes are 10% better. The RSS probes give you 1.2% more scan strength but cost a lot.
One more thing of note:
The Covert Ops at level 5 (50%) does better at scanning in an Astero or Stratios (37.5%) but is equal to the Nestor at (50%).
I have my own ideal setup and would love to hear everyone else's thoughts on this topic. I have had lots of success and scan down dozens of sites daily. Am I missing anything? If so, please leave something in the comments below.