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Great Remaps Builds That Will Improve Your Gameplay Exprience

Author
Gallente Federation
#1 - 2016-11-25 19:50:07 UTC
During a VERY LOT mining session i had time (way to much time) to pull out some paper and start writing equations and analyze for problem sovling... long story short. mining in this game gives you to much time to use!!

below are remap builds I created that are designed for people that play eve certain way(s). Since remaps are only given once an year, it's important to use them wisely (not smartly).

This build is for players that has no interest in corp management or planet mode. And what to mine, salvage, explore, while using some ships that they can secure their space in.

Journey Build:

Perception > 26
Memory > 28
Willpower > 15
Intelligence > 26
Charisma > 5

and implants should be evenly used among the following categories (starting from greatest to lease)
Memory, Perception, Intelligence.
REMEMBER: With Journey build for every 2 points added (it's actually every 2.5 to 2.78points) to memory 1 point should be added to Intelligence. I''l put the math behind all of this at the very bottom. :)



OwnerShip

This build is for player that has main focus on corp management - selling - Planetary

Perception > 3
Memory > 27
Willpower > 23
Intelligence > 14
Charisma > 32

And implants should be used evenly among the following three (with the option of +1 to Charisma) (starting from greatest to lease)
Charisma
Memory
Willpower

Explorer

This build is deisgned for players that are not completely sure what or how they want to play the game or would like to do a little bit of everything. And at the same time, they don't want their skills to take forever to improve.

Perception > 27
Memory > 20
Willpower > 19
Intelligence > 31
Charisma > 2

And implants should be used evenly among the following (starting from greatest to lease)
Perception
Intelligence
Willpower


PVP Specialist

This build is for those who want to get themself ready for pvp much faster than the normal and have no interest in corp management/ownership

Perception > 30
Memory > 14
Willpower > 24
Intelligence > 30
Charisma > 1

And implants should be used in evenly among the following categories (starting from greatest to lease)
Perception
Intelligence
Willpower


If you don't see a build that might fit your style of play. just send me a message :)

so here a little bit of the math behind my discovery (it would be to long to type the hold thing)

1. Memory and Intelligence is the most important skills (generally speaking) memory is used within 16 different main categories and intelligence used within 15
memory:
  • Engineering
  • Armour
  • Shields
  • Targetting
  • Drones
  • Electronic
  • Scaning
  • Rigging
  • Corporation
  • Trade
  • Neural
  • Production
  • Science
  • Resource
  • Planet
  • Structure
  • subsystems
  • however because there are a few different categories that another attribute uses that the other does not this means that we have to find play style and create builds that fits the correct needs. example: Memory is used for corp management/trade and so is charisma- however, charisma also has 3 more categories that will be pointless for some who has no interest in corp management so why put so many points into that when you can add more points into memory and get better results while getting more skills learned faster?? (the math it a little more time taking than that, but you get what i'm saying) So what I did (and what I'll let you with) is the first part was finding out how many times an attribute appear in main categories and which categories those were... like i said telling you everything behind the math will be to long. so Ill leave you with one more helpful insight memory is used in 16 main categories (which also works in hand with Intelligence in 13 main categories) Intelligence is used in 15 main categories Perception is used in 5 main categories (which also works in hand with Willpower in 3 main categories) Willpower is used in 5 main categories Charisma is used in 4 main categories (which also works in hand with Memory in 2 main categories) if you have any question just let me know :)




    #2 - 2016-11-26 03:29:13 UTC
    Ok, you have counted the number of skills and their attributes, but that's not enough to understand which mapping would suit best.

    It's complicated and you should be very sure what you're doing before using a remap

    There is a good guide here:

    Skills and Learning (UniWiki)


    A new character has 2 additional remaps (Bonus remaps), but once used they are gone forever and you can only remap once a year afterwards.

    First of all it's important to understand that the secondary skill is only half as important as the primary skill. The formula (for Omega clones):

    Skill Points (SP) per minute = Primary attribute + (Secondary attribute / 2)

    The skill base is 17 points and you have 14 additional points to distribute, with 27 as the maximum.

    A perfect mapping would have 27 points in the primary attribute and 21 in the secondary attribute.

    By learning Cybernetics you can use implants with up to +5 per attribute, meaning 32/26 is the best you can get. Using the formula from above:

    32 + (26 / 2) = 45

    Meaning 45 SP/min is the maximum you can get (apart from event boosters).

    Regarding implants: I wouldn't recommend to train Cybernetics higher than Level 4 for quite some time. Level 5 needs 632,235 SP in addition to Level 4. You would need something like 292 days with +5 implants to make this investment worthwhile, and there are so many other useful skills to train in the beginning.

    And always remember that implants are permanently destroyed if someone kills your pod! Don't use expensive implants in the beginning! Use an empty jump clone if you want to have some fun in PvP without risking your expensive implants.

    There are a lot of basic skills with Int/Mem, like the basic fitting skills: CPU, Capacitor, Shields, Armor, Engineering, Electronic Systems, Rigging.

    Int/Mem is also great for Scanning and Science.

    The mastery of Spaceships, Gunnery and Missiles mostly uses Perception/Willpower, so that's what you need to train into combat and Tech 2 ships. But careful, the Tech 2 ship skills are the other way round: Willpower/Perception.

    One approach is to map for Int/Mem and learn all the basic stuff first with maximum efficiency. But be warned: This can be very boring, because it takes a few months and meanwhile you are very limited in terms of combat and may have to wait a long time before flying a T2 ship. After learning the basic skills you would switch to Perception/Willpower to learn into T2 ships and combat.

    Another approach is to map Int/Per, maybe evenly distributed. This is not the most efficient way, but you could train most fitting skills and combat/spaceship skills as you need them.

    My recommendation: Don't care too much about the mapping before you know for sure what you want to do in the game. It's such a mess if you are stuck with a wrong mapping. So save your remaps until you have a plan. And then use tools like EveMon to calculate the perfect mapping for your skill plan.

    Amarr Empire
    #3 - 2016-11-28 17:21:41 UTC
    EVEMon already does all of this for you. Create a skill plan, throw some skills into it, and hit the "Attributes Optimizer" button at the top to let the computer do all the math for you.

    It can calculate an optimal mapping for the overall plan or create optimal mappings for each individual remapping point you have inserted into the skill plan.

    There is also an "Implant Calculator" button which lets you play around with implant effects.
    Gallente Federation
    #4 - 2016-12-08 17:17:21 UTC  |  Edited by: Sylvia Kildare
    Seen Nyoni Nyoni wrote:
    Journey Build:
    Perception > 26
    Memory > 28
    Willpower > 15
    Intelligence > 26
    Charisma > 5

    OwnerShip
    Perception > 3
    Memory > 27
    Willpower > 23
    Intelligence > 14
    Charisma > 32

    Explorer
    Perception > 27
    Memory > 20
    Willpower > 19
    Intelligence > 31
    Charisma > 2

    PVP Specialist
    Perception > 30
    Memory > 14
    Willpower > 24
    Intelligence > 30
    Charisma > 1


    ... wait, since when can you lower an attribute to 5 or 3 or 2 or 1?... The current lowest is 17 (not counting implants).

    When it comes to charisma, unless you're currently training leadership, social, trade, or PI, that sure would come in handy to be able to lower it that low!
    #5 - 2017-01-02 17:10:15 UTC
    Kane Adestur wrote:
    Regarding implants: I wouldn't recommend to train Cybernetics higher than Level 4 for quite some time. Level 5 needs 632,235 SP in addition to Level 4. You would need something like 292 days with +5 implants to make this investment worthwhile, and there are so many other useful skills to train in the beginning.


    I think

    • Preplanned alt with a specific SP goal and arrangement of skills when you know exactly where you want the character to fully complete its training.
    • 2 skill injectors.


    messes with that equation. Particularly if you never intend to use injectors ever again & the alt will stay docked for a year or two, only undocking & flying / being active [without any implants] when the training is complete. Of course if the new character isn't an alt then it may or may not be a good idea if one wants to be active in eve with the character. At least there is the infomorph synchronizing skill and a pair of +4s.
    Working Stiffs
    #6 - 2017-01-09 23:54:15 UTC
    23i 21m 21p 17w 17c

    Works great for the first year, or longer (approaching 7 years on this character).
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