Difference between revisions of "Skill Farming"

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== ‘Farm’ Skill ==
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Decide which [#Skill skill] you’ll train to farm its [#Skill_Points#Training_skills skill points]. Look for a [#Skill skill] your ‘farm’ [#Accounts#Characters character] will never use that requires at least 8 days to train (to generate the 0.5[[#Notes|M]] [#Skill_Points#Training_skills skill points] necessary to fill an [#Skill_Extractor#Skill_Extractors extractor]). There’s no maximum training time, but you’ll only be able to harvest its [#Skill_Points#Training_skills skill points] after you’ve finished training the [#Skill skill]. So, if the [#Skill skill] requires 30 days to train, you can harvest every 30 days or more. The [[#LongSkills|table]] at the end of this article lists some [#Skill skills] with long training times (&gt;31 days to train all 5 levels). Select one that matches your desired harvest frequency and doesn’t require that you train too many prerequisites. Try starting with the [#Skills:Armor Armor], [#Skills:Engineering Engineering], and [#Skills:Shields Shields] categories.
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You can also farm a group of [#Skill skills], which lets you harvest less frequently, but slightly complicates [#Skill_trading#Extracting_skills extracting] and reloading your [#Skill_queue training queue]. If you do so, all [#Skill skills] in the group should have the same primary and secondary [#Attributes#Attributes attributes] for maximum efficiency.
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As an example, for my ‘farm’ [#Skill skill] I chose '''[#Capital_Capacitor_Emission_Systems#Capital_Capacitor_Emission_Systems Capital Capacitor Emission Systems] in the [#Skills:Engineering Engineering] category. This [#Accounts#Characters character] will never fly [#Capital_ships capital ships], the [#Skill#Skillbooks skill book] is inexpensive, and I only had to train 4 levels of [#Skills:Engineering#Capacitor_Emission_Systems Capacitor Emission Systems] to meet its prerequisites. Their [#Attributes#Attributes attributes] match, so I can use my [#Neural_Remap#Neural_Remaps remap] and [#Implant#Attribute_Enhancers enhancers] early to accelerate training the prerequisites. Training time for all 5 levels of my ‘farm’ [#Skill skill] is almost 40 days (256,000 base [#Skill_Points#Training_skills skill points] x [#Skill_Points skill] multiplier of 10 ÷ 64,800 maximum [#Skill_Points#Training_skills skill points] per day = 39.5 days), so I only have to jump to my ‘market’ [#Jump_Clone clone] and [[#Train|harvest]] once a month or so. If I can’t log on for a couple of days, no worries. Moving that single [#Skill skill] into [#Skill_Extractor#Skill_Extractors extractors] is quick and easy, as is reloading my [#Skill_queue training queue]. In total, I invest ''maybe'' 1 day of game time per month to pay for my [#Accounts account]!'''
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Once you’ve trained the [[#HelpfulSkills|helpful skills]], purchase and [#Skills_and_learning#Injecting_Skillbooks inject] the necessary [#Skill#Skillbooks skill books] for your chosen ‘farm’ [#Skill skill] and its prerequisites. Train the prerequisites.
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[[\l|'''Market.''']] Use a market tool such as [https://evernus.com/ Evernus] to select the preferred market you’ll use to sell your [#Skill_Injector#Skill_Injectors injectors]. You’re looking for a market with a steady trade in them (volume &gt;15 or so per month), good prices, and low taxes and fees. Likely this will be one of the trade hubs, but don’t discount the smaller markets, particularly in [#Trade_hubs NPC nullsec]. Find the market that offers the greatest potential profit margin by starting with the average buy price for a large [#Skill_Injector#Skill_Injectors skill injector] at that market over the past year or so. (You’re in '''[#Skill skill] farming''' for the long haul, not to make a quick buck.) Subtract that market’s sales tax (5% at [#NPC_Corporations NPC] markets, as low as 0.1% at a [#Upwell_structures POS] where you have good [#Standings_and_Standing_Mechanics standing]) and [#Trading#Standings broker fee]. The [#Trading#Standings broker fee] is charged when you place any market order. It starts at 5% but can be reduced by the [#Broker_Relations#Broker_Relations Broker Relations] skill, and by your [#Standings standing] with the market owner’s [#Faction faction] and [#Corporation corporation] as detailed [#Trading#Standings here].
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Deduct the average sell price for a replacement [#Skill_Extractor#Skill_Extractors extractor] at that market, and the result is a good estimate of the average profit you can expect per large [#Skill_Injector#Skill_Injectors injector] there. Repeat this calculation for 5 small [#Skill_Injector#Skill_Injectors injectors].
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Look at sales volumes, too. Competition is good, and you don’t want to hold up your [#Skill_queue training queue] waiting for [#Skill_Extractor#Skill_Extractors extractors] to arrive. Your [#Skill_Injector#Skill_Injectors injectors] aren’t earning anything if they’re sitting in escrow waiting for buyers.
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As with any other commodity, it’s possible to find a [#Corporation corporation] that will purchase some (or all!) of your [#Skill_Injector#Skill_Injectors injectors] at a fixed price to guarantee their supply. You’ll probably have to give a little on the price, but you’ll have a definite buyer at a definite price. With a little luck, you might also negotiate [#PLEX#PLEX PLEX], a [#Jump_Clones clone], or replacement [#Skill_Extractor#Skill_Extractors extractors] into the deal. However, the cautions in [[#POSs|POSs]] apply. Start with your own [#Corporation corporation], other [#Corporation corporations] in your [#Alliance#Alliance alliance], and [#Multiple_Character_Training#Characters characters] that regularly purchase quantities of [#Skill_Injector#Skill_Injectors injectors].
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As an example, below is an excerpt from the spreadsheet I use for my market searches. Obviously, it’s incomplete and out of date, but it should give you an idea of how to conduct your own search. All prices and volumes were obtained using [https://evernus.com/ Evernus], though that software is no longer supported.

Revision as of 14:54, 29 March 2020

This page is a work in progress.
Notes: Translating from Word. Is there not a wizard for that? ;)

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Overview

Skill farming is a style of game play in EVE Online that uses a character to train skills solely to extract and sell their skill points, creating a passive income stream.

After initial preparations are completed, skill farming has the potential to return 3,278.3M ISK every thirty days (or 4.6M ISK per hour) on an investment of one day of game time. An EVE account costs five hundred PLEX for that time. At an exchange rate of 3.2M ISK per PLEX, that’s 1,580.1M ISK. Therefore, it’s possible to finance 207.5% of the cost of that account with the skill points farmed by a single character. Deduct the cost of the account and profit would be 1,698.2M ISK = 2.4M ISK per hour = 107.5% of account cost. Skill farming with two characters on the same account simultaneously requires the purchase of a Multiple Pilot Training Certificate for four hundred eighty-five PLEX. Thirty-day profit from both characters would then be 3,443.8M ISK = 2.4M ISK per hour per character = 110.6% of account cost.

Initial costs will range from 374.7M to 1,885.2M ISK (mostly for skill extractors), which will be returned in 3.4 to 17.3 days. The only ongoing costs are for replacement extractors. The helpful skills require about 2.6M skill points, which can take 39.5 days or more to train (depending on your attribute settings and on which you have already trained). Most are common market trading skills. Some travel is necessary to install jump clones, distribute attribute enhancers, and exploit market trends. Skill farming monopolizes the training queue on its account, but produces skill injectors which can be used by the other characters.

Skill farming for alpha clones is possible but pointless. 5.5M skill points are required to use a skill extractor, but alpha clones are limited to 5M free skill points. So, an alpha clone must consume a large skill injector in order to produce one. Alpha clones can only extract skills that require omega status (i.e., skills they can’t train in the first place), which limits their choice of a farm skill. Several of the helpful skills are unavailable to (or limited for) alpha clones, reducing their efficiency at skill farming. Therefore, this article assumes omega clone status.

Preparation

To develop your training plan, begin with any required trading skills. Add Cybernetics to unlock enhancers and Infomorph Psychology for jump clones. The key skills are listed below; I suggest training all to level V.

You might also consider the “Magic 14” and the skills necessary to fly an interceptor (or a similar slippery ship) to carry small cargos (like skill injectors) through risky areas. (And what areas in New Eden aren’t risky?) Skilled and fit to use the cloak trick, it can avoid most gate camps (though it will still be vulnerable to smart bombs and other area-of-effect weapons). I keep one with each of my jump clones.

Purchase and inject the necessary skill books (probably Accounting, Broker Relations, and Infomorph Psychology), either from the market or “on demand”. Then edit this list of the helpful skills. For example, you may find Trade V unnecessary. If so, delete those skills from the list (and don’t bother purchasing and injecting their skill books). Copy the edited list into your skill queue (using the menu button at the top left of the queue) and click “Start”. The EVE client will edit out the “* Remap” lines and the skills you’ve already trained.

Don’t remap yet. You’ll have to wait a year before you can remap again (unless you have bonus remaps available), and you may need to remap for your ‘farm’ skill.

Helpful skills for skill farming

Italicized skills are included in starting skills

Category

Skill

Multi-

plier

Cost

(M ISK)

Primary

Attribute

Secondary

Attribute

Prerequisites

Benefit

Neural Cybernetics

3

0.1

Intelligence Memory Science III Simplified, +1 enhancer point per level, i.e., level 1 unlocks +1 enhancers, etc.
Neural Infomorph Psychology

1

1.0

Charisma Willpower None +1 jump clone per level.
Trade Accounting

3

5.0

Charisma Memory Trade IV -11% sales tax per level.
Trade Broker Relations

2

0.1

Willpower Charisma Trade II -0.3% broker fee rate per level.
Trade Trade

1

0.0

Willpower Charisma None +4 open market orders per level.

‘Farm’ Skill

Decide which [#Skill skill] you’ll train to farm its [#Skill_Points#Training_skills skill points]. Look for a [#Skill skill] your ‘farm’ [#Accounts#Characters character] will never use that requires at least 8 days to train (to generate the 0.5M [#Skill_Points#Training_skills skill points] necessary to fill an [#Skill_Extractor#Skill_Extractors extractor]). There’s no maximum training time, but you’ll only be able to harvest its [#Skill_Points#Training_skills skill points] after you’ve finished training the [#Skill skill]. So, if the [#Skill skill] requires 30 days to train, you can harvest every 30 days or more. The table at the end of this article lists some [#Skill skills] with long training times (>31 days to train all 5 levels). Select one that matches your desired harvest frequency and doesn’t require that you train too many prerequisites. Try starting with the [#Skills:Armor Armor], [#Skills:Engineering Engineering], and [#Skills:Shields Shields] categories.

You can also farm a group of [#Skill skills], which lets you harvest less frequently, but slightly complicates [#Skill_trading#Extracting_skills extracting] and reloading your [#Skill_queue training queue]. If you do so, all [#Skill skills] in the group should have the same primary and secondary [#Attributes#Attributes attributes] for maximum efficiency.

As an example, for my ‘farm’ [#Skill skill] I chose [#Capital_Capacitor_Emission_Systems#Capital_Capacitor_Emission_Systems Capital Capacitor Emission Systems] in the [#Skills:Engineering Engineering] category. This [#Accounts#Characters character] will never fly [#Capital_ships capital ships], the [#Skill#Skillbooks skill book] is inexpensive, and I only had to train 4 levels of [#Skills:Engineering#Capacitor_Emission_Systems Capacitor Emission Systems] to meet its prerequisites. Their [#Attributes#Attributes attributes] match, so I can use my [#Neural_Remap#Neural_Remaps remap] and [#Implant#Attribute_Enhancers enhancers] early to accelerate training the prerequisites. Training time for all 5 levels of my ‘farm’ [#Skill skill] is almost 40 days (256,000 base [#Skill_Points#Training_skills skill points] x [#Skill_Points skill] multiplier of 10 ÷ 64,800 maximum [#Skill_Points#Training_skills skill points] per day = 39.5 days), so I only have to jump to my ‘market’ [#Jump_Clone clone] and harvest once a month or so. If I can’t log on for a couple of days, no worries. Moving that single [#Skill skill] into [#Skill_Extractor#Skill_Extractors extractors] is quick and easy, as is reloading my [#Skill_queue training queue]. In total, I invest maybe 1 day of game time per month to pay for my [#Accounts account]!

Once you’ve trained the helpful skills, purchase and [#Skills_and_learning#Injecting_Skillbooks inject] the necessary [#Skill#Skillbooks skill books] for your chosen ‘farm’ [#Skill skill] and its prerequisites. Train the prerequisites.

Market. Use a market tool such as Evernus to select the preferred market you’ll use to sell your [#Skill_Injector#Skill_Injectors injectors]. You’re looking for a market with a steady trade in them (volume >15 or so per month), good prices, and low taxes and fees. Likely this will be one of the trade hubs, but don’t discount the smaller markets, particularly in [#Trade_hubs NPC nullsec]. Find the market that offers the greatest potential profit margin by starting with the average buy price for a large [#Skill_Injector#Skill_Injectors skill injector] at that market over the past year or so. (You’re in [#Skill skill] farming for the long haul, not to make a quick buck.) Subtract that market’s sales tax (5% at [#NPC_Corporations NPC] markets, as low as 0.1% at a [#Upwell_structures POS] where you have good [#Standings_and_Standing_Mechanics standing]) and [#Trading#Standings broker fee]. The [#Trading#Standings broker fee] is charged when you place any market order. It starts at 5% but can be reduced by the [#Broker_Relations#Broker_Relations Broker Relations] skill, and by your [#Standings standing] with the market owner’s [#Faction faction] and [#Corporation corporation] as detailed [#Trading#Standings here].

Deduct the average sell price for a replacement [#Skill_Extractor#Skill_Extractors extractor] at that market, and the result is a good estimate of the average profit you can expect per large [#Skill_Injector#Skill_Injectors injector] there. Repeat this calculation for 5 small [#Skill_Injector#Skill_Injectors injectors].

Look at sales volumes, too. Competition is good, and you don’t want to hold up your [#Skill_queue training queue] waiting for [#Skill_Extractor#Skill_Extractors extractors] to arrive. Your [#Skill_Injector#Skill_Injectors injectors] aren’t earning anything if they’re sitting in escrow waiting for buyers.

As with any other commodity, it’s possible to find a [#Corporation corporation] that will purchase some (or all!) of your [#Skill_Injector#Skill_Injectors injectors] at a fixed price to guarantee their supply. You’ll probably have to give a little on the price, but you’ll have a definite buyer at a definite price. With a little luck, you might also negotiate [#PLEX#PLEX PLEX], a [#Jump_Clones clone], or replacement [#Skill_Extractor#Skill_Extractors extractors] into the deal. However, the cautions in POSs apply. Start with your own [#Corporation corporation], other [#Corporation corporations] in your [#Alliance#Alliance alliance], and [#Multiple_Character_Training#Characters characters] that regularly purchase quantities of [#Skill_Injector#Skill_Injectors injectors].

As an example, below is an excerpt from the spreadsheet I use for my market searches. Obviously, it’s incomplete and out of date, but it should give you an idea of how to conduct your own search. All prices and volumes were obtained using Evernus, though that software is no longer supported.