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Updated total skills and skillpoints in the game, fixed rubbish number of LSI required. |
m Put formula into <math>. |
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The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. {{sk|Amarr Titan}}, for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V. | The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. {{sk|Amarr Titan}}, for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V. | ||
<!-- SP = 250 * multiplier * sqrt(32)^(level-1) --> | |||
: <math> \displaystyle \text{ SP } = 250 \times \text{ multiplier } \times \sqrt{ 32^{ ( \text{ level } - 1 ) } } </math> | |||
=== Attributes === | === Attributes === | ||
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Every skill has a primary and a secondary attribute: {{sk|Navigation}}, for example, lists Intelligence as its primary attribute and Perception as its secondary attribute. When you start training a skill, you can calculate the time needed (in minutes) thus: | Every skill has a primary and a secondary attribute: {{sk|Navigation}}, for example, lists Intelligence as its primary attribute and Perception as its secondary attribute. When you start training a skill, you can calculate the time needed (in minutes) thus: | ||
<!-- ( SP_Needed - Current_SP ) / ( Primary_Attribute + ( Secondary_Attribute / 2 ) )--> | |||
: <math> \displaystyle \text{ t } = \frac { \text{ SP needed } - \text{ Current SP } } { \text{ Primary Attribute } + ( \text{ Secondary Attribute } / 2 ) } </math> | |||
In general, the skillpoints accumulate at a rate equal to | In general, the skillpoints accumulate at a rate equal to | ||