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Skills and learning: Difference between revisions

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Uryence (talk | contribs)
Uryence (talk | contribs)
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===How Many Levels?===
===How Many Levels?===
'''(Observations: diminishing returns: implications, 'blackmail' prerequisite skills.)'''
 
As you train higher and higher levels in a skill, you get less benefit for the time invested.
 
[[Skills:Gunnery#Surgical_Strike|Surgical Strike]], for example, gives you a 3% bonus to all turret damage per level -- very useful for anyone who uses [[Turrets|turrets]] as their primary weapon system -- and has a 4x training time multiplier. You can get your first 3% bonus in a trivially short amount of time: even with basic attribute scores, training Surgical Strike to Level I takes 40 minutes or so. However, with the same basic attribute scores training Surgical Strike from Level IV to V would take nearly 25 days -- and you would still only get 3% more turret damage for your trouble!
 
For a new character, it is therefore often most efficient to train a useful skill which has a high training multiplier to III or IV and then move on rather than taking it to V straight away. As a rule of thumb, if you use a skill at all it's probably worth training it to III, and if you use a skill regularly it's worth training it to IV.
 
When your character is older you may well reach a point where you have fewer things you want or need to train -- at this point, it may be worth revisiting some skills you left at IV and taking them to V.
 
 
There are, however, some skills which it's worth training to V quite early on in your capsuleer career. For combat pilots Navigation, which we used as an example previously on this page, is one such because:
* it has a low training time multiplier (1x)
* it affects a very fundamental aspect of your ship's performance (speed)
* with a substantial bonus (5%)
 
'''(TODO: expand on this point, talk about 'blackmail' prerequisites)'''


===Making Skill Plans===
===Making Skill Plans===