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{{note box|Create redirects for "skill extractor" to that section and "skill injector" to that section etc.}}
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= Skill trading =
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Through the use of a '''Skill Extractor''' a player can extract a portion of their skills and put it into a '''Skill Injector''' which they can then use, give away or trade on the regular market market. This new feature opened up new doors for people to adjust their characters:
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* You can now '''remove unwanted skillpoints''' from skills you've trained in the past and either consume or sell the '''Skill Injector''' afterwards.
 
* You can now '''instantly improve your skills''' and break away from the previous limitations of having to either spend time training or purchase a character someone else have trained.
 
* You can now '''farm skillpoints''' and sell them on the market, much like people '''farm characters''' to sell on the [[Character Bazaar]].
 
 
 
This was introduced to the game in February 2016, following a [http://community.eveonline.com/news/dev-blogs/skill-trading-in-new-eden/ Skill trading in New Eden] devlog released on January 18th.
 
 
 
== Skill Extractors ==
 
It's a consumable item that removes skillpoints from your own character in order to create a new item called a '''Skill Injector''' and transfer the skillpoints into that item (the extractor itself is used up in the process). This allows you to sell or give away a portion of your skillpoints or simply redistribute skillpoints from one skill to another. There are [[#Diminishing returns|diminishing returns]] as you get more and more skillpoints in total however, so keep that in mind.
 
 
 
==== Availability ====
 
You can purchase '''Skill Extractors''' from the [[New Eden Store]] (NES) with Aurum (AUR), alternatively with ISK if someone else has bought it from the store and put it up for sale on the regular market. While the Aurum cost is set by CCP in the store, the ISK price on the regular market will fluctuate based on supply and demand.
 
 
 
==== Extracting skills ====
 
Once you have a '''Skill Extractor''' you activate it and get a list of your skills, allowing you to pick and choose which skills you'll extract skillpoints from. This process will remove the skillpoints from that skill and they will be lost, dropping the skill down to a new level based on remaining skillpoints. The '''Skill Extractor''' is also consumed in the process, leaving behind a '''Skill Injector'''.
 
 
 
==== Limitations ====
 
* A single extractor holds 500,000 skillpoints (500k), so the total worth of skillspoints for the skills you select must equal to or exceed this number in order to create a '''Skill Injector'''.
 
* You cannot extract skillpoints from a skill that is a pre-requisite for another skill, so if you want to get rid of a whole chain of skills you'll need to extract the skills from the top down.
 
* Need to be docked in a station/citadel (conjecture as they mention that the injector ends up in your item hangar).
 
 
 
== Skill Injectors ==
 
It's a consumable item that will give you anywhere from 150,000 - 500,000 '''unallocated skillpoints''' that can be used to boost any of your existing skills or saved for later. The item is destroyed once used.
 
 
 
==== Availability ====
 
You can purchase and trade '''Skill Injectors''' on the regular market, just like any other item. Since the item is placed on the market by players for players, the price can and will fluctuate based on supply and demand.
 
 
 
==== Diminishing returns ====
 
Depending on your total amount of skillpoints, you receive more or less of the skillpoints stored in the '''Skill Injector''' when you use it.
 
* If you have less than '''5 million''' skillpoints you gain the full '''500,000''' skillpoints {{co|green|(100% worth)}}.
 
* If you have between '''5 - 50 million''' skillpoints you gain '''400,000''' skillpoints {{co|slateblue|(80% worth)}}.
 
* If you have between '''50 - 80 million''' skillpoints you gain '''300,000''' skillpoints {{co|yellow|(60% worth)}}.
 
* If you have more than '''80 million''' skillpoints you only gain '''150,000''' skillpoints {{co|orange|(30% worth)}}.
 
 
 
==== How much time does an injector buy me? ====
 
To put this into perspective, it might be good to know roughly how much time you're actually ''"saving"'' by purchasing a '''Skill Injector''' instead of just waiting for the skills to finish naturally.
 
{| class="wikitable"
 
! style="background-color:#222222;" | Total skillpoints
 
! style="background-color:#222222;" | Default remap & no implants<br>{{co|grey|(training at 1,800 SP / hour)}}
 
! style="background-color:#222222;" | Default remap & +3 implants<br>{{co|grey|(training at 2,200 SP / hour)}}
 
! style="background-color:#222222;" | Perfect remap & +5 implants<br>{{co|grey|(training at 2,700 SP / hour)}}
 
|- style="text-align:center;"
 
| align="left" style="background-color:#111111;" | < 5 million skillpoints {{co|grey|(500k / injector)}}
 
| 11 days and 14 hours
 
| 9 days and 12 hours
 
| 7 days and 18 hours
 
|- style="text-align:center;"
 
| align="left" style="background-color:#111111;" | 5 - 50 million skillpoints {{co|grey|(400k / injector)}}
 
| 9 days and 7 hours
 
| 7 days and 14 hours
 
| 6 days and 5 hours
 
|- style="text-align:center;"
 
| align="left" style="background-color:#111111;" | 50 - 80 million skillpoints {{co|grey|(300k / injector)}}
 
| 6 days and 23 hours
 
| 5 days and 17 hours
 
| 4 days and 16 hours
 
|- style="text-align:center;"
 
| align="left" style="background-color:#111111;" | > 80 million skillpoints {{co|grey|(150k / injector)}}
 
| 3 days and 12 hours
 
| 2 days and 21 hours
 
| 2 days and 8 hours
 
 
|}
 
|}
 
= Skill trading vs other options =
 
Apart from the obvious choice of simply train the skills over time, you have a few other options to acquire extra skillpoints; [[Multiple Character Training]] using '''PLEX''' or purchase a character from the [[Character Bazaar]]. Each method will have different pros and cons, most noticeably regarding time and cost.
 
 
== PLEX and multiple character training ==
 
Using a '''30 Day Pilot's License Extension''' (PLEX) allows you to train another character on your account for 30 days (normally you can only train on one character at a time) or even use as gametime for another account to run and train on a separate account. Both of these options are limited to training other characters and cannot give your main character more skillpoints and it still requires time to train the skills at the usual pace. So obviously will not be an option if you're looking to improve your main characters, but if you're looking to improve one of your secondary characters and cost is more of a factor than time ... then this might be a good alternative.
 
 
To compare the cost of '''Skill Injectors''' vs '''PLEX''' you could for example calculate how many injectors worth of skillpoints your 30 day train will equate to:
 
{| class="wikitable"
 
! style="background-color:#222222;" | Total skillpoints <small><ref>The number of skillpoints you have on your character, see '''Diminishing returns''' above.</ref></small>
 
! style="background-color:#222222;" | 1,800 SP / hour <small><ref>1,800 skillpoints / hour is what you get with your default remap and no implants.</ref></small><br><small>{{co|grey|(1,296,000 skillpoints)}}</small>
 
! style="background-color:#222222;" | 2,200 SP / hour <small><ref>2,200 skillpoints / hour is what you get if you use +3 attribute implants and have the appropriate neural remap.</ref></small><br><small>{{co|grey|(1,584,000 skillpoints)}}</small>
 
! style="background-color:#222222;" | 2,700 SP / hour <small><ref>2,700 skillpoints / hour is what you get if you use +5 attribute implants (requires {{sk|Cybernetics|V}} and have the appropriate neural remap.</ref></small><br><small>{{co|grey|(1,944,000 skillpoints)}}</small>
 
|- style="text-align:center;"
 
| align="left" style="background-color:#111111;" | < 5 million skillpoints {{co|grey|(500k / injector)}}
 
| 2,6 injectors
 
| 3,2 injectors
 
| 3,9 injectors
 
|- style="text-align:center;"
 
| align="left" style="background-color:#111111;" | 5 - 50 million skillpoints {{co|grey|(400k / injector)}}
 
| 3,3 injectors
 
| 4 injectors
 
| 4,9 injectors
 
|- style="text-align:center;"
 
| align="left" style="background-color:#111111;" | 50 - 80 million skillpoints {{co|grey|(300k / injector)}}
 
| 4,4 injectors
 
| 5,3 injectors
 
| 6,5 injectors
 
|- style="text-align:center;"
 
| align="left" style="background-color:#111111;" | > 80 million skillpoints {{co|grey|(150k / injector)}}
 
| 8,7 injectors
 
| 10,6 injectors
 
| 13 injectors
 
|}
 
<small><references/></small>
 
==== When would PLEX be the best option? ====
 
In theory it would stand to reason that players would sell these '''Skill Injectors''' at a price that's above the cost to train the skillpoints as well as the cost of purchasing the '''Skill Extractor''' that's needed to create the '''Skill Injectors'''. Otherwise, they'd make more money selling PLEX directly.
 
 
As such simply buying a PLEX to train up an alt should be a lot cheaper than purchasing injectors, if time is not a pressing factor. But since the market in EVE is player-driven there might be times where players end up selling at a net loss, so always do your research.
 

Latest revision as of 21:28, 18 November 2019

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