EVE Online Attribute Remap Calculator
Optimize a neural remap against weighted skill categories, implants, training months, SP saved, and bonus-remap timing.
⚙Descriptive Remap Presets
📋Account, Implant, and Remap Pool
🧠Current Base Attributes and Target Remap
Current base attributes
Current base total: 99 points
Target remap base attributes
Target base total: 99 points
📊Weighted Skill Plan Categories
🔭Live Comparison Grid
| Remap option | Base attributes | Weighted SP/hr | Projected SP | Use case fit |
|---|---|---|---|---|
| Run calculator | - | - | - | Results appear here |
💠Attribute and Implant Specs
📚Reference Tables
| Skill category | Primary | Secondary | Remap tendency |
|---|---|---|---|
| Spaceship Command and most weapons | Perception | Willpower | Per / Will for ship unlocks and combat queues |
| Engineering, shields, armor, core support | Intelligence | Memory | Int / Mem for support-heavy months |
| Industry and production planning | Memory | Intelligence | Mem / Int when production skills dominate |
| Drones and carrier-adjacent queues | Memory | Perception | Mem / Per if drone skills outweigh hull skills |
| Leadership, trade, and social skills | Charisma mix | Willpower or Memory | Charisma remaps only when the queue is very focused |
| Preset | Int | Per | Cha | Will | Mem | Best for |
|---|---|---|---|---|---|---|
| Balanced Queue Keeper | 20 | 20 | 19 | 20 | 20 | Mixed queues and uncertain plans |
| Ship and Weapon Rush | 17 | 27 | 17 | 21 | 17 | Spaceship Command, gunnery, missiles |
| Engineering Support Core | 27 | 17 | 17 | 17 | 21 | Tank, fitting, capacitor, core support |
| Industry Research Block | 21 | 17 | 17 | 17 | 27 | Production, science blocks, invention prep |
| Fleet Command Boosts | 17 | 17 | 27 | 21 | 17 | Leadership and charisma-heavy queues |
| Implant set | Attribute bonus | Applied to | Planning note |
|---|---|---|---|
| No implants | +0 each | All five attributes | Use for risky clones or conservative estimates |
| Basic set | +2 each | All five attributes | Small gain across every skill category |
| Standard set | +3 each | All five attributes | Useful baseline for long queues |
| Improved set | +4 each | All five attributes | Common optimizer assumption for stable clones |
| Advanced set | +5 each | All five attributes | Largest steady attribute gain in this calculator |
| Remap state | What it means | Calculator action | Planning risk |
|---|---|---|---|
| Timed remap ready | One-year remap has refreshed | Use if target beats current by enough SP | Locks the next timed remap for a year |
| Timed remap cooling down | Next timed remap is still in the future | Use a bonus remap only for strong gains | May strand a mixed queue on narrow attributes |
| Bonus remap available | Extra remap can be spent any time | Reserve for the next category pivot if gains are modest | Spending it early reduces flexibility |
| No remap available | No timed or bonus remap can be used now | Compare current rate and prepare next queue block | Off-map skills may train slower until cooldown ends |
💡Remap Planning Tips
When considering the speed at which Eve Online players’ characters learn new skills, there is a number of factors to consider. Skill learning speed is important for Eve Online players because it can impact every aspect of a players in-game experience. The attributes that a player controls are the central factor in skill learning speed, since each attribute provide a player with skill points per minute.
In addition to the fact that a player can shift their attribute numbers with a remap once per year, players can also perform these remaps at no additional fees to the player. Thus, each player must consider whether the benefit of moving their attribute points is worth the cooldown period that will result after performing their attribute remap. Players often begin with a balanced attribute spread for their characters.
How to Pick the Best Remap for Faster Skill Training
Using a balanced attribute spread is effective for players who train in a variety of different skills that do not have a pattern to their training. However, a balanced attribute spread is no longer optimal after a player decides upon a specific area to train for an extended period, such as several months. For instance, a player who intends to increase their focus upon spaceship command and weapon skills will perform a remap that prioritizes their Perception and Willpower attributes.
Conversely, a player who intends to increase their focus upon ship engineering and tanking skills will perform a remap that prioritizes the players Intelligence and Memory attributes. Thus, each player’s choice of attribute spread that the character is to utilize is dependent upon the skills that the player intends to train, not the attributes that the player used prior to the current game year. The addition of implants to Eve Online players’ characters also introduces a level of complexity into the calculation of attribute points.
Each implant for a player’s character increases those base attribute numbers. Thus, the benefit of a modest adjustment to a player’s attributes may be enhanced with the benefit of strong implants. Furthermore, the effect of these adjustments will be made differently in an Alpha clone compared to an Omega clone in Eve Online.
Training speeds for an Alpha clone is inherently limited compared to an Omega clone. Thus, the skill point calculator can incorporate the skill of implants and the state of a characters clone, as this will help to eliminate the players need to guess as to the extent of the benefit of adjusting an attribute point. In addition to skills, there are other factors to consider for Eve Online players that may impact the benefit of performing a re-map for their character.
Time is one such factor that many Eve Online players underestimate. For instance, if a player determines that they will benefit from a re-map for a twelve-month period, it is possible that this decision is wasteful if the training period will only occur for three month. Players who train for only a short period of time must lock into specific attributes for their character, and these attributes may not be among the most useful for their training in the future.
Thus, the length of time that a player intends to dedicate to training can help to determine the benefit that a re-map decision by each player can provide. For instance, if an Eve Online player intends to utilize only one re-map for a two-month training period, the cost of making the incorrect decision about which attributes to re-map can be lessened due to the shorter time period. Another factor to consider is the availability of bonus re-maps.
Bonus re-maps are different from the standard timed re-map that each player is able to utilize each year. After earning bonus re-maps, players may be tempted to utilize them for small improvements in attribute points. However, it is more efficient for these bonus re-maps to be held for a significant change in the players training focus.
Such a change in focus might include shifting training from combat skills to science and production skills, or shifting training from support skills to leadership skills. Thus, the ability for each player to enter the number of bonus re-maps that they have available can help to create an understanding of whether utilizing a bonus re-map at this time is beneficial compared to preserving those bonus re-maps for later in the year. Some of the most common mistake that Eve Online players make with regard to attributes is that they fail to treat attributes as temporary.
For instance, they may perform a re-map for their focus on combat, but find that their training requirements shift to science and production skills within three months of performing that re-map. Additionally, a player may maintain a balance to their attributes even after their training requirements have become narrow in focus. Thus, each of these mistakes are made as a result of each player focusing upon their skills in the past, rather than those that they will be training in the future.
Another table that can be created for Eve Online players is one that includes a reference to the skills that have the same attribute pair as each other. For instance, if Eve Online players discover that the attribute pairs for gunnery and spaceship command are the same, they may be able to make a decision as to whether it is worth it to perform a re-map for those two skills. Additionally, such a table could reveal why Eve Online players re-map attributes such as Charisma so rarely.
For instance, if the attributes associated with leadership and trade skills are not among the focus of most Eve Online players for their entire year, there is a low benefit to re-mapping Charisma attributes. Thus, a skill point calculator that includes such a table can allow Eve Online players to make more informed decisions regarding their attributes. The skill point calculator cannot account for how plans might change during the year.
For instance, market conditions and the formation of new alliances can change the focus of a player’s training. Thus, many Eve Online players keep their one bonus re-map in reserve for these potential changes. Thus, even if a decent re-map is available for a player, they will maintain their bonus re-map in preparation for potential changes to their training.
The calculator can provide an understanding of the difference between the number of skill points that can be gained with each re-map option, but cannot account for the possibility of changes to a player’s training schedule. The skill point calculator provides players with an understanding of how to view the training queue for their character as a single block of time. For instance, an Eve Online player can use the calculator to determine how quickly their re-map will allow them to complete their training queue compared to another re-map decision.
Thus, this decision can help to prevent Eve Online players from making a series of small decisions that may result in their attributes being of the wrong focus for their entire training queue.
