EVE Attribute Calculator
Measure how Intelligence, Perception, Charisma, Willpower, Memory, implant bonuses, clone state, and selected skill attributes change SP/hour and queue training time.
Attribute Training Results
| Skill Area | Typical Primary | Typical Secondary | Calculator Use |
|---|---|---|---|
| Engineering, Shield, Armor, Navigation support | Intelligence | Memory | Good for fitting, capacitor, tank, and utility support queues. |
| Gunnery and missile weapon training | Perception | Willpower | Use for turret, launcher, and combat weapon specialization blocks. |
| Spaceship Command training | Perception | Willpower | Use for frigate, cruiser, battleship, industrial, and capital hull queues. |
| Drones and fighter support | Memory | Perception | Use for drone operation, drone damage, and carrier fighter support checks. |
| Industry, production, mining processing | Memory | Intelligence | Use for manufacturing, mining support, refining, and resource processing. |
| Science, scanning, research agents | Intelligence | Memory | Use for astrometrics, invention, research, and advanced science blocks. |
| Trade, Social, Corporation Management | Charisma | Memory | Use for market orders, standings work, leadership, and corporation tools. |
| Attribute Change | Omega SP/hour | Alpha SP/hour | Training Meaning |
|---|---|---|---|
| +1 to primary only | +60 | +30 | Most direct improvement because primary contributes full SP per minute. |
| +1 to secondary only | +30 | +15 | Useful, but only half the impact of a primary attribute point. |
| +1 to both active attributes | +90 | +45 | Typical result when a full implant set or booster affects both attributes. |
| +3 full implant set | +270 | +135 | Strong long-queue gain if both selected skill attributes receive the bonus. |
| +5 full implant set | +450 | +225 | Largest implant-speed improvement before temporary booster effects. |
| Clone Context | SP/min Formula | SP/hour Formula | Queue Interpretation |
|---|---|---|---|
| Omega clone | Primary + Secondary / 2 | SP/min x 60 | Full attribute speed. Use for subscribed or Omega training time. |
| Alpha clone | 0.5 x (Primary + Secondary / 2) | SP/min x 60 | Half speed. The same attributes create a longer queue time. |
| Implants active | Attributes include implant points | New SP/min x 60 | Implant gains compound over every queued skill using those attributes. |
| Temporary booster active | Attributes include booster points | New SP/min x 60 | Use this only while the booster covers the queue segment you enter. |
| Training Speed | 250k SP Queue | 1m SP Queue | 5m SP Queue |
|---|---|---|---|
| 1,800 SP/hour | 5d 19h | 23d 4h | 115d 18h |
| 2,100 SP/hour | 5d 0h | 19d 20h | 99d 5h |
| 2,430 SP/hour | 4d 7h | 17d 4h | 85d 18h |
| 2,700 SP/hour | 3d 21h | 15d 10h | 77d 4h |
Intelligence / Memory
Best for core ship support: fitting, capacitor, shields, armor, navigation support, science, and scanning blocks.
Perception / Willpower
Best for hull and weapon pressure: Spaceship Command, Gunnery, Missiles, and many combat progression queues.
Memory / Intelligence
Best for industrial and drone-heavy plans where manufacturing, resource processing, or drone operation dominates.
Charisma / Memory
Best for market, social, leadership, and corporation-focused characters; usually weaker for pure combat queues.
| Preset | Primary / Secondary | Clone and Bonus | Best Use |
|---|---|---|---|
| New Capsuleer Core Fitting | Intelligence / Memory | Alpha, no implants | Early fitting, tank, capacitor, and navigation support. |
| Frigate PvP Gunnery Push | Perception / Willpower | Omega, +3 implants | Small-gang combat queue with weapon specialization. |
| Cruiser Command Rush | Perception / Willpower | Omega, +4 implants | Hull unlocks and ship command ranks. |
| Drone Cruiser Starter Queue | Memory / Perception | Omega, +3 implants | Drone damage, control range, and cruiser support. |
| Industrial Production Batch | Memory / Intelligence | Omega, +4 implants | Manufacturing, refining, invention prep, and industry support. |
| Market and Corporation Alt | Charisma / Memory | Omega, +3 implants | Trade orders, standings, leadership, and corporation utilities. |
In EVE Online, the speed at which one gain skill points is determined by five attribute: Intelligence, Perception, Willpower, Memory, and Charisma. While the attributes may appear to be five separate number to the players of EVE Online, each of those attributes is actualy a factor that influences the rate at which an player earns skill points. Each of those attributes can be increased to reduce the amount of time that it take for a players skill queue to be completed.
The speed at which a player gains skill points for a specific skill can be calculated through a formula that incorporate two attributes for that specific skill. For each skill in the game, one of the attributes will have full value for that skill, while the other attribute will have half of its value for that specific skill. As a result, increasing one of the primary attributes will have twice the benefit upon skill point gain as increasing the secondary attribute for that specific skill.
How Attributes Affect Skill Training Speed
The calculator that is available to the players can perform these calculation. Another factor in the calculation of the speed at which an player gains skill points is the clone state of that player. An Omega clone will have the normal rate of gaining skill points, but an Alpha clone will have only half the rate of gaining those skill points.
Thus, an Alpha clone will require an even longer time to complete a players skill queue than an Omega clone. For instance, an attribute spread that produces two thousand skill points for an Omega clone will produce only one thousand skill points per hour for an Alpha clone. Players can switch between these two state in the calculator to view how each state will impact the length of their skill queue.
The third factor that can impact the training speed of a player is the use of implants. Implants are items that a player can purchase and that provide additional values to each of the five attributes. For instance, each plus three implant will increase each of the attributes by three points for the length of time that the implant are active within the clone.
Thus, as with the other factors, increasing the value of an attribute will increase the speed at which an player gains skill points for each of the skills that use those attributes. Furthermore, each of these time savings for implants are cumulative to the length of an individual skill queue. Finally, temporary boosters can also increase the training speed of a player, but only for the amount of time that the temporary boosters is active.
Thus, players can use the calculator to determine if the cost of temporary boosters is worth the cost of increasing the training speed of the player. Skill queues within the game have different attribute associated with them. For instance, Gunnery and spaceship command skills use Perception and Willpower as their primary attributes.
In contrast, engineering and science skills use Intelligence and Memory. Additionally, industrial skills use Memory and Intelligence, and market or corporation skills use Charisma. These different attributes for each category of skills enable the player to determine whether an implant set is useful for the players current skills.
The reference tables provided within the calculator can help a player to determine which attributes are important for which skill in EVE Online. Though the attributes may appear to be important, the planning of a players skills is more important. For instance, although a player may purchase implants that increase the values of each attribute for each of the skill categories, purchasing implants for each of the skill categories will prevent a player from effectively gaining skill points for each individual skill.
Instead, an player should group each of the players skills into separate skill queues for each of the attributes that is required for each skill. Thus, each player should optimize their attributes for the specific group of skills that they will be learning. The calculator allows a player to input their target number of skills and the number of skills that are currently queued.
Based off these two values, the calculator will indicate the time that will be required for each skill queue, as well as the average length of time for each of the skills. Though many think the secondary attribute is unimportant due to its half the value of the primary attribute, it still save many days of training for each of the players skill queues. Due to its half the value of the primary attribute, many believe that it is not as important as the primary attribute for each of the skills.
However, as with the other factors in the calculator, its importance can be seen through the “breakdown” section of the calculator. The numbers within the calculator can help to determine the skills that are required of each clone. For instance, if an Omega subscription for a clone reduces the length of an eighty day skill queue to forty days, the player can use that information to determine whether the subscription for the clone is worth the cost.
Similarly, the player can use that same information to help determine whether purchasing a temporary booster for a specific skill is worth the price of that booster. Thus, each of these five attributes are essential to form the basis of a players strategy within EVE Online for gaining skill points for the players various skill.
