Note upfront, for clarity: ships in EVE enter warp at the ends of the server's 1 hz ticks, i.e. at the end of every clock second.
Here's a decent overview of warp mechanics, and I cover it in bullet #2 of the dropdown "essential knowledge" section of my intro guide.
These factors affect Time to Warp (hereafter TTW):

For the purposes of entering warp from a dead stop, an align time of 2.01 s is the same as one of 2.99 s; they'll both enter warp on the 3rd tick.
Align time is not the only reason to be concerned with ship mass & inertia, though, since nimbler ships also accelerate and turn faster during combat.




These skills may decrease TTW:

These fittings may decrease TTW:

These drugs may decrease TTW:

These implants may decrease TTW:

The Evasive Maneuvering Command Burst charge may decrease TTW, however:

These fittings may increase or decrease TTW, depending upon the situation:

The Statis Webification effect may:

  1. have no effect on TTW: if you're at a dead stop, being (continuously) webbed doesn't alter TTW
  2. increase TTW: if you're being webbed and don't have 75% max velocity towards your warp vector, TTW increases if the webbing stops (because you must accelerate yet more)
  3. decrease TTW: if you're unwebbed and have ~1-35% of max velocity before being webbed, you'll enter warp instantly on being webbed

Armor plate modules may increase TTW by adding mass to hulls (low slot, only if online, pay attention if using wormholes with plates fitted)

The Black Hole system effect effect may increase TTW:



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