Messing With Your Head

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Contents

Class Information

This chapter contains the standard information of this class pertaining to scheduling and class contents. The General Information should be sufficient to create a proper class topic for scheduling on the Eve University forum. Additional information relevant to the teacher is listed under Notes for the Teacher.

General Information

Illustration link for class description on the Eve University forum: http://i757.photobucket.com/albums/xx216/ScoopIrish/messing_with_your_head_2951.jpg

There are many ways in which a capsuleer can improve themselves. In this class, you'll learn all the ways that you can develop the power of your mind, and use it to learn faster, fight better, make more ISK, win friends and achieve your ends for EVE domination.

Class contents:

Student requirements:

Additional information: This class is primarily lecture delivered in the Class.E-UNI channel in Mumble, followed by Q&A.

Notes for the Teacher

Required materials:

Class Contents

Introduction

Welcome to this class about Messing With Your Head: How to Improve the Capsuleer Mind!

This course is designed primarily for new players in EVE. Over the hour or so, we shall explore all of the ways that you can improve your character's inherent attributes, so that they can learn faster, fight harder, make more ISK, be more popular and do more stuff with greater success in the game.

In summary, we are going to cover all the ways that you can "mess with your head" to adjust your attributes, at an introductory level:

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

Everyone ready? OK, then - let's begin....

First, you might find the syllabus for this class to be a useful reference, later on. Here is the link on the Eve University wiki: http://wiki.eveuniversity.org/Messing_With_Your_Head

Capsuleer, know thyself: Attributes and Neural Remapping

 ( SkillPointsNeeded - CurrentSkillPoints ) / ( PrimaryAttribute + ( SecondaryAttribute / 2 ) )
Skill Groups and Associated Attributes
Group Attributes (Primary, Secondary)
Corp Management Memory, Charisma
Drones Memory, Perception
Electronics Intelligence, Memory
Engineering Intelligence, Memory
Gunnery Perception, Willpower
Industry Memory, Intelligence
Leadership Willpower, Charisma / Charisma, Willpower
Mechanic Intelligence, Memory
Missiles Perception, Willpower
Navigation Intelligence, Perception
Planet Management Intelligence, Memory / Charisma, Intelligence
Science All except Perception
Social Charisma, Intelligence
Spaceship Command Perception, Willpower / Willpower, Perception
Subsystems Intelligence, Memory
Trade Willpower, Charisma/Charisma, Memory

Rewiring your brain: Intro to implants

Most implants do not have their effect penalized when stacked on top of modules that affect the same statistic. The exception is the Snake series of implants, which had the penalty added to prevent large speeds from being obtained.

Body swapping: Using clones effectively

Better living through chemistry: Intro to booster drugs

Booster Name Boosted Attribute Booster Slot Potential Side Effects
Blue Pill Shield boosting amount 1 Shield capacity, Turret optimal range, Explosion velocity, Capacitor capacity
Exile Armor repair amount 1 Armor hitpoint, Turret tracking, Missile explosion cloud, Capacitor capacity
Mindflood Capcitor capacity 1 Armor repair amount, Turret optimal range, Missile explosion cloud
X-Instinct Signature radius 1 Armor hitpoint, Shield capacity, Turret falloff, Missile velocity
Drop Tracking speed 2 Armor repair amount, Shield capacity, Turret falloff, Velocity
Frentix Optimal range 2 Armor hitpoint, Turret tracking, Velocity
Sooth Sayer Falloff range 2 Armor repair amount, Shield capacity, Turret optimal range, Velocity
Crash Missile explosion radius 3 Armor hitpoint, Missile velocity, Velocity

Summary of drug changes currently on SiSi:

Skills have been renamed and altered.

Biology - 20% booster duration per level Nanobiology - 20% additional duration per level (req. Biology IV) Neurobiology - 5% booster effect (req. Nanobiology IV)

The phrase "additional duration" used in the description of Nanobiology seems to imply additive (rather than multiplicative) stacking, but I can't confirm that.

Boosters themselves have no side effects listed. Primary effect strengths have been altered.

Exile, Blue Pill, Mindflood, Crash - 5/10/15/20 Drop - 5/10/20/30 Sooth Sayer - 5/8/11/15 X-Instinct - 2.5/5/7.5/10

Class Wrap-up

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