Difference between revisions of "Medical boosters"
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{{Update|Most (all?) Cerebral Accelerators purchased from the EVE store as part of bundles etc. are now directly injected into the character when redeemed and can no longer be sold/traded}} | {{Update|Most (all?) Cerebral Accelerators purchased from the EVE store as part of bundles etc. are now directly injected into the character when redeemed and can no longer be sold/traded}} | ||
− | '''Medical boosters''', often simply called '''boosters''', are performance-enhancing drugs in EVE. When consumed, the user gets a temporary boost to a specific combat related attribute or skill training attribute. The more powerful combat-related boosters have a chance of having negative side effects which may impact a user's ability to fight. The weaker boosters, called Synths, have no chance of side effects | + | '''Medical boosters''', often simply called '''boosters''', are performance-enhancing drugs in EVE. When consumed, the user gets a temporary boost to a specific combat related attribute or skill training attribute. The more powerful combat-related boosters have a chance of having negative side effects which may impact a user's ability to fight. The weaker boosters, called Synths, have no chance of side effects but have dramatically reduced effects. |
− | Combat-related boosters are manufactured from gasses | + | Combat-related boosters are manufactured from gasses that are [[Gas cloud harvesting|harvested]] from anomalies in known space. Mytoserocin gasses are used to make Synth boosters and are found in high and low security space, and Cytoserocin gasses, found in low and null security space, are used to create the more powerful Standard, Improved, and Strong boosters. |
− | A separate group of skill training boosters called "[[#Cerebral Accelerators|cerebral accelerators]]" are obtained through in-game events, | + | A separate group of skill training boosters called "[[#Cerebral Accelerators|cerebral accelerators]]" are obtained through [[New Eden Store]] or in-game events. They all share the booster slot 10, separate from all other boosters. |
== Using boosters == | == Using boosters == | ||
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Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for neural [[implants]]. Booster slots represent your character's capacity to absorb particular types of drug, rather than the spaces in your character's brain represented by implant slots. | Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for neural [[implants]]. Booster slots represent your character's capacity to absorb particular types of drug, rather than the spaces in your character's brain represented by implant slots. | ||
− | It is not possible to override | + | It is not possible to override a booster once it has been consumed by taking another booster for the same slot, ''except'' by jumping out of the clone and back into it. Pilots must wait out the drug for its duration. Combat boosters last 30 minutes, increased by 20% (6 minutes) for each level of {{sk|Biology|icon=yes}} the user has trained. |
− | Each type of booster has four potential side effects associated with it. When the booster is used, each of these effects has a separate chance of occurring. A pilot might have no penalties for using a booster | + | Each type of booster has four potential side effects associated with it. When the booster is used, each of these effects has a separate chance of occurring. A pilot might have no penalties for using a booster or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The penalties are -20% for Standard, -25% for Improved, and -30% for Strong. This means that for example, Standard booster at 0 level Neurotoxin Recovery has 59,04% chance of at least single side effect occurring, which is in stark contrast to 20% that is claimed by the in-game tooltip. With Neurotoxin Recovery V, Standard booster has ~47,79% chance of at least single side effect occurring. |
Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants. | Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants. | ||
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=== Other boosters === | === Other boosters === | ||
− | There are other combat boosters | + | There are other combat boosters that are not manufactured by players, and which do not have side effects. |
Agency boosters are rewarded by various events related to [[The Agency]]. Dose II versions can also be bought from DED LP store. These have a base duration of 30 minutes. | Agency boosters are rewarded by various events related to [[The Agency]]. Dose II versions can also be bought from DED LP store. These have a base duration of 30 minutes. | ||
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− | Quafe zero is often available as | + | Quafe zero is often available as an event gift or event reward. Quafe zero has base duration of one hour. |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- style="background-color: #333333;" | |- style="background-color: #333333;" | ||
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=== Processing gas === | === Processing gas === | ||
− | + | Before the final product is created, gas must be processed into pure booster material. This is done using reactors at a [[refinery]] structure. | |
Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in .4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid. | Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in .4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid. | ||
=== Booster creation === | === Booster creation === | ||
− | Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements | + | Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements and can be done in high security space. Manufacturing the final booster product requires the pure booster material of the desired grade covered in the above section, megacyte, and an appropriate blueprint. |
== Cerebral Accelerators == | == Cerebral Accelerators == | ||
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Like normal boosters, all Cerebral Accelerators occupy a booster slot, meaning that pilots cannot use two different accelerators at the same time. Like normal boosters, Cerebral Accelerators have their duration (and therefore potential total SP gain) increased by the character skill {{sk|Biology}}. NOTE: The current Biology skill level in effect at the time you inject the Cerebral Accelerator will apply to its entire duration even if you train additional Biology levels while the booster is active. So, if you have not trained Biology yet, you really ought to get it to IV or even V before using a Cerebral Accelerator because (at level V) it will double the duration and therefore the total benefit you get. | Like normal boosters, all Cerebral Accelerators occupy a booster slot, meaning that pilots cannot use two different accelerators at the same time. Like normal boosters, Cerebral Accelerators have their duration (and therefore potential total SP gain) increased by the character skill {{sk|Biology}}. NOTE: The current Biology skill level in effect at the time you inject the Cerebral Accelerator will apply to its entire duration even if you train additional Biology levels while the booster is active. So, if you have not trained Biology yet, you really ought to get it to IV or even V before using a Cerebral Accelerator because (at level V) it will double the duration and therefore the total benefit you get. | ||
− | As noted above, boosters and implants occupy different slots, so pilots | + | As noted above, boosters and implants occupy different slots, so pilots can use a full set of attribute-boosting [[implants]] alongside a Cerebral Accelerator. Unlike normal boosters, and implants, the cerebral accelerators stay active even if you clone jump or get podded. |
− | The most common sources of Cerebral Accelerators are various | + | The most common sources of Cerebral Accelerators are various periodic events such as [[Crimson Harvest]]. These accelerators are valid for only limited time, after which they expire and can no longer be used. |
The second source of accelerators are deals offered to new players by [[CCP]] (e.g. the Steam Super Starter Pack), which allow inexperienced players to experiment with their [[Skills|skill]] queue during their first few days in New Eden. Cerebral Accelerators obtained by deal offers are only usable for characters below a certain in-game age (usually less than 15 days old). These boosters will deactivate if a character exceeds the intended age, regardless of the remaining duration. | The second source of accelerators are deals offered to new players by [[CCP]] (e.g. the Steam Super Starter Pack), which allow inexperienced players to experiment with their [[Skills|skill]] queue during their first few days in New Eden. Cerebral Accelerators obtained by deal offers are only usable for characters below a certain in-game age (usually less than 15 days old). These boosters will deactivate if a character exceeds the intended age, regardless of the remaining duration. | ||
− | Cerebral Accelerators obtained via real-money purchases are not available on the regular market | + | Cerebral Accelerators obtained via real-money purchases are not available on the regular market but can be sold via contract. [Note: I don't think this is true anymore (28 May 2023) as I believe all Cerebral Accelerators purchasable as part of bundles from the store are now directly injected on redemption. But also, these no longer have a "new character only" requirement so characters of any age can benefit from the various new player bundles in the store] |
− | Players purchasing Accelerators must weigh up the ISK-for-SP efficiency of Accelerators against that of purchased [[Skill trading#Skill Injectors|skill injectors]]. Depending on market fluctuations, injectors might be a better purchase for lower-SP characters. The diminishing returns on injectors for characters with more SP make Accelerators more worthwhile for more advanced characters. Accelerators | + | Players purchasing Accelerators must weigh up the ISK-for-SP efficiency of Accelerators against that of purchased [[Skill trading#Skill Injectors|skill injectors]]. Depending on market fluctuations, injectors might be a better purchase for lower-SP characters. The diminishing returns on injectors for characters with more SP make Accelerators more worthwhile for more advanced characters. Accelerators that are obtained for free from events, or looted, or gifted to a player, are of course worth using and do not raise the same ISK-efficiency questions. |
==== Redemption ==== | ==== Redemption ==== |
Latest revision as of 05:55, 17 May 2024
Reason: Most (all?) Cerebral Accelerators purchased from the EVE store as part of bundles etc. are now directly injected into the character when redeemed and can no longer be sold/traded
Medical boosters, often simply called boosters, are performance-enhancing drugs in EVE. When consumed, the user gets a temporary boost to a specific combat related attribute or skill training attribute. The more powerful combat-related boosters have a chance of having negative side effects which may impact a user's ability to fight. The weaker boosters, called Synths, have no chance of side effects but have dramatically reduced effects.
Combat-related boosters are manufactured from gasses that are harvested from anomalies in known space. Mytoserocin gasses are used to make Synth boosters and are found in high and low security space, and Cytoserocin gasses, found in low and null security space, are used to create the more powerful Standard, Improved, and Strong boosters.
A separate group of skill training boosters called "cerebral accelerators" are obtained through New Eden Store or in-game events. They all share the booster slot 10, separate from all other boosters.
Using boosters
To use a booster, right click on it and select "Consume". This can be done in space or at a station. Boosters cannot be used remotely: for use in a station, they must be in one of your ships or hangars, while in space they must be in your cargo hold.
Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for neural implants. Booster slots represent your character's capacity to absorb particular types of drug, rather than the spaces in your character's brain represented by implant slots.
It is not possible to override a booster once it has been consumed by taking another booster for the same slot, except by jumping out of the clone and back into it. Pilots must wait out the drug for its duration. Combat boosters last 30 minutes, increased by 20% (6 minutes) for each level of Biology the user has trained.
Each type of booster has four potential side effects associated with it. When the booster is used, each of these effects has a separate chance of occurring. A pilot might have no penalties for using a booster or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The penalties are -20% for Standard, -25% for Improved, and -30% for Strong. This means that for example, Standard booster at 0 level Neurotoxin Recovery has 59,04% chance of at least single side effect occurring, which is in stark contrast to 20% that is claimed by the in-game tooltip. With Neurotoxin Recovery V, Standard booster has ~47,79% chance of at least single side effect occurring.
Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.
Skills
- Biology (1x): 20% bonus per skill level to attribute booster duration
- Neurotoxin Control (2x): 5% reduction per skill level to booster side effects potency
- Neurotoxin Recovery (5x): 5% reduction per skill level to the chance of having a negative side effect
Implants
The Eifyr and Co. 'Alchemist' line of neural implants can enhance the duration of boosters, or reduce the probability or potency of side effects. See implants for more information.
Combat boosters
Manufactured boosters
There are 8 different abilities that combat boosters can affect, divided into four different grades. These all have base duration of 30 minutes.
Other boosters
There are other combat boosters that are not manufactured by players, and which do not have side effects.
Agency boosters are rewarded by various events related to The Agency. Dose II versions can also be bought from DED LP store. These have a base duration of 30 minutes.
Halcyon Boosters are obtained via the Evergreen Daily Login Rewards and have a base duration of 2 hours.
Faction-specific boosters can be obtained as Faction Warfare rewards and have a base duration of 2 hours. They are currently set to expire at 2023.09.05 10:59:00 EVE time.
Booster name | Attribute | Slot | Bonuses by grade | ||||
---|---|---|---|---|---|---|---|
Dose I | Dose II | Dose III | Dose IV | ||||
Federation Electronics Booster |
Scan Probe Strength Sensor Dampener Optimal Range and Falloff |
14 | +4% | +8% | +12% | +16% | |
Salvager Module Cycle Time | -4% | -8% | -12% | -16% | |||
Imperial Electronics Booster |
Scan Probe Strength Weapon Disruptor Optimal Range and Falloff |
14 | +4% | +8% | +12% | +16% | |
Salvager Module Cycle Time | -4% | -8% | -12% | -16% | |||
Republic Electronics Booster |
Scan Probe Strength Target Painter Optimal Range and Falloff |
14 | +4% | +8% | +12% | +16% | |
Salvager Module Cycle Time | -4% | -8% | -12% | -16% | |||
State Electronics Booster |
Scan Probe Strength ECM Optimal Range and Falloff |
14 | +4% | +8% | +12% | +16% | |
Salvager Module Cycle Time | -4% | -8% | -12% | -16% | |||
Federation Defense Booster |
Subcapital Armor Repairer Effectiveness | 15 | +3% | +6% | +9% | +12% | |
Structure Resistances | +2% | +4% | +6% | +8% | |||
Federation Projection Booster |
Hybrid Turret Optimal Range and Falloff Drone Optimal Range, Falloff and Hitpoints |
15 | +3% | +6% | +9% | +12% | |
Imperial Defense Booster |
Armor Resistances | 15 | +2% | +4% | +6% | +8% | |
Imperial Projection Booster |
Energy Turret Optimal Range and Falloff Drone Optimal Range, Falloff and Hitpoints |
15 | +3% | +6% | +9% | +12% | |
Republic Defense Booster |
Subcapital Armor Repairer and Shield Booster Effectiveness | 15 | +2% | +4% | +6% | +8% | |
Republic Projection Booster |
Projectile Turret Optimal Range and Falloff | 15 | +3% | +6% | +9% | +12% | |
Missile Flight Time | +4% | +8% | +12% | +16% | |||
State Defense Booster |
Shield Resistances | 15 | +2% | +4% | +6% | +8% | |
State Projection Booster |
Hybrid Turret Optimal Range and Falloff Missile Velocity |
15 | +3% | +6% | +9% | +12% | |
Federation Mobility Booster |
Ship Inertia | 16 | -2% | -4% | -6% | -8% | |
Warp Speed | +3% | +6% | +9% | +12% | |||
Microwarpdrive Capacitor Consumption | -3% | -6% | -9% | -12% | |||
Imperial Mobility Booster |
Ship Velocity | 16 | +2% | +4% | +6% | +8% | |
Warp Speed | +3% | +6% | +9% | +12% | |||
Afterburner Capacitor Consumption | -3% | -6% | -9% | -12% | |||
Republic Mobility Booster |
Ship Velocity | 16 | +2% | +4% | +6% | +8% | |
Warp Speed | +3% | +6% | +9% | +12% | |||
Microwarpdrive Capacitor Consumption | -3% | -6% | -9% | -12% | |||
State Mobility Booster |
Ship Inertia | 16 | -2% | -4% | -6% | -8% | |
Warp Speed | +3% | +6% | +9% | +12% | |||
Afterburner Capacitor Consumption | -3% | -6% | -9% | -12% | |||
Federation Application Booster |
Hybrid Turret Tracking Speed Drone Tracking Speed and Velocity |
17 | +3% | +6% | +9% | +12% | |
Federation Damage Booster |
Hybrid Turret Damage Drone Damage |
17 | +2% | +4% | +6% | +8% | |
Imperial Application Booster |
Energy Turret Tracking Speed Drone Tracking Speed and Velocity |
17 | +3% | +6% | +9% | +12% | |
Imperial Damage Booster |
Energy Turret Damage Drone Damage |
17 | +2% | +4% | +6% | +8% | |
Republic Application Booster |
Projectile Turret Tracking Speed | 17 | +3% | +6% | +9% | +12% | |
Missile Explosion Velocity | +4% | +8% | +12% | +16% | |||
Republic Damage Booster |
Projectile Turret Damage Drone Damage |
17 | +2% | +4% | +6% | +8% | |
State Application Booster |
Hybrid Turret Tracking Speed Missile Explosion Radius |
17 | +3% | +6% | +9% | +12% | |
State Damage Booster |
Hybrid Turret Damage Missile Damage |
17 | +2% | +4% | +6% | +8% |
AIR Boosters are obtained via the AIR Career Program
Antipharmakon can be received from running Drifter hives in Drifter wormholes. These have base duration of 30 minutes.
Quafe zero is often available as an event gift or event reward. Quafe zero has base duration of one hour.
Booster name | Slot | Bonus |
---|---|---|
Quafe Zero |
1 | +5% Velocity +5% Scan Resolution |
Quafe Zero Green Apple |
-5% Inertia Modifier -5% Cap Recharge Time Reduction |
Nugoehuvi synth blue pill booster is one of the possible rewards from Caldari epic arc. They have a base duration of 33 minutes.
Booster name | Slot | Bonus |
---|---|---|
Nugoehuvi Synth Blue Pill Booster |
1 | 5% Shield boosting |
Strong Veilguard Booster increases stabilized cloak duration. Booster BPC can be bought in Sisters of EVE loyalty point store.
Booster name | Slot | Bonus |
---|---|---|
Strong Veilguard Booster |
14 | 200% stabilized cloak duration |
Manufacturing
Boosters are manufactured from mytoserocin and cytoserocin gas harvested from clouds in cosmic signatures found in known space. These signatures only spawn in specific regions of New Eden. These gasses are distinct from the fullerine gasses found in wormholes, which are used to create Tech III ships and subsystems.
Processing gas
Before the final product is created, gas must be processed into pure booster material. This is done using reactors at a refinery structure.
Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in .4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid.
Booster creation
Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements and can be done in high security space. Manufacturing the final booster product requires the pure booster material of the desired grade covered in the above section, megacyte, and an appropriate blueprint.
Cerebral Accelerators
Cerebral Accelerators are a special category of boosters that increase the attributes of character, thereby increasing the speed at which they accrue skill points. Some Cerebral Accelerators provide additional bonuses to combat stats, but most only affect character attributes.
The attribute bonus given by Cerebral Accelerators varies by type and method of acquisition, but all Cerebral Accelerators boost all attributes by the same amount: a booster might give a +2 bonus to all attributes or a +4 bonus, for instance, but it will not give a +2 bonus to some attributes and a +4 bonus to others.
Like normal boosters, all Cerebral Accelerators occupy a booster slot, meaning that pilots cannot use two different accelerators at the same time. Like normal boosters, Cerebral Accelerators have their duration (and therefore potential total SP gain) increased by the character skill Biology. NOTE: The current Biology skill level in effect at the time you inject the Cerebral Accelerator will apply to its entire duration even if you train additional Biology levels while the booster is active. So, if you have not trained Biology yet, you really ought to get it to IV or even V before using a Cerebral Accelerator because (at level V) it will double the duration and therefore the total benefit you get.
As noted above, boosters and implants occupy different slots, so pilots can use a full set of attribute-boosting implants alongside a Cerebral Accelerator. Unlike normal boosters, and implants, the cerebral accelerators stay active even if you clone jump or get podded.
The most common sources of Cerebral Accelerators are various periodic events such as Crimson Harvest. These accelerators are valid for only limited time, after which they expire and can no longer be used.
The second source of accelerators are deals offered to new players by CCP (e.g. the Steam Super Starter Pack), which allow inexperienced players to experiment with their skill queue during their first few days in New Eden. Cerebral Accelerators obtained by deal offers are only usable for characters below a certain in-game age (usually less than 15 days old). These boosters will deactivate if a character exceeds the intended age, regardless of the remaining duration.
Cerebral Accelerators obtained via real-money purchases are not available on the regular market but can be sold via contract. [Note: I don't think this is true anymore (28 May 2023) as I believe all Cerebral Accelerators purchasable as part of bundles from the store are now directly injected on redemption. But also, these no longer have a "new character only" requirement so characters of any age can benefit from the various new player bundles in the store]
Players purchasing Accelerators must weigh up the ISK-for-SP efficiency of Accelerators against that of purchased skill injectors. Depending on market fluctuations, injectors might be a better purchase for lower-SP characters. The diminishing returns on injectors for characters with more SP make Accelerators more worthwhile for more advanced characters. Accelerators that are obtained for free from events, or looted, or gifted to a player, are of course worth using and do not raise the same ISK-efficiency questions.
Redemption
When a player purchases a subscription package that includes a Cerebral Accelerator of any kind, the Accelerator will be delivered via the item redemption system. To redeem a Cerebral Accelerator:
- Go to the character selection screen.
- If the Accelerator is available to be redeemed, a “Redeem Items” ribbon with be located along the bottom of the screen. Click on this, and a list of all the items available to be redeemed will be shown.
- Drag and drop the Accelerator onto the portrait of the character you want to receive it.
- The item will be delivered to the Item Hangar of the station in which the designated character is currently docked (Note: I don't think this is true anymore (28 May 2023), as Cerebral Accelerators purchased in bundles from the store are now directly injected into the character on redemption so they will never appear in your Item Hangar, cannot be traded, etc.).
- Note: It is advisable to move the desired character to the station you want the item at before redeeming the item. That way there is zero chance of losing it during transport.
- To activate the Accelerator, right click on it in the Item Hangar and choose “Consume”.