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Salartarium (talk | contribs) m typo |
Nil Pointer (talk | contribs) Add attributes in skill overview table. |
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{| class="wikitable" | {| class="wikitable" | ||
!Attributes (Primary, Secondary) | |||
!Skill (Multiplier) | !Skill (Multiplier) | ||
!Purpose | !Purpose | ||
!Alpha Limit | !Alpha Limit | ||
|- | |- | ||
|Perception, Willpower | |||
|{{sk|Advanced Weapon Upgrades|mult=yes}} | |{{sk|Advanced Weapon Upgrades|mult=yes}} | ||
|Reduces powergrid need of turrets and launchers. | |Reduces powergrid need of turrets and launchers. | ||
|{{SkillAlphaBar|Advanced Weapon Upgrades}} | |{{SkillAlphaBar|Advanced Weapon Upgrades}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Capacitor Emission Systems|mult=yes}} | |{{sk|Capacitor Emission Systems|mult=yes}} | ||
|Allows use of energy nosferatu, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. | |Allows use of energy nosferatu, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. | ||
|{{SkillAlphaBar|Capacitor Emission Systems}} | |{{SkillAlphaBar|Capacitor Emission Systems}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Capacitor Management|mult=yes}} | |{{sk|Capacitor Management|mult=yes}} | ||
|Bonus to capacitor capacity. | |Bonus to capacitor capacity. | ||
|{{SkillAlphaBar|Capacitor Management}} | |{{SkillAlphaBar|Capacitor Management}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Capacitor Systems Operation|mult=yes}} | |{{sk|Capacitor Systems Operation|mult=yes}} | ||
|Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time. | |Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time. | ||
|{{SkillAlphaBar|Capacitor Systems Operation}} | |{{SkillAlphaBar|Capacitor Systems Operation}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Capital Capacitor Emission Systems|mult=yes}} | |{{sk|Capital Capacitor Emission Systems|mult=yes}} | ||
|Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use. | |Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use. | ||
|{{SkillAlphaBar|Capital Capacitor Emission Systems}} | |{{SkillAlphaBar|Capital Capacitor Emission Systems}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|CPU Management|mult=yes}} | |{{sk|CPU Management|mult=yes}} | ||
|Bonus to ship CPU. | |Bonus to ship CPU. | ||
|{{SkillAlphaBar|CPU Management}} | |{{SkillAlphaBar|CPU Management}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Electronics Upgrades|mult=yes}} | |{{sk|Electronics Upgrades|mult=yes}} | ||
|Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use. | |Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use. | ||
|{{SkillAlphaBar|Electronics Upgrades}} | |{{SkillAlphaBar|Electronics Upgrades}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Energy Grid Upgrades|mult=yes}} | |{{sk|Energy Grid Upgrades|mult=yes}} | ||
|Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules. | |Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules. | ||
|{{SkillAlphaBar|Energy Grid Upgrades}} | |{{SkillAlphaBar|Energy Grid Upgrades}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Energy Pulse Weapons|mult=yes}} | |{{sk|Energy Pulse Weapons|mult=yes}} | ||
|Allows use of smartbombs. Reduces smartbomb cycle time. | |Allows use of smartbombs. Reduces smartbomb cycle time. | ||
|{{SkillAlphaBar|Energy Pulse Weapons}} | |{{SkillAlphaBar|Energy Pulse Weapons}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Nanite Interfacing|mult=yes}} | |{{sk|Nanite Interfacing|mult=yes}} | ||
|Increases damaged module repair amount. | |Increases damaged module repair amount. | ||
|{{SkillAlphaBar|Nanite Interfacing}} | |{{SkillAlphaBar|Nanite Interfacing}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Nanite Operation|mult=yes}} | |{{sk|Nanite Operation|mult=yes}} | ||
|Decreases nanite consumption. | |Decreases nanite consumption. | ||
|{{SkillAlphaBar|Nanite Operation}} | |{{SkillAlphaBar|Nanite Operation}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Power Grid Management|mult=yes}} | |{{sk|Power Grid Management|mult=yes}} | ||
|Bonus to ship powergrid. | |Bonus to ship powergrid. | ||
|{{SkillAlphaBar|Power Grid Management}} | |{{SkillAlphaBar|Power Grid Management}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Resistance Phasing|mult=yes}} | |{{sk|Resistance Phasing|mult=yes}} | ||
|Reduces cycle time & capacitor need of reactive armor hardeners. | |Reduces cycle time & capacitor need of reactive armor hardeners. | ||
|{{SkillAlphaBar|Resistance Phasing}} | |{{SkillAlphaBar|Resistance Phasing}} | ||
|- | |- | ||
|Intelligence, Memory | |||
|{{sk|Thermodynamics|mult=yes}} | |{{sk|Thermodynamics|mult=yes}} | ||
|Enables [[overheating]]. Reduces damage from overheating. | |Enables [[overheating]]. Reduces damage from overheating. | ||
|{{SkillAlphaBar|Thermodynamics}} | |{{SkillAlphaBar|Thermodynamics}} | ||
|- | |- | ||
|Perception, Memory | |||
|{{sk|Weapon Upgrades|mult=yes}} | |{{sk|Weapon Upgrades|mult=yes}} | ||
|Reduces CPU use of turrets and launchers. | |Reduces CPU use of turrets and launchers. | ||
| Line 223: | Line 239: | ||
|reqIII={{sk|Capacitor Management|icon=yes}}; {{sk|Shield Management|icon=yes}}; {{sk|Tactical Shield Manipulation|icon=yes}}; {{sk|Shield Emission Systems|icon=yes}}; {{sk|Capacitor Emission Systems|icon=yes}} | |reqIII={{sk|Capacitor Management|icon=yes}}; {{sk|Shield Management|icon=yes}}; {{sk|Tactical Shield Manipulation|icon=yes}}; {{sk|Shield Emission Systems|icon=yes}}; {{sk|Capacitor Emission Systems|icon=yes}} | ||
|reqIV={{sk|Thermodynamics|icon=yes}} | |reqIV={{sk|Thermodynamics|icon=yes}} | ||
|reqV={{sk| | |reqV= {{sk|Amarr Core Systems|icon=yes}}; {{sk|Assault Frigates|icon=yes}}; {{sk|Caldari Core Systems|icon=yes}}; {{sk|Capital Capacitor Emission Systems|icon=yes}}; {{sk|Capital Shield Emission Systems|icon=yes}}; {{sk|Capital Shield Operation|icon=yes}}; {{sk|Gallente Core Systems|icon=yes}}; {{sk|Graviton Physics|icon=yes}}; {{sk|High Energy Physics|icon=yes}}; {{Sk|Hydromagnetic Physics|icon=yes}};{{sk|Laser Physics|icon=yes}}; {{sk|Minmatar Core Systems|icon=yes}}; {{sk|Nuclear Physics|icon=yes}}; {{sk|Plasma Physics|icon=yes}}; {{sk|Quantum Physics|icon=yes}} | ||
|notes=The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship. | |notes=The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship. | ||
}} | }} | ||
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{{Skill | {{Skill | ||
|skill=Thermodynamics | |skill=Thermodynamics | ||
|desc=Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level. | |desc=Advanced understanding of the laws of thermodynamics. Allows you to deliberately [[overheat]] a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level. | ||
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
|price=4.5M | |price=4.5M | ||
|pre={{sk|Power Grid Management|IV}}, {{sk|Capacitor Management|III}}, {{sk|Science|IV}} | |pre={{sk|Power Grid Management|IV}}, {{sk|Capacitor Management|III}}, {{sk|Science|IV}} | ||
|notes= | |notes= Overheating active modules can have a significant effect in combat: the bonuses offered by overheating range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. A higher Thermodynamics skill allows you to overheat modules for longer before burning them out. This skill need not be a priority for a pilot who only flies in everyday PvE combat (missions, ratting). It is however useful in advanced PvE (e.g. running [[Abyssal Deadspace|Abyssals]]), important in PvP, and especially important in small-gang and solo PvP. | ||
}} | }} | ||