Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Implants: Difference between revisions

From EVE University Wiki
Arin Mara (talk | contribs)
Summed the Rapture implant effects
m Change background color to design-token.
 
(27 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{hatnote|This article is about the nature of implants in general.  For the article about the University service that provides +3 implants at a discounted price to EVE University students, see [[The +3 Implants Program]].}}
{{hatnote|This article is about the nature of implants in general.  For the article about the University service that provides +3 implants at a discounted price to EVE University students, see [[The +3 Implants Program]].}}


{{related class|Messing With Your Head}}
'''Implants''' are items that you can plug into your character's brain to boost skills and attributes, helping you to learn faster and be more effective.
'''Implants''' are items that you can plug into your character's brain to boost skills and attributes, helping you to learn faster and be more effective.


You have ten slots available in your head for implants. Each slot takes a specific kind of implant.
You have ten slots available in your head for implants. Each slot takes a specific kind of implant.


Slots 1-5 are for [[Implants#Attribute Enhancers|Attribute Enhancers]], and slots 6-10 are for [[Implants#Skill Hardwirings|Skill Hardwirings]].
Slots 1-5 are for [[#Attribute Enhancers|Attribute Enhancers]], and slots 6-10 are for [[#Skill Hardwirings|Skill Hardwirings]].


To use any implant you need at least one level of {{sk|Cybernetics}}, which itself requires {{sk|Science|III}}. The more powerful and expensive implants require more training in {{sk|Cybernetics}}, and often cost significant amounts of ISK, but they can give you indispensable reductions in skill training times, and useful bonuses to your ship's abilities.
To use any implant you need at least one level of {{sk|Cybernetics}}, which itself requires {{sk|Science|III}}. The more powerful and expensive implants require more training in Cybernetics, and often cost significant amounts of ISK, but they can give you indispensable reductions in skill training times, and useful bonuses to your ship's abilities.


Implants can be acquired from [[Loyalty Points|Loyalty Point Stores]] of various corporations, storyline mission rewards, rare NPC loot drops, and of course the Marketplace.
Implants can be acquired from [[loyalty point store]]s of various corporations, storyline mission rewards, rare NPC loot drops, PvP loot during [[The Hunt]], and of course the Marketplace.


==Using an Implant==
== Using an Implant ==
To install an implant, right-click on the implant and choose Plug In; the implant will take effect immediately. If you remove the implant, it is destroyed. You will not be harmed in the process, though it will sting a little.  This is done by going to your Character Sheet, selecting Augmentations, right-clicking the implant in question, and selecting Unplug.
To install an implant, right-click on the implant and choose Plug In; the implant will take effect immediately. If you remove the implant, it is destroyed. You will not be harmed in the process, though it will sting a little.  This is done by going to your Character Sheet, Character tab  selecting Augmentations, right-clicking the implant in question, and selecting {{Co|red|!}} Unplug.


==Keeping your Implants safe==
Certain implants require the use of an [[Clone states#Omega clone|Omega clone]] in order to inject.
Upgrading a set of implants can be an expensive decision because it destroys the old set. Instead, you could buy a [[Jump Clones|jump clone]], jump to it and install the new set of implants there. Each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect. That way, the old implants are preserved as a backup when your pod is destroyed during PvP or in certain cases, by some NPCs such as Triglavians.


You regularly have to wait 24 hours to use another jump clone once you did. It should also be noted that jumping to a clone installed in the same citadel as your active clone will not effect the 24 hour cooldown timer, which may serve extremely useful when participating in a fleet, as staging systems - such as Stacmon - tend to have friendly citadels, in which a clean clone may be installed. However, you may consider jumping into a clone in the same citadel if you know that you face PvP during your next activities - and jump back afterwards. Continue reading for more [[#Tips and Practical Applications with Jump Clones|tips and practical applications with jump clones]].
== Keeping your Implants safe ==
Upgrading a set of implants can be an expensive decision because it destroys the old set. Instead, you could buy a [[jump clone]], jump to it and install the new set of implants there. Each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect. That way, the old implants are preserved as a backup when your pod is destroyed during PvP or in certain cases, by some NPCs such as Triglavians.


==Attribute Enhancers==
You regularly have to wait 24 hours to use another jump clone once you did. It should also be noted that jumping to a clone installed in the same citadel as your active clone will not affect the 24 hour cooldown timer, which may serve extremely useful when participating in a fleet, as staging systems - such as Korsiki - tend to have friendly citadels, in which a clean clone may be installed. However, you may consider jumping into a clone in the same citadel if you know that you face PvP during your next activities - and jump back afterwards. Training the {{Sk|Infomorph Synchronizing}} skill reduces this limitation by one hour for each level trained. Continue reading for more [[#Tips and Practical Applications with Jump Clones|tips and practical applications with jump clones]].
 
== Attribute Enhancers ==
Each attribute enhancing implant boosts a particular attribute, with some of the best (and rarest, and therefore most expensive) ones giving additional bonuses.   
Each attribute enhancing implant boosts a particular attribute, with some of the best (and rarest, and therefore most expensive) ones giving additional bonuses.   


There are 5 "simple" implants for each slot: Limited (+1), Limited-Beta (+2), Basic (+3), Standard (+4), and Improved (+5).
There are 5 "simple" implants for each slot: Limited (+1), Limited-Beta (+2), Basic (+3), Standard (+4), Improved (+5).


Each slot enhances a different attribute as follows:
Each slot enhances a different attribute as follows:
Line 38: Line 39:
To calculate the total bonus for a set of implants, first the set bonus multiplier is calculated by multiplying together all the set bonuses for the implants in the set. The effect bonus for each implant is then multiplied by the set bonus multiplier, and the total bonus can be found by multiplying the new effect bonus values together for each implant in the set.
To calculate the total bonus for a set of implants, first the set bonus multiplier is calculated by multiplying together all the set bonuses for the implants in the set. The effect bonus for each implant is then multiplied by the set bonus multiplier, and the total bonus can be found by multiplying the new effect bonus values together for each implant in the set.


===Advanced Attribute Enhancer Reference===
=== Advanced Attribute Enhancer Reference ===
 
The Kronos release in June 2014 made significant changes to these, which will be reflected below.
The Kronos release in June 2014 made significant changes to these, which will be reflected below.
Notably, unqualified version were renamed to "High-grade" and given a +4 bonus; some Low-grade implants were renamed to Mid-grade and given a +3 bonus; and for those, a new Low-grade version was introduced.  Note that there is no consistency in which sets have which grades: some sets have High, Mid and Low grades, but some just have Mid and Low, some High and Low, and some High and Mid only.  (See the Implants section near bottom of [http://community.eveonline.com/news/patch-notes/patch-notes-for-kronos Kronos Patch Notes].)
Notably, unqualified version were renamed to "High-grade" and given a +4 bonus; some Low-grade implants were renamed to Mid-grade and given a +3 bonus; and for those, a new Low-grade version was introduced.  Note that there is no consistency in which sets have which grades: some sets have High, Mid and Low grades, but some just have Mid and Low, some High and Low, and some High and Mid only.  (See the Implants section near bottom of [https://www.eveonline.com/news/view/patch-notes-for-kronos Kronos Patch Notes].)




{|border="1" cellpadding="5" cellspacing="0"
{| class="wikitable" style="padding: 5px; text-align: right;"
!rowspan="2"|Category
|- style="background-color: var(--background-color-warning-subtle);"
!rowspan="2"|Secondary Effect
! rowspan="2" | Category
!rowspan="2"|Set Name
! rowspan="2" | Secondary Effect
!colspan="2"|Set Bonus per slot
! rowspan="2" | Set Name
!colspan="5"|Effect Bonus per slot
! colspan="2" | Set Bonus per slot
!rowspan="2"|Total Effect
! colspan="5" | Effect Bonus per slot
!rowspan="2"|Attributes
! rowspan="2" | Total Effect
|----
! rowspan="2" | Attributes
|1-5
! rowspan="2" | Source
|6 (Omega)
|- style="background-color: var(--background-color-warning-subtle);"
|1
| 1-5
|2
| 6 (Omega)
|3
| 1
|4
| 2
|5
| 3
|----
| 4
!rowspan="12"|Scanning/EW
| 5
|rowspan="2"|[[File:Icon sensor radar.png|24px|link=]] Radar Sensor Strength
|-
|High-grade Grail
! rowspan="12" | Scanning/EW
| rowspan="2" style="text-align:left;" | [[File:Icon sensor radar.png|24px|link=]] Radar Sensor Strength
| style="text-align:left;" | High-grade Grail
|15%
|15%
|100%
|100%
Line 73: Line 75:
| 75.63%
| 75.63%
| +4
| +4
|----
| rowspan = "2" style="text-align:left;" | LP store: 24th Imperial Crusade
|Low-grade Grail
|-
| style="text-align:left;" | Low-grade Grail
|0%
|0%
|40%
|40%
Line 84: Line 87:
| +7
| +7
| +2
| +2
|----
|-
|rowspan="2"|[[File:Icon sensor ladar.png|24px|link=]] Ladar Sensor Strength
|rowspan="2" style="text-align:left;" | [[File:Icon sensor ladar.png|24px|link=]] Ladar Sensor Strength
|High-grade Jackal
| style="text-align:left;" | High-grade Jackal
|15%
|15%
|100%
|100%
Line 96: Line 99:
| 75.63%
| 75.63%
| +4
| +4
|----
| rowspan = "2" style="text-align:left;" | LP store: Tribal Liberation Force
|Low-grade Jackal
|-
| style="text-align:left;" | Low-grade Jackal
|0%
|0%
|40%
|40%
Line 107: Line 111:
| +7
| +7
| +2
| +2
|----
|-
|rowspan="2"|[[File:Icon sensor magnetometric.png|24px|link=]] Magnetometric Sensor Strength
|rowspan="2" style="text-align:left;" | [[File:Icon sensor magnetometric.png|24px|link=]] Magnetometric Sensor Strength
|High-grade Spur
| style="text-align:left;" | High-grade Spur
|15%
|15%
|100%
|100%
Line 119: Line 123:
| 75.63%
| 75.63%
| +4
| +4
|----
| rowspan = "2" style="text-align:left;" | LP store: Federal Defence Union
|Low-grade Spur
|-
| style="text-align:left;" | Low-grade Spur
|0%
|0%
|40%
|40%
Line 130: Line 135:
| +7
| +7
| +2
| +2
|----
|-
|rowspan="2"|[[File:Icon sensor gravimetric.png|24px|link=]] Gravimetric Sensor Strength
|rowspan="2" style="text-align:left;" | [[File:Icon sensor gravimetric.png|24px|link=]] Gravimetric Sensor Strength
|High-grade Talon
| style="text-align:left;" | High-grade Talon
|15%
|15%
|100%
|100%
Line 142: Line 147:
| 75.63%
| 75.63%
| +4
| +4
|----
| rowspan = "2" style="text-align:left;" | LP store: State Protectorate
|Low-grade Talon
|-
| style="text-align:left;" | Low-grade Talon
|0%
|0%
|40%
|40%
Line 153: Line 159:
| +7
| +7
| +2
| +2
|----
|-
|rowspan="2"|Probe Scan Strength
|rowspan="2" style="text-align:left;" | [[File:Icon probe launcher.png|24px|link=]] Probe Scan Strength
|Mid-grade Virtue
| style="text-align:left;" | Mid-grade Virtue
|10%
|10%
|25%
|25%
Line 165: Line 171:
|33.83%
|33.83%
| +3
| +3
|----
|rowspan="2" style="text-align:left;" | LP store: Servant Sisters of EVE
|Low-grade Virtue
|-
| style="text-align:left;" | Low-grade Virtue
|2.5%
|2.5%
|10%
|10%
Line 176: Line 183:
|20.03%
|20.03%
| +2
| +2
|----
|-
|rowspan="2"|[[File:Icon target range.png|24px|link=]] EWAR module optimal range
|rowspan="2" style="text-align:left;" | [[File:Icon target range.png|24px|link=]] EWAR module optimal range
|Mid-grade Centurion
| style="text-align:left;" | Mid-grade Centurion
|10%
|10%
|25%
|25%
Line 188: Line 195:
|33.83%
|33.83%
| +3
| +3
|----
|rowspan="2" style="text-align:left;" | LP store: Mordus Legion
|Low-grade Centurion
|-
| style="text-align:left;" | Low-grade Centurion
|2.5%
|2.5%
|10%
|10%
Line 199: Line 207:
|20.03%
|20.03%
| +2
| +2
|----
|-
!rowspan="2"|Mining
!rowspan="2"|Mining
|rowspan="2"|[[File:Icon target range.png|24px|link=]] Mining laser range
|rowspan="2" style="text-align:left;" | [[File:Icon target range.png|24px|link=]] Mining laser range
|Mid-grade Harvest
| style="text-align:left;" | Mid-grade Harvest
|10%
|10%
|25%
|25%
Line 212: Line 220:
| 33.83%
| 33.83%
| +3
| +3
|----
|rowspan="2" style="text-align:left;" | LP store: Outer Ring Excavations
|Low-grade Harvest
|-
| style="text-align:left;" | Low-grade Harvest
|2.5%
|2.5%
|10%
|10%
Line 223: Line 232:
| 20.03%
| 20.03%
| +2
| +2
|----
|-
!rowspan="7"|Navigation
!rowspan="7"|Navigation
|rowspan="3"|[[File:Icon velocity.png|24px|link=]] Maximum velocity
|rowspan="3" style="text-align:left;" | [[File:Icon velocity.png|24px|link=]] Maximum velocity
|High-grade Snake
| style="text-align:left;" | High-grade Snake
|15%
|15%
|200%
|200%
Line 236: Line 245:
|24.73%
|24.73%
| +4
| +4
|----
|rowspan="3" style="text-align:left;" | LP store: Serpentis
|Mid-grade Snake
|-
| style="text-align:left;" | Mid-grade Snake
|10%
|10%
|150%
|150%
Line 247: Line 257:
| 16.02%
| 16.02%
| +3
| +3
|----
|-
|Low-grade Snake
| style="text-align:left;" | Low-grade Snake
|5%
|5%
|110%
|110%
Line 258: Line 268:
|10.5%
|10.5%
| +2
| +2
|----
|-
|rowspan="2"|[[File:Icon inertia.png|24px|link=]]Agility
|rowspan="2" style="text-align:left;" | [[File:Icon inertia.png|24px|link=]] Agility
|Mid-grade Nomad
| style="text-align:left;" | Mid-grade Nomad
|10%
|10%
|25%
|25%
Line 270: Line 280:
| -26.93%
| -26.93%
| +3
| +3
|----
|rowspan="2" style="text-align:left;" | LP store: Thukker Mix<br />LP Store: Trust Partners
|Low-grade Nomad
|-
| style="text-align:left;" | Low-grade Nomad
|2.5%
|2.5%
|10%
|10%
Line 281: Line 292:
| -17.39%
| -17.39%
| +2
| +2
|----
|-
|rowspan="2"|[[File:Icon warp speed.png|24px|link=]] Warp Speed
|rowspan="2" style="text-align:left;" | [[File:Icon warp speed.png|24px|link=]] Warp Speed
|High-grade Ascendancy
| style="text-align:left;" | High-grade Ascendancy
|15%
|15%
|70%
|70%
Line 293: Line 304:
| 62.17%
| 62.17%
| +4
| +4
|----
|rowspan="2" style="text-align:left;" | Data site: Ghost Sites
|Mid-grade Ascendancy
|-
| style="text-align:left;" | Mid-grade Ascendancy
|10%
|10%
|35%
|35%
Line 304: Line 316:
| 36.87%
| 36.87%
| +3
| +3
|----
|-
!rowspan="12"|Tanking
!rowspan="12"|Tanking
|rowspan="3"|[[File:Icon armor repairer i.png|24px|link=]] Armor Repair Amount
|rowspan="3" style="text-align:left;" | [[File:Icon armor repairer i.png|24px|link=]] Subcapital Armor Repair Amount
|High-grade Asklepian
| style="text-align:left;" | High-grade Asklepian
|15%
|15%
|50%
|50%
Line 317: Line 329:
|53.63%
|53.63%
| +4
| +4
|----
|rowspan="3" style="text-align:left;" | LP store: Serpentis
|Mid-grade Asklepian
|-
| style="text-align:left;" | Mid-grade Asklepian
|10%
|10%
|25%
|25%
Line 328: Line 341:
| 33.83%
| 33.83%
| +3
| +3
|----
|-
|Low-grade Asklepian
| style="text-align:left;" | Low-grade Asklepian
|2.5%
|2.5%
|10%
|10%
Line 339: Line 352:
|20.03%
|20.03%
| +2
| +2
|----
|-
|rowspan="3"|[[File:Icon armor.png|24px|link=]] Armor HP Amount
|rowspan="3" style="text-align:left;" | [[File:Icon armor.png|24px|link=]] Armor HP Amount
|High-grade Amulet
| style="text-align:left;" | High-grade Amulet
|15%
|15%
|50%
|50%
Line 351: Line 364:
|53.63%
|53.63%
| +4
| +4
|----
|rowspan="3" style="text-align:left;" | LP store: Blood Raiders
|Mid-grade Amulet
|-
| style="text-align:left;" | Mid-grade Amulet
|10%
|10%
|25%
|25%
Line 362: Line 376:
| 33.83%
| 33.83%
| +3
| +3
|----
|-
|Low-grade Amulet
| style="text-align:left;" | Low-grade Amulet
|2.5%
|2.5%
|10%
|10%
Line 373: Line 387:
|20.03%
|20.03%
| +2
| +2
|----
|-
|rowspan="3"|[[File:Icon shield glow.png|24px|link=]] Shield Boost Amount
|rowspan="3" style="text-align:left;" | [[File:Icon shield glow.png|24px|link=]] Subcapital Shield Boost Amount
|High-grade Crystal
| style="text-align:left;" | High-grade Crystal
|15%
|15%
|50%
|50%
Line 385: Line 399:
|53.63%
|53.63%
| +4
| +4
|----
|rowspan="3" style="text-align:left;" | LP store: Guristas Pirates
|Mid-grade Crystal
|-
| style="text-align:left;" | Mid-grade Crystal
|10%
|10%
|25%
|25%
Line 396: Line 411:
| 33.83%
| 33.83%
| +3
| +3
|----
|-
|Low-grade Crystal
| style="text-align:left;" | Low-grade Crystal
|2.5%
|2.5%
|10%
|10%
Line 407: Line 422:
|20.03%
|20.03%
| +2
| +2
|----
|-
|rowspan="3"|[[File:Icon shield.png|24px|link=]] Shield HP Amount
|rowspan="3" style="text-align:left;" | [[File:Icon shield.png|24px|link=]] Shield HP Amount
|High-grade Nirvana
| style="text-align:left;" | High-grade Nirvana
|15%
|15%
|50%
|50%
Line 419: Line 434:
|53.63%
|53.63%
| +4
| +4
|----
|rowspan="3" style="text-align:left;" | LP store: Sansha's Nation
|Mid-grade Nirvana
|-
| style="text-align:left;" | Mid-grade Nirvana
|10%
|10%
|25%
|25%
Line 430: Line 446:
| 33.83%
| 33.83%
| +3
| +3
|----
|-
|Low-grade Nirvana
| style="text-align:left;" | Low-grade Nirvana
|2.5%
|2.5%
|10%
|10%
Line 441: Line 457:
|20.03%
|20.03%
| +2
| +2
|----
|-
!rowspan="3"|Drones/<br>Missiles
|rowspan="3" style="text-align:left;" | [[File:Icon drones.png|24px|link=]] Drone tracking/optimal/falloff<br>[[File:Icon burst.png|24px|link=]] Missile flight time/explosive velocity
| style="text-align:left;" | High-grade Hydra
|15%
|50%
|1%
|1.5%
|2%
|2.5%
|3%
|33,90%
| +4
|rowspan="3" style="text-align:left;" | Combat site: Guristas Huntmaster Outpost
|-
| style="text-align:left;" | Mid-grade Hydra
|10%
|25%
|1%
|1.5%
|2%
|2.5%
|3%
|21,76%
| +3
|-
| style="text-align:left;" | Low-grade Hydra
|2,5%
|10%
|1%
|1.5%
|2%
|2.5%
|3%
|13,06%
| +2
|-
!rowspan="20"|Other
!rowspan="20"|Other
|rowspan="3"|[[File:Icon ship sig.png|24px|link=]] Signature Radius Reduction
|rowspan="3" style="text-align:left;" | [[File:Icon ship sig.png|24px|link=]] Signature Radius Reduction
|High-grade Halo
| style="text-align:left;" | High-grade Halo
|15%
|15%
|50%
|50%
Line 454: Line 506:
| -20.7%
| -20.7%
| +4
| +4
|----
|rowspan="3" style="text-align:left;" | LP store: Angel Cartel
|Mid-grade Halo
|-
| style="text-align:left;" | Mid-grade Halo
|10%
|10%
|25%
|25%
Line 465: Line 518:
| -14.3%
| -14.3%
| +3
| +3
|----
|-
|Low-grade Halo
| style="text-align:left;" | Low-grade Halo
|2.5%
|2.5%
|10%
|10%
Line 476: Line 529:
| -8.99%
| -8.99%
| +2
| +2
|----
|-
|rowspan="3"|[[File:Icon_shield_transporter_i.png|left|24px|link=]][[File:Icon_remote_armor_repair_i.png|left|24px|link=]]Subcap Remote Rep<br> Cycle Time Reduction
|rowspan="3" style="text-align:left;" | [[File:Icon_shield_transporter_i.png|left|24px|link=]][[File:Icon_remote_armor_repair_i.png|left|24px|link=]]Subcapital Remote Repairer <br>Cycle Time Reduction
|High-grade Savior
| style="text-align:left;" | High-grade Savior
|15%
|15%
|50%
|50%
Line 488: Line 541:
| -26.8%
| -26.8%
| +4
| +4
|----
|rowspan="3" style="text-align:left;" | Combat site: Guardian's Gala VIP Emcee
|Mid-grade Savior
|-
| style="text-align:left;" | Mid-grade Savior
|10%
|10%
|25%
|25%
Line 499: Line 553:
| -18.6%
| -18.6%
| +3
| +3
|----
|-
|Low-grade Savior
| style="text-align:left;" | Low-grade Savior
|2.5%
|2.5%
|10%
|10%
Line 510: Line 564:
| -11.9%
| -11.9%
| +2
| +2
|----
|-
|rowspan="3"|[[File:Icon energy neutralizer i.png|left|24px|link=]] Energy Emission System <br>Cycle Time Reduction
|rowspan="3" style="text-align:left;" | [[File:Icon energy neutralizer i.png|left|24px|link=]] Energy Emission System <br>Cycle Time Reduction
|High-grade Talisman
| style="text-align:left;" | High-grade Talisman
|15%
|15%
|50%
|50%
Line 522: Line 576:
| -38.12%
| -38.12%
| +4
| +4
|----
|rowspan="3" style="text-align:left;" | LP store: Blood Raiders
|Mid-grade Talisman
|-
| style="text-align:left;" | Mid-grade Talisman
|10%
|10%
|25%
|25%
Line 533: Line 588:
| -26.93%
| -26.93%
| +3
| +3
|----
|-
|Low-grade Talisman
| style="text-align:left;" | Low-grade Talisman
|2.5%
|2.5%
|10%
|10%
Line 544: Line 599:
| -17.39%
| -17.39%
| +2
| +2
|----
|-
|rowspan="2"|Booster Side Effect Reduction
|rowspan="2" style="text-align:left;" | [[File:Icon blue pill.png|24px|link=]] Booster Side Effect Reduction
|Mid-grade Edge
| style="text-align:left;" | Mid-grade Edge
|10%
|10%
|25%
|25%
Line 556: Line 611:
| -26.93%
| -26.93%
| +3
| +3
|----
|rowspan="2" style="text-align:left;" | LP store: The Syndicate
|Low-grade Edge
|-
| style="text-align:left;" | Low-grade Edge
|2.5%
|2.5%
|10%
|10%
Line 567: Line 623:
| -17.39%
| -17.39%
| +2
| +2
|----
|-
|rowspan="6" | Entropic Disintegrator Maximum<br>Damage Bonus Multiplier / Damage <br>Multipler Bonus per cycle penalty
|rowspan="6" style="text-align:left;" | [[File:Icon_turret_entropic_disintegrator_medium.png|24px|link=]] Entropic Disintegrator only:<br><p><span style="padding-left:24px;">&nbsp;Maximum Damage Bonus Multiplier</span><br><span style="padding-left:24px;">&nbsp;Damage Multipler Bonus per cycle penalty</span></p>
|rowspan="2" | High-grade Mimesis
|rowspan="2" style="text-align:left;" | High-grade Mimesis
|rowspan="2" | 20%
|rowspan="2" | 20%
|rowspan="2" | 80%
|rowspan="2" | 80%
Line 579: Line 635:
| +69.67%
| +69.67%
|rowspan="2" | +4
|rowspan="2" | +4
|----
|rowspan="6" style="text-align:left;" | LP store: Triglavian Collective<br />LP Store: DED
|-
| -0.33%
| -0.33%
| -0.33%
| -0.33%
Line 586: Line 643:
| -0.33%
| -0.33%
| -7.18%
| -7.18%
|-----
|--
|rowspan="2" | Mid-grade Mimesis
|rowspan="2" style="text-align:left;" | Mid-grade Mimesis
|rowspan="2" | 20%
|rowspan="2" | 20%
|rowspan="2" | 60%
|rowspan="2" | 60%
Line 597: Line 654:
| +53.31%
| +53.31%
|rowspan="2" | +3
|rowspan="2" | +3
|----
|-
| -0.33%
| -0.33%
| -0.33%
| -0.33%
Line 604: Line 661:
| -0.33%
| -0.33%
| -6.40%
| -6.40%
|-----
|--
|rowspan="2" | Low-grade Mimesis
|rowspan="2" style="text-align:left;" | Low-grade Mimesis
|rowspan="2" | 20%
|rowspan="2" | 20%
|rowspan="2" | 50%
|rowspan="2" | 50%
Line 615: Line 672:
| +43.11%
| +43.11%
|rowspan="2" | +2
|rowspan="2" | +2
|----
|-
| -0.33%
| -0.33%
| -0.33%
| -0.33%
Line 622: Line 679:
| -0.33%
| -0.33%
| -6.01%
| -6.01%
|-----
|--
|rowspan="3"|Capacitor regeneration speed
|rowspan="3" style="text-align:left;" | [[File:Icon capacitor recharger.png|24px|link=]] [[Capacitor]] recharge time <br><span style="padding-left: 28px;">Note: see [[Talk:Implants#Incorrect sum for High-Grade Rapture implant|Talk page]]</span>
|High-grade Rapture
| style="text-align:left;" | High-grade Rapture
|15%
|15%
|50%
|50%
|1%
| -1%
|2%
| -2%
|3%
| -3%
|4%
| -4%
|5%
| -5%
| 53.63%
| -38.12%
| +4
| +4
|----
|rowspan="3" style="text-align:left;" | Combat site: Wightstorm Muster Point<br />LP Store: Sansha's Nation
|Mid-grade Rapture
 
|-
| style="text-align:left;" | Mid-grade Rapture
|10%
|10%
|25%
|25%
|1%
| -1%
|2%
| -2%
|3%
| -3%
|4%
| -4%
|5%
| -5%
| 33.83%
| -26.93%
| +3
| +3
|----
|-
|Low-grade Rapture
| style="text-align:left;" | Low-grade Rapture
|2.5%
|2.5%
|10%
|10%
|1%
| -1%
|2%
| -2%
|3%
| -3%
|4%
| -4%
|5%
| -5%
| 20.03%
| -17.39%
| +2
| +2
|}
|}


===Special Genolution Core Augmentation Set===
=== Special Genolution Core Augmentation Set ===
A new set of implants were introduced by CCP (as special limited items) that have bonuses but do not fit the standard pattern and are not Tech 2 implants. The CA-1 and CA-2 were introduced as holiday giveaway items while the CA-3 and CA-4 were initially available only through a special purchase of commemorative items, but were reissued as anniversary giveaway items. These implants require only Cybernetics II and Science III.
A new set of implants were introduced by CCP (as special limited items) that have bonuses but do not fit the standard pattern and are not Tech 2 implants. The CA-1 and CA-2 were introduced as holiday giveaway items while the CA-3 and CA-4 were initially available only through a special purchase of commemorative items, but were reissued as anniversary giveaway items. These implants require only Cybernetics II and Science III.


Line 668: Line 727:
Total Effect Bonus is 4.25% for a full set for each of the bonuses.  Because each implant gives bonus to a different attribute, they are not combined like the T2 implant bonuses.
Total Effect Bonus is 4.25% for a full set for each of the bonuses.  Because each implant gives bonus to a different attribute, they are not combined like the T2 implant bonuses.


==Skill Hardwirings==
== Skill Hardwirings ==
Skill hardwirings increase the skill specified in the implant's description.  
Skill hardwirings increase the skill specified in the implant's description.  


Skill hardwirings occupy implant slots 6-10 and allow the user to surpass the bonuses achieved from even level V in most skills by providing up to a 6% bonus to the same attribute as its namesake skill. For example, the slot 6 '''Inherent Implants 'Lancer' Small Energy Turret SE-601''' increases Small Energy Turret damage by 1% (similar to {{sk|Small Energy Turret}}). The code at the end of the hardwiring's name gives a good clue as to what it does, and how powerful it is. Using the example above, SE-601 shows that the implant boosts Small Energy Turret (due to the designation SE), the first number shows that it occupies implant slot 6 and the last number shows that it provides a 1% increase.
Skill hardwirings occupy implant slots 6-10 and allow the user to surpass the bonuses achieved from even level V in most skills by providing up to a 6% bonus to the same attribute as its namesake skill. For example, the slot 6 '''Inherent Implants 'Lancer' Small Energy Turret SE-601''' increases Small Energy Turret damage by 1% (similar to {{sk|Small Energy Turret|icon= yes}}). The code at the end of the hardwiring's name gives a good clue as to what it does, and how powerful it is. Using the example above, SE-601 shows that the implant boosts Small Energy Turret (due to the designation SE), the first number shows that it occupies implant slot 6 and the last number shows that it provides a 1% increase.


For lists of skill hardwirings organised by function, and a summary of slot options, see the [[List of Skill Hardwiring Implants]].
For lists of skill hardwirings organised by function, and a summary of slot options, see the [[List of Skill Hardwiring Implants]].


==Tips and Practical Applications with Jump Clones==
== Tips and Practical Applications with Jump Clones ==
Some clever things can be done when combining the specialization that implants allows on each clone and the ability to change between these clones - and potentially teleport across many systems or constellations - that jump clones enable. To be more precise, various jump clones with different sets of implants to fit different situations and amounts of risk involved can be swapped between depending on what you want to do that day. A lot of the high end implants are pretty expensive, it isn't unusual to see someone with implants vastly more expensive than their ship. For example, a training clone would have very expensive attribute enhancers, and almost never undock. As such, training skills during offline hours would be best suited to this clone. A low-sec PvP-dedicated clone should have skill hardwirings that enhance their PvP efficacy, and should furthermore be installed in a station in - or bordering - low-sec regions.
Some clever things can be done by combining the specialization that implants allow on each clone with the ability to change between clones—and potentially teleport across many systems or constellations—that jump clones enable.
 
Different jump clones with different sets of implants to fit different situations and amounts of risk involved can be swapped depending on what a pilot wishes to do. For example, a player could maintain:
 
* A training clone with very expensive attribute enhancers, stored in [[high-sec]]urity space. They could jump into this clone for low-risk activities in hisec, and for times when they might be logged off for days or weeks and doing nothing else with the character
* A PvP-dedicated clone with expensive skill hardwirings that enhance their PvP efficacy (such as a set of Snake implants for a speed boost), stored in or near low-security space. They could jump into this clone for PvP in losec, where ship destruction is likely but the loss of a pod, and therefore a clone, is less likely due to the lack of bubbles.
* An expendable clone with cheap attribute enhancers, stored in null-security space. The loss of a pod is more likely in nullsec due to the potential use of bubbles, and an expendable clone manages this risk. Having a clone stored in nullsec also lets the player avoid traveling through risky bottleneck systems where Empire space meets nullsec, which are more likely to be camped.
 
This is only one possible distribution of clones and implants, but it illustrates some of the utility of different combinations of clone placement and implant sets. Pilots with different career paths can consider which implant and clone arrangements might suit them best.
 
== See also ==
* [https://www.fuzzwork.co.uk/implants/ Fuzzwork's overview of current market prices for all implant sets]
* [https://oldforums.eveonline.com/?a=topic&threadID=203472 Math for calculating full secondary effect of pirate implants]
* [[The +3 Implants Program|E-Uni's +3 Implant program]]


==Links==
*[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-1.html Jester´s Guide to Implants and Jump Clones Part I]
*[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-2.html Jester´s Guide to Implants and Jump Clones Part II]
*[http://jestertrek.blogspot.de/2012/11/guide-implants-and-jump-clones-part-3.html Jester´s Guide to Implants and Jump Clones Part III]
*[http://jestertrek.blogspot.de/2012/12/guide-implants-and-jump-clones-part-4.html Jester´s Guide to Implants and Jump Clones Part IV]
*[http://jestertrek.blogspot.de/2012/12/guide-implants-and-jump-clones-part-5.html Jester´s Guide to Implants and Jump Clones Part V]
*[https://www.fuzzwork.co.uk/implants/ Fuzzwork's overview of current market prices for all implant sets]
*[https://oldforums.eveonline.com/?a=topic&threadID=203472 Math for calculating full secondary effect of pirate implants]


[[Category:Items]]
[[Category:Items]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]