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Capacitor warfare: Difference between revisions

From EVE University Wiki
Djavin novienta (talk | contribs)
Implants: Revised section.
Djavin novienta (talk | contribs)
Boosters: Revised section.
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==Boosters==
==Boosters==


When approaching [http://wiki.eveuniversity.org/Messing_With_Your_Head#Better_living_through_chemistry:_Intro_to_booster_drugs boosters] from a capacitor warfare perspective, Mindflood is the drug of choice.  This booster increases capacitor by a percentage that stacks on top of all other modifiers without stacking penalty.
When approaching [[Medical boosters|boosters]] from a capacitor warfare perspective, Mindflood is the drug of choice.  This booster increases capacitor by a percentage that stacks on top of all other modifiers without stacking penalty.
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{| border="1"
{| border="1"
! Type !! Increases Cap by !! Side Effect Chance !! Side Effect Strength
! Type !! Increases Cap by !! Side Effect Chance !! Side Effect Strength
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The potential side effects are:
The potential side effects are:
*Shield Boost Amount
*Shield Boost Amount
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*Turret Optimal Range Penalty
*Turret Optimal Range Penalty
*Missile Explosion Cloud Penalty
*Missile Explosion Cloud Penalty
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On drone boats like the Sentinel, Curse, and Pilgrim these possible effects are usually minimal as DPS is from drones and many popular fits are buffer tanked only.  The worst penalty is potentially armour repair amount for a solo fit Sentinel or Pilgrim, although there are Curse fits that use missle launchers to up DPS.   
On drone boats like the {{sh|Sentinel}}, {{sh|Curse}}, and {{sh|Pilgrim}}, the impact of these possible effects is usually minimal, as DPS usually comes from drones and many popular fits are buffer tanked only.  The worst penalty is potentially the armor repair amount for a solo fit Sentinel or Pilgrim, although there are Curse fits that use missile launchers to up DPS.   
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Blood Raider ships using lasers and cap warfare mods may have more of a trade-off to consider.  Individual pilots will have different risk assessments, but once the applicable skills have been trained ({{sk|Neurotoxin Control|icon=yes}} and {{sk|Neurotoxin Recovery|icon=yes}}), the risk and impact of side effects can be greatly reduced.
Bloodraider ships using lasers and cap warfare mods may have more of a trade-off to consider.  Individual pilots will have a different risk assesment but there is a lot of potential for a relatively small chance of harmfull side effects after applicable skills are trained.
 
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==Rigs==
==Rigs==
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