Difference between revisions of "Skills:Social"
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{{Skills Links}} | {{Skills Links}} | ||
=Overview= | =Overview= | ||
− | [[Skills:Social|Social skills]] provide modifications to your [[standings]] or rewards from NPC corporations. They are of most value to [[Missions|mission runners]] but are also of use to those seeking access to specific services from NPC controlled corporations and factions. ([[ | + | [[Skills:Social|Social skills]] provide modifications to your [[NPC standings|standings]] or rewards from NPC corporations. They are of most value to [[Missions|mission runners]] but are also of use to those seeking access to specific services from NPC controlled corporations and factions. ([[Reprocessing#Equipment Tax|lower costs for reprocessing/refining]], [[Trading#Taxes|Trading]]...) |
As you do missions for NPC corporations, your standings with them will go up. As you do [[Missions#Storyline_Missions|storyline missions]], your faction standings will change for the faction a particular NPC corporation is part of. | As you do missions for NPC corporations, your standings with them will go up. As you do [[Missions#Storyline_Missions|storyline missions]], your faction standings will change for the faction a particular NPC corporation is part of. | ||
− | Gaining faction standings via storyline missions or [[Datacenter_missions#Data_Centers|data center missions]] carries "Derived Modifications", meaning that standings will also go up with friends of that faction and down with enemies of that faction. For example, raising your faction standings with the Gallente Federation will also raise it slightly with the Minmatar Republic while lowering it slightly with the Caldari State and Amarr Empire. The reverse also being true - raise Amarr, lose some Gallente faction standings. ([[ | + | Gaining faction standings via storyline missions or [[Datacenter_missions#Data_Centers|data center missions]] carries "Derived Modifications", meaning that standings will also go up with friends of that faction and down with enemies of that faction. For example, raising your faction standings with the Gallente Federation will also raise it slightly with the Minmatar Republic while lowering it slightly with the Caldari State and Amarr Empire. The reverse also being true - raise Amarr, lose some Gallente faction standings. ([[Epic arcs|Epic Arc mission chains]] do not carry derived modifications; they only affect the standings of one faction, depending on mission choices made during the epic arc.) |
These changes are where some of the social skill effects come into play. Others are specific to [[Missions|mission runners]]. | These changes are where some of the social skill effects come into play. Others are specific to [[Missions|mission runners]]. | ||
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* {{sk|Connections}} - 4% effective standings increase for non-criminal NPC entities that you have positive standings with. (Note that the in-game description for this skill neglects to mention that it doesn't apply to criminal entities.) | * {{sk|Connections}} - 4% effective standings increase for non-criminal NPC entities that you have positive standings with. (Note that the in-game description for this skill neglects to mention that it doesn't apply to criminal entities.) | ||
* {{sk|Criminal Connections}} - 4% effective standings increase for criminal NPC entities that you have positive standings with. | * {{sk|Criminal Connections}} - 4% effective standings increase for criminal NPC entities that you have positive standings with. | ||
− | * {{sk|Fast Talk}} - 5% bonus to effective [[ | + | * {{sk|Fast Talk}} - 5% bonus to effective [[Security status|security rating]] increases. (CONCORD sec status) |
In the above, "criminal" refers to the NPC pirate factions, or the member corporations and agents thereof. The NPC pirate factions have negative standings from (and towards) CONCORD. Diplomacy, Connections, and Criminal Connections do NOT have overlapping validity conditions; only one of the three will apply. | In the above, "criminal" refers to the NPC pirate factions, or the member corporations and agents thereof. The NPC pirate factions have negative standings from (and towards) CONCORD. Diplomacy, Connections, and Criminal Connections do NOT have overlapping validity conditions; only one of the three will apply. |
Revision as of 15:05, 18 November 2021
Skills |
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Skills by category |
Overview
Social skills provide modifications to your standings or rewards from NPC corporations. They are of most value to mission runners but are also of use to those seeking access to specific services from NPC controlled corporations and factions. (lower costs for reprocessing/refining, Trading...)
As you do missions for NPC corporations, your standings with them will go up. As you do storyline missions, your faction standings will change for the faction a particular NPC corporation is part of.
Gaining faction standings via storyline missions or data center missions carries "Derived Modifications", meaning that standings will also go up with friends of that faction and down with enemies of that faction. For example, raising your faction standings with the Gallente Federation will also raise it slightly with the Minmatar Republic while lowering it slightly with the Caldari State and Amarr Empire. The reverse also being true - raise Amarr, lose some Gallente faction standings. (Epic Arc mission chains do not carry derived modifications; they only affect the standings of one faction, depending on mission choices made during the epic arc.)
These changes are where some of the social skill effects come into play. Others are specific to mission runners.
Increasing the Charisma and Intelligence attribute scores increases the rate at which Social category skills are trained.
The social skills affect 3 different areas of your interactions with NPC entities (meaning Factions, Corporations, and Agents):
Standings Modifiers (all modifiers are per level trained)
- Social - 5% improved standings gains for all missions.
- Diplomacy - 4% effective standings increase with NPC entities you have negative standings with.
- Connections - 4% effective standings increase for non-criminal NPC entities that you have positive standings with. (Note that the in-game description for this skill neglects to mention that it doesn't apply to criminal entities.)
- Criminal Connections - 4% effective standings increase for criminal NPC entities that you have positive standings with.
- Fast Talk - 5% bonus to effective security rating increases. (CONCORD sec status)
In the above, "criminal" refers to the NPC pirate factions, or the member corporations and agents thereof. The NPC pirate factions have negative standings from (and towards) CONCORD. Diplomacy, Connections, and Criminal Connections do NOT have overlapping validity conditions; only one of the three will apply.
ISK Reward Improvements
- Negotiation - 5% improved ISK payout from agents (per level trained).
Loyalty Point Reward Improvements
Loyalty Point (LP) reward improvements are broken down by corporate divisions. All are 10% gains, per level trained, in LP rewards while working for an agent from their specific division.
The following are the skills in the Social section (in alphabetical order):
Skill | Purpose |
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Connections | Boosts standings from NPCs (agents, corps, and factions) if above 0.0 standing. |
Criminal Connections | Boosts standings from NPCs with negative CONCORD standing. |
Diplomacy | Boosts standings from NPCs if below 0.0 standing. |
Distribution Connections | Improves loyalty point gain when working for Agents in the Distribution Division. |
Fast Talk | Faster security standing increases. |
Mining Connections | Improves loyalty point gain when working for Agents in the Mining Division. |
Negotiation | Increases ISK rewards offered by mission agents |
Security Connections | Improves loyalty point gain when working for Agents in the Security Division. |
Social | Boosts the size of standings increases with NPCs, NPC corporations and NPC factions |
Skill Details
Connections
Attributes: | |
Multiplier: | 3x |
Price: | 200k ISK |
Alpha max level: | II |
Prerequisites: | Social III |
Notes: | Your effective standing is calculated using the following formula: Effective Standing = Unadjusted Standing + ((Maximum Possible Standing - Unadjusted Standing) * Connections Modifier * Connections Skill Level) |
Criminal Connections
Attributes: | |
Multiplier: | 3x |
Price: | 200k ISK |
Alpha max level: | II |
Prerequisites: | Social III |
Notes: | Namely Pirate factions: |
Diplomacy
Attributes: | |
Multiplier: | 1x |
Price: | 200k ISK |
Alpha max level: | III |
Prerequisites: | Social II |
Notes: |
Distribution Connections
Attributes: | |
Multiplier: | 2x |
Price: | 10M ISK |
Alpha max level: | II |
Prerequisites: | Social III; Trade III |
Notes: | *Distribution Connections is purchased with Loyalty Points (LP) from NPC stores, so the price may vary wildly. |
Fast Talk
Attributes: | |
Multiplier: | 4x |
Price: | 100k ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Social IV |
Notes: |
Mining Connections
Attributes: | |
Multiplier: | 2x |
Price: | 10M ISK |
Alpha max level: | II |
Prerequisites: | Industry III; Social III |
Notes: | *Mining Connections is purchased with Loyalty Points (LP) from NPC stores, so the price may vary wildly. |
Negotiation
Attributes: | |
Multiplier: | 2x |
Price: | 60k ISK |
Alpha max level: | II |
Prerequisites: | Social I |
Notes: |
Security Connections
Attributes: | |
Multiplier: | 2x |
Price: | 10M ISK |
Alpha max level: | II |
Prerequisites: | Leadership III; Social III |
Notes: | *Security Connections is purchased with Loyalty Points (LP) from NPC stores, so the price may vary wildly. |
Social
Attributes: | |
Multiplier: | 1x |
Price: | 30k ISK |
Alpha max level: | III |
Prerequisites: | none |
I required for: | Negotiation; Contracting |
II required for: | Diplomacy |
III required for: | Connections; Criminal Connections; Diplomatic Relations; Mining Connections; Distribution Connections; Security Connections |
IV required for: | Fast Talk |
Notes: |