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Medical boosters: Difference between revisions

From EVE University Wiki
m disambiguations: "Scan Deviation" and "Scan Speed" changed to "Scan Probe Deviation" and "Scan Probe Speed"; icons changed to scan probe
m Clarification and examples on chance of side effect occurring
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It is not possible to override an 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.  
It is not possible to override an 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 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.
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 in-game tooltip. With Neurotoxin Recovery 5, 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.