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Command Bursts: Difference between revisions

From EVE University Wiki
Jackie no (talk | contribs)
Jackie no (talk | contribs)
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==== Mindlink Bonus ====
==== Mindlink Bonus ====


The final increase we can apply to this bonus is by plugging in a Mindlink. There are 5 possible Mindlinks, one for each category of Gang modules (Armour, Information, Siege, Skirmish, and Mining). A Mindlink will do two really great things, they increase the effect of the related tier 1 skill 50% and they increase their related gang modules Command Bonuses by 50%. The effect on the tier 1 skill means if you have Mining Foreman 5 (+10% yield) the mindlink would add 50% to that effect (+15% yield). Sadly all of the mindlinks are implant slot 10, so you can only plug in a single one per clone.  
The last increase that can be applied to this bonus is achieved by the boosting pilot plugging in a Mindlink, a slot 10 implant that requires Cybernetics V to use. There are five possible Mindlinks, one for each category of Gang Modules (Armor, Information, Siege, Skirmish, and Mining). Only one Mindlink can be applied per clone, as they all use the same slot.


For the Command Bonus part that's a further 50% to the existing 16.8% Command Bonus we have running: 16.8 * 1.5 = '''25.2%'''. That number represents a 25.2% bonus to all shield resistances possibly across an entire fleet. This resistance bonus is applied as if it were another module fit on each ship so normal stacking nerf applies.  
A Mindlink provides two significant bonuses. The first is unrelated to calculating the Warfare Link bonus formula, but it is still extremely powerful.  The first Mndlink bonus increases the effect of the related tier 1 skill by 50%.  IOn other words, a Siege Mindlink replaces the 10% bonus to the fleet's shield capacity normally provided by the booster having Siege Warfare V and increases this bonus to 15%.
 
Mindlinks also increase their related gang modules Command Bonuses by 50%. In the example used throughout this section, the Total Siege Warfare Bonus to all modules becomes:
 
Total Siege Bonus = (Bonus from Skills and Ships) * (1 + Mindlink Bonus), which is
'''Total Siege Bonus = -21.5625% * 1.5 or  -32.34%''' (rounded)
 
Note that this bonus is greater than adding an extra Invulnerability Field II to every member of the fleet!  Since this resistance bonus is applied as if it were another module fit on each ship, normal stacking penalties apply -- so a savvy fleet commander may choose to ask his fleet to each eliminate one Invulnerability Field II and fit another module in its place.  
 
==== Chart probably to delete after comments ====


This is a chart of each possible Base Command Bonus and I have applied the most common escalation of bonuses to them to demonstrate what is possible rounded off to one decimal point. This certainly does not represent the many combinations of skills and skill levels that are possible when working out your Command Bonus.<code></code>  
This is a chart of each possible Base Command Bonus and I have applied the most common escalation of bonuses to them to demonstrate what is possible rounded off to one decimal point. This certainly does not represent the many combinations of skills and skill levels that are possible when working out your Command Bonus.<code></code>