More actions
| Line 189: | Line 189: | ||
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. | 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. | ||
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%. In 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%. | 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%. In other words, a [http://wiki.eveonline.com/en/wiki/Siege_Warfare_Mindlink Siege Warfare 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: | 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: | ||