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Anatomy of Incursions: Difference between revisions

From EVE University Wiki
m {{icon|warfare links|32}} Offgrid boosts: Bit of an overhaul on the approach, hoping less is more :)
Line 102: Line 102:
Using offgrid boosters is pretty much a given in any community that run incursions. The boosts they provide are so strong that even if CCP forced boosters ongrid, you'd sacrifice a slot for the booster ongrid in a heartbeat. A vanguard fleet with 2 logistics and an ongrid booster performs much better than a fleet with 3 logistics and no booster, simply from a defensive standpoint. Add to that the secondary benefits from skirmish and possibly even information links.
Using offgrid boosters is pretty much a given in any community that run incursions. The boosts they provide are so strong that even if CCP forced boosters ongrid, you'd sacrifice a slot for the booster ongrid in a heartbeat. A vanguard fleet with 2 logistics and an ongrid booster performs much better than a fleet with 3 logistics and no booster, simply from a defensive standpoint. Add to that the secondary benefits from skirmish and possibly even information links.


Below are some examples (with rounded off values) of how much difference boosts make:
Below are some practical effects of having a maxed booster with the appropriate mindlink:
 
{| class="wikitable" style="font-size:90%;"
{| class="wikitable" style="font-size:90%;"
! style="background-color:#222222;" | Attribute
! style="background-color:#222222;" | Defensive bonuses
! style="background-color:#222222;" | Difference with or without boosts
! style="background-color:#222222;" | Miscellaneous bonuses
|-
| [[image:icon_targeting_range_script.png|24px|link=]] Targeting range
| <div style="width:272px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +36% increase</div></div>
|-
| [[image:icon_scan_resolution_script.png|24px|link=]] Targeting speed
| <div style="width:220px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +10% increase</div></div>
|-
| {{icon|web|24}} Web range
| <div style="width:270px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +35% increase</div></div>
|-
| {{icon|velocity|24}} Propulsion speed increase
| <div style="width:232px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +16% increase</div></div>
|-
| [[image:icon_align_time.png|24px|link=]] Align time
| <div style="width:200px;background-color:SlateBlue"><div style="width:170px;background-color:lightgreen">&nbsp; {{co|black|15% reduction}}</div></div>
|-
| {{icon|shield|24}} Shield hit points
| <div style="width:230px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +15% increase</div></div>
|-
| [[image:icon_shield_glow.png|24px|link=]] Effective shield hit points<small>&nbsp;<ref>The increase can be up to as much as +50% more effective shield hit points depending on base resists and how many modules stack with the boosts. This effect is a combined boost of higher resists and more shield hit points.</ref></small>
| <div style="width:260px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +30% increase</div></div>
|-
|-
| {{icon|sig|24}} Signature radius
| valign="top" |
| <div style="width:200px;background-color:SlateBlue"><div style="width:130px;background-color:lightgreen">&nbsp; {{co|black|35% reduction}}</div></div>
{{icon|shield|24}} +15% shield hit points<br>
|-  
[[image:icon_resists.png|24px|link=]] +5-10% increased resists<small>&nbsp;<ref>While the siege link boosting resists is a set value, the practical effect normally varies from at least +5% up to as much as +10% depending on how many modules the recipient of the link has that effects resists (like hardeners, amplifiers and resist rigs).</ref></small><br>
| {{icon|shield transporter|24}} Remote shield booster cycle<small>&nbsp;<ref>The 26% reduction to cycle time translated into a +35% increase in practical repping power.</ref></small>
[[image:icon_shield_glow.png|24px|link=]] +30-50% effective shield hit points<small>&nbsp;<ref>The combined effect of the increased shield buffer and resists can be anywhere between +30% up to as much as +50% more effective shield hit points.</ref></small><br>
| <div style="width:200px;background-color:SlateBlue"><div style="width:148px;background-color:lightgreen">&nbsp; {{co|black|26% reduction}}</div></div>
{{icon|sig|24}} -35% signature radius<br>
{{icon|shield transporter|24}} -26% cycle time on remote shield boosters<small>&nbsp;<ref>The 26% reduction to cycle time translated into a +35% increase in practical repping power.</ref></small>
| valign="top" |
{{icon|range|24}} +36% locking range<br>
[[image:icon_scan_resolution_script.png|24px|link=]] +10% scan resolution<br>
{{icon|web|24}} +35% web range<br>
{{icon|velocity|24}} +16% propulsion speed increase<small>&nbsp;<ref>While the skirmish link boosting afterburners and microwarpdrives is a set percentage, the practical effect depends a little on skills. You'll normally get at least a +16% boost in actual speed, but it can be higher given some skill and module combinations (generally higher skills means greater benefit).</ref></small><br>
[[image:icon_align_time.png|24px|link=]] -15% align time
|}
|}
<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font color="DarkSlateBlue">&#9608;</font> Without offgrid boosts &nbsp;<font color="lightgreen">&#9608;</font> With offgrid boosts</small>
<small><references/></small>
<small><references/></small>
===== The whole is greater than the sum of its parts =====
[[image:weird_math.png|thumb|When it comes to boosts in EVE:<br>1 + 1 = 3]]
These bonuses might not seem that impressive if you're looking at them one by one, but they are very powerful when combined.


[[image:weird_math.png|thumb|When it comes to boosts in EVE:<br>1 + 1 = 3]]
The 26% cycle time of remote shield boosters translates into +35% higher repairs. Combined with the increased resists it'll turn into an actual bonus of '''at least +50% stronger reps''' on most ships with several hardeners and rigs and '''up to +75% stronger''' on ships that have the least amount of stacking penalties. On top of that you'll also take less damage due to a smaller signature and any ship with a propulsion module will reduce it even more from the increased speed.
These bonuses are even more powerful when combined in a practical scenario. The repping power isn't just boosted by +35% from the reduction of the cycle time, combined with the increased resists alone it'll turn into an actual bonus of '''at least +50% stronger reps''' on most ships (with several hardeners and rigs) and '''up to +75% stronger''' on ships that have the least amount of stacking penalties (like scimitars with just one hardener).


On top of that you'll also take less damage due to a smaller signature (and any ship with a propulsion module even more from the increased speed), the increased web range allows you to web the majority of the Sansha that would otherwise sit just outside your normal web range.
Apart from the very tangible increase of repping powers, the other bonuses all help to improve your ''"quality of life"'' running incursions. The boosted web range will allow you to web the majority of the Sansha that would otherwise sit just outside your normal web range. This will not only make your fleet safer, but it'll have the added bonus of speed up your completion times as well. The increased lock range, higher scan resolution and faster align time are just more icing on the cake.


You can read more about setting up fleets with boosts and the expected results of warfare links, stacking webs and remote assistance modules on the [[Fleet setup in Incursions]] page.
You can read more about setting up fleets with boosts and the expected results of warfare links, stacking webs and remote assistance modules on the [[Fleet setup in Incursions|fleet setup in incursions]] page.


==== {{icon|x|32}} Running without offgrid boosts ====
==== {{icon|x|32}} Running without offgrid boosts ====