Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

User:Cassiel Seraphim/Sandbox: Difference between revisions

From EVE University Wiki
Line 595: Line 595:
|}
|}
= Table magoo =
= Table magoo =
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:
{| 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
| valign="top" |
| <div style="width:272px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +36% increase</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 varied depending on how many modules affecting resists the recipient has. Usually the end result is somewhere between +5% and +10% increased resists.</ref></small><br>
| [[image:icon_scan_resolution_script.png|24px|link=]] Targeting speed
[[image:icon_shield_glow.png|24px|link=]] +30-50% effective shield hit points<small>&nbsp;<ref>The increase can be anywhere between +30% up to as much as +50% more effective shield hit points depending on base resists and how many modules stack with the boosts.</ref></small><br>
| <div style="width:220px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +10% increase</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>
| {{icon|web|24}} Web range
| valign="top" |
| <div style="width:270px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +35% increase</div></div>
{{icon|range|24}} +36% locking range<br>
|-
[[image:icon_scan_resolution_script.png|24px|link=]] +10% scan resolution<br>
| {{icon|velocity|24}} Propulsion speed increase
{{icon|web|24}} +35% web range<br>
| <div style="width:232px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +16% increase</div></div>
{{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 a +16% boost in actual speed, but it can be higher for some ships.</ref></small><br>
|-
[[image:icon_align_time.png|24px|link=]] -15% align time
| [[image:icon_align_time.png|24px|link=]] -15% align time
| Means you align faster.
|-
| {{icon|shield|24}} +15% shield hit points
| Increases your shield buffer.
|-
| [[image:icon_shield_glow.png|24px|link=]] +30-50% 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.</ref></small>
| Combination of increased resists and buffer.
|-
| {{icon|sig|24}} -35% signature radius
| Means your ship is harder to hit, you take less damage.
|-
| {{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>
| <div style="width:200px;background-color:SlateBlue"><div style="width:148px;background-color:lightgreen">&nbsp; {{co|black|26% reduction}}</div></div>
|}
|}
<small><references/></small>
===== Combined results =====
[[image:weird_math.png|thumb|When it comes to boosts in EVE:<br>1 + 1 = 3]]
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.
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.