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Medical boosters: Difference between revisions

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m Added "Has update description" property inside Template:Update; cosmetic changes
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{{Update|Most (all?) Cerebral Accelerators purchased from the EVE store as part of bundles etc. are now directly injected into the character when redeemed and can no longer be sold/traded}}
{{Update|[[Has update description::Most (all?) Cerebral Accelerators purchased from the EVE store as part of bundles etc. are now directly injected into the character when redeemed and can no longer be sold/traded]]}}


'''Medical boosters''', often simply called '''boosters''', are performance-enhancing drugs in EVE. When consumed, the user gets a temporary boost to a specific combat related attribute or skill training attribute. The more powerful combat-related boosters have a chance of having negative side effects which may impact a user's ability to fight. The weaker boosters, called Synths, have no chance of side effects, but have dramatically reduced effects.
'''Medical boosters''', often simply called '''boosters''', are performance-enhancing drugs in EVE. When consumed, the user gets a temporary boost to a specific combat related attribute or skill training attribute. The more powerful combat-related boosters have a chance of having negative side effects which may impact a user's ability to fight. The weaker boosters, called Synths, have no chance of side effects, but have dramatically reduced effects.
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Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for neural [[implants]]. Booster slots represent your character's capacity to absorb particular types of drug, rather than the spaces in your character's brain represented by implant slots.
Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for neural [[implants]]. Booster slots represent your character's capacity to absorb particular types of drug, rather than the spaces in your character's brain represented by implant slots.


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 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 V, Standard booster has ~47,79% chance of at least single side effect occurring.
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 V, Standard booster has ~47,79% chance of at least single side effect occurring.
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| rowspan="3" | [[File:Halcyon B-1.png|32px|link=]]<br>Halcyon B
| rowspan="3" | [[File:Halcyon B-1.png|32px|link=]]<br>Halcyon B
| style="background:#00123B;" data-sort-value="S" | [[File:Icon resist em.png|16px|link=]][[File:Icon resist therm.png|16px|link=]][[File:Icon resist kin.png|16px|link=]][[File:Icon resist exp.png|16px|link=]]Shield Resistances<br>[[file:icon_warp_speed.png|24px]] Warp Speed + Acceleration<br>[[File:Icon_target_range.png|24px]][[File:Icon_falloff_mod.png|24px]] Turret Optimal + Falloff<br>[[File:icon_burst.png|24px]] Missile Flight Time<br>[[File:Icon capacitor capacity.png|link=|24px]] Capacitor Capacity<br>[[File:icon_hull.png|16px]][[File:Icon_armor.png|16px]][[File:icon_shield_glow.png|16px]] Drone HP<br>[[File:icon warp time.png|24px]] Ore + Ice Harvester Cycle Time
| style="background:#00123B;" data-sort-value="S" | [[File:Icon resist em.png|16px|link=]][[File:Icon resist therm.png|16px|link=]][[File:Icon resist kin.png|16px|link=]][[File:Icon resist exp.png|16px|link=]]Shield Resistances<br>[[File:icon_warp_speed.png|24px]] Warp Speed + Acceleration<br>[[File:Icon_target_range.png|24px]][[File:Icon_falloff_mod.png|24px]] Turret Optimal + Falloff<br>[[File:icon_burst.png|24px]] Missile Flight Time<br>[[File:Icon capacitor capacity.png|link=|24px]] Capacitor Capacity<br>[[File:icon_hull.png|16px]][[File:Icon_armor.png|16px]][[File:icon_shield_glow.png|16px]] Drone HP<br>[[File:icon warp time.png|24px]] Ore + Ice Harvester Cycle Time
| rowspan="3" style="text-align:center" | 5
| rowspan="3" style="text-align:center" | 5
| style="background:#00040D;" | +1%
| style="background:#00040D;" | +1%
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Antipharmakon can be received from running Drifter hives in [[Drifters#Drifters_Wormhole_Systems|Drifter wormholes]]. These have base duration of 30 minutes.
Antipharmakon can be received from running Drifter hives in [[Drifters#Drifters Wormhole Systems|Drifter wormholes]]. These have base duration of 30 minutes.
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Strong Veilguard Booster increases [[Cloaking#Cloaking_mechanics|stabilized cloak duration]]. Booster BPC can be bought in Sisters of EVE loyalty point store.
Strong Veilguard Booster increases [[Cloaking#Cloaking mechanics|stabilized cloak duration]]. Booster BPC can be bought in Sisters of EVE loyalty point store.
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== Manufacturing ==
== Manufacturing ==
[[Image:Drug_map.png|thumb|256 px|Industry map of drugs. Manufacturing of improved and strong drugs requires multiple raw gas sources.]]
[[File:Drug_map.png|thumb|256 px|Industry map of drugs. Manufacturing of improved and strong drugs requires multiple raw gas sources.]]
Boosters are manufactured from mytoserocin and cytoserocin gas harvested from clouds in [[cosmic signatures]] found in known space. These signatures only spawn in specific regions of New Eden. These gasses are distinct from the fullerine gasses found in wormholes, which are used to create Tech III ships and subsystems.
Boosters are manufactured from mytoserocin and cytoserocin gas harvested from clouds in [[cosmic signatures]] found in known space. These signatures only spawn in specific regions of New Eden. These gasses are distinct from the fullerine gasses found in wormholes, which are used to create Tech III ships and subsystems.


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'''Cerebral Accelerators''' are a special category of boosters that increase the [[Skills and Learning#Attributes|attributes]] of character, thereby increasing the speed at which they accrue skill points. Some Cerebral Accelerators provide additional bonuses to combat stats, but most only affect character attributes.
'''Cerebral Accelerators''' are a special category of boosters that increase the [[Skills and Learning#Attributes|attributes]] of character, thereby increasing the speed at which they accrue skill points. Some Cerebral Accelerators provide additional bonuses to combat stats, but most only affect character attributes.


The attribute bonus given by Cerebral Accelerators varies by type and method of acquisition, but all Cerebral Accelerators boost all attributes by the same amount: a booster might give a +2 bonus to all attributes or a +4 bonus, for instance, but it will not give a +2 bonus to some attributes and a +4 bonus to others.  
The attribute bonus given by Cerebral Accelerators varies by type and method of acquisition, but all Cerebral Accelerators boost all attributes by the same amount: a booster might give a +2 bonus to all attributes or a +4 bonus, for instance, but it will not give a +2 bonus to some attributes and a +4 bonus to others.


Like normal boosters, all Cerebral Accelerators occupy a booster slot, meaning that pilots cannot use two different accelerators at the same time. Like normal boosters, Cerebral Accelerators have their duration (and therefore potential total SP gain) increased by the character skill {{sk|Biology}}. NOTE: The current Biology skill level in effect at the time you inject the Cerebral Accelerator will apply to its entire duration even if you train additional Biology levels while the booster is active. So, if you have not trained Biology yet, you really ought to get it to IV or even V before using a Cerebral Accelerator because (at level V) it will double the duration and therefore the total benefit you get.
Like normal boosters, all Cerebral Accelerators occupy a booster slot, meaning that pilots cannot use two different accelerators at the same time. Like normal boosters, Cerebral Accelerators have their duration (and therefore potential total SP gain) increased by the character skill {{sk|Biology}}. NOTE: The current Biology skill level in effect at the time you inject the Cerebral Accelerator will apply to its entire duration even if you train additional Biology levels while the booster is active. So, if you have not trained Biology yet, you really ought to get it to IV or even V before using a Cerebral Accelerator because (at level V) it will double the duration and therefore the total benefit you get.