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Medical boosters: Difference between revisions

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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|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.


Combat-related boosters are manufactured from gasses which are [[Gas cloud harvesting|harvested]] from anomalies in known space. Mytoserocin gasses are used to make Synth boosters and are found in high and low security space, and Cytoserocin gasses, found in low and null security space, are used to create the more powerful Standard, Improved, and Strong boosters.
Combat-related boosters are manufactured from gasses that are [[Gas cloud harvesting|harvested]] from anomalies in known space. Mytoserocin gasses are used to make Synth boosters and are found in high and low security space, and Cytoserocin gasses, found in low and null security space, are used to create the more powerful Standard, Improved, and Strong boosters.


A separate group of skill training boosters called "[[#Cerebral Accelerators|cerebral accelerators]]" are obtained through in-game events, and generally have an expiration date after which they will not function.
A separate group of skill training boosters called "[[#Cerebral Accelerators|cerebral accelerators]]" are obtained through in-game events, and generally have an expiration date after which they will not function.
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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 a 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 the in-game tooltip. With Neurotoxin Recovery V, Standard booster has ~47,79% chance of at least single side effect occurring.


Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.
Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.
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=== Other boosters ===
=== Other boosters ===
There are other combat boosters which are not manufactured by players, and which do not have side effects.
There are other combat boosters that are not manufactured by players, and which do not have side effects.


Agency boosters are rewarded by various events related to [[The Agency]]. Dose II versions can also be bought from DED LP store. These have a base duration of 30 minutes.
Agency boosters are rewarded by various events related to [[The Agency]]. Dose II versions can also be bought from DED LP store. These have a base duration of 30 minutes.
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Quafe zero is often available as a event gift or event reward. Quafe zero has base duration of one hour.
Quafe zero is often available as an event gift or event reward. Quafe zero has base duration of one hour.
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=== Processing gas ===
=== Processing gas ===
Gas must be processed into pure booster material before the final product is created. This is done using reactors at a [[refinery]] structure.
Before the final product is created, gas must be processed into pure booster material. This is done using reactors at a [[refinery]] structure.


Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in .4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid.
Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in .4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid.


=== Booster creation ===
=== Booster creation ===
Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements, and can be done in high security space. Manufactoring the final booster product requires the pure booster material of the desired grade covered in the above section, megacyte, and an appropriate blueprint.
Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements and can be done in high security space. Manufacturing the final booster product requires the pure booster material of the desired grade covered in the above section, megacyte, and an appropriate blueprint.


== Cerebral Accelerators ==
== Cerebral Accelerators ==
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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.


As noted above, boosters and implants occupy different slots, so pilots are able to use a full set of attribute-boosting [[implants]] alongside a Cerebral Accelerator. Unlike normal boosters, and unlike implants, the cerebral accelerators stay active even if you clone jump or get podded.
As noted above, boosters and implants occupy different slots, so pilots can use a full set of attribute-boosting [[implants]] alongside a Cerebral Accelerator. Unlike normal boosters, and implants, the cerebral accelerators stay active even if you clone jump or get podded.


The most common sources of Cerebral Accelerators are various periodical events such as [[Crimson Harvest]]. These accelerators are valid for only limited time, after which they expire and can no longer be used.
The most common sources of Cerebral Accelerators are various periodic events such as [[Crimson Harvest]]. These accelerators are valid for only limited time, after which they expire and can no longer be used.


The second source of accelerators are deals offered to new players by [[CCP]] (e.g. the Steam Super Starter Pack), which allow inexperienced players to experiment with their [[Skills|skill]] queue during their first few days in New Eden. Cerebral Accelerators obtained by deal offers are only usable for characters below a certain in-game age (usually less than 15 days old). These boosters will deactivate if a character exceeds the intended age, regardless of the remaining duration.
The second source of accelerators are deals offered to new players by [[CCP]] (e.g. the Steam Super Starter Pack), which allow inexperienced players to experiment with their [[Skills|skill]] queue during their first few days in New Eden. Cerebral Accelerators obtained by deal offers are only usable for characters below a certain in-game age (usually less than 15 days old). These boosters will deactivate if a character exceeds the intended age, regardless of the remaining duration.


Cerebral Accelerators obtained via real-money purchases are not available on the regular market, but can be sold via contract. [Note: I don't think this is true anymore (28 May 2023) as I believe all Cerebral Accelerators purchasable as part of bundles from the store are now directly injected on redemption. But also, these no longer have a "new character only" requirement so characters of any age can benefit from the various new player bundles in the store]
Cerebral Accelerators obtained via real-money purchases are not available on the regular market but can be sold via contract. [Note: I don't think this is true anymore (28 May 2023) as I believe all Cerebral Accelerators purchasable as part of bundles from the store are now directly injected on redemption. But also, these no longer have a "new character only" requirement so characters of any age can benefit from the various new player bundles in the store]


Players purchasing Accelerators must weigh up the ISK-for-SP efficiency of Accelerators against that of purchased [[Skill trading#Skill Injectors|skill injectors]]. Depending on market fluctuations, injectors might be a better purchase for lower-SP characters. The diminishing returns on injectors for characters with more SP make Accelerators more worthwhile for more advanced characters. Accelerators which are obtained for free from events, or looted, or gifted to a player, are of course worth using and do not raise the same ISK-efficiency questions.
Players purchasing Accelerators must weigh up the ISK-for-SP efficiency of Accelerators against that of purchased [[Skill trading#Skill Injectors|skill injectors]]. Depending on market fluctuations, injectors might be a better purchase for lower-SP characters. The diminishing returns on injectors for characters with more SP make Accelerators more worthwhile for more advanced characters. Accelerators that are obtained for free from events, or looted, or gifted to a player, are of course worth using and do not raise the same ISK-efficiency questions.


==== Redemption ====
==== Redemption ====