User:Cassiel Seraphim/Sandbox9
Command Bursts are modules that increase the effectiveness of one or several aspects of a ship. They can only be fitted to certain ships but are extremely potent as they will give their bonuses to every single member of the fleet (up to 256 people) as long as they are within the area of effect of the burst. |
Command Bursts
The command burst modules come in five different variants, each with three different type of charges giving different effects, as well as a tech one and a tech two version of the command burst modules. The only notable difference between the Command Burst I and Command Burst II module is that the tech two module is +25% stronger and the tech two variant requiring the specialization skill.
Upon activation of a Command Burst module you will get a Weapon Timer for 60 seconds and the bonuses will spread amongst any and all fleet members within your area of effect range. Both the duration and area of effect range is highly influenced by your skills and if you're using any of the special command mindlink implants or industrial cores.
Command Burst modules | Command Burst charges | Effect | Base | Max [1] |
---|---|---|---|---|
Armor Command Burst | Armor Energizing Charge | Armor Resistance Bonus | +8% | +21,56% |
Armor Reinforcement Charge | Armor HP Bonus | +8% | +21,56% | |
Rapid Repair Charge | Armor Repair Modules: Duration & capacitor-use bonus | -8% | -21,56% | |
Information Command Burst | Electronic Hardening Charge | Sensor Strength bonus Remote Sensor Dampener / Remote Weapon Disruption Resistance Bonus |
+9% +18% |
+24,26% +48,52% |
Electronic Superiority Charge | Electronic Warfare modules: Range and Strength bonus | +9% | +24,26% | |
Sensor Optimization Charge | Scan Resolution bonus Targeting Range bonus |
+9% +18% |
+24,26% +48,52% | |
Mining Foreman Burst | Mining Equipment Preservation Charge | Mining crystal volatility bonus | -15% | -57,13% |
Mining Laser Field Enhancement Charge | Mining/Survey module range bonus | +30% | +114,26% | |
Mining Laser Optimization Charge | Mining Modules: Duration & Capacitor-use bonus | -15% | -57,13% | |
Shield Command Burst | Active Shielding Charge | Shield Repair Modules: Duration & Capacitor-use bonus | -8% | -21,56% |
Shield Extension Charge | Shield HP Bonus | +8% | +21,56% | |
Shield Harmonizing Charge | Shield Resistance Bonus | +8% | +21,56% | |
Skirmish Command Burst | Evasive Maneuvers Charge | Signature Radius bonus Agility bonus |
-6% | -16,17% |
Interdiction Maneuvers Charge | Tackle module range bonus | +12% | +32,34% | |
Rapid Deployment Charge | AB/MWD module speed increase bonus | +12% | +32,34% |
- ^ This assumes that all relevant skills are maxed, use the tech two variant of the command burst module, a ship with the strongest bonuses and the best commmand mindlink.
You can find the modules on the market under the Ship Equipment and Fleet Assistance Modules, whereas the charges are under the Ammunition & Charges and Command Burst Charges.
Skills
There are several skills influencing the effect of command bursts, be that their strength, duration, area of effect range or reload speed.
Leadership (+7% range per level, +35% max)
Wing Command (+6% range per level, +30% max)
Fleet Command (+5% range per level, +25% max)
Command Burst Specialist (-10% reload speed per level, -50% max)
Armored Command (+10% duration of armor bursts, +50% max)
Armored Command Specialist (+10% strength of armor bursts, +50% max)
Shield Command (+10% duration of shield bursts, +50% max)
Shield Command Specialist (+10% strength of shield bursts, +50% max)
Information Command (+10% duration of information bursts, +50% max)
Information Command Specialist (+10% strength of information bursts, +50% max)
Skirmish Command (+10% duration of skirmish bursts, +50% max)
Skirmish Command Specialist (+10% strength of skirmish bursts, +50% max)
Mining Foreman (+10% duration of mining bursts, +50% max)
Mining Director (+10% strength of mining bursts, +50% max)
Command Mindlink implants
Various command mindlink implants boost the strength and duration effect of Command Burst modules.
Implant | Requirement | Effect |
---|---|---|
Armored Command Mindlink | Cybernetics V Armored Command Specialist V |
+25% bonus to Armor Command Burst strength and duration |
Information Command Mindlink | Cybernetics V Information Command Specialist V |
+25% bonus to Information Command Burst strength and duration |
Mining Command Mindlink | Cybernetics V Mining Director V |
+25% bonus to Mining Foreman Burst strength and duration |
Shield Command Mindlink | Cybernetics V Shield Command Specialist V |
+25% bonus to Shield Command Burst strength and duration |
Skirmish Command Mindlink | Cybernetics V Skirmish Command Specialist V |
+25% bonus to Skirmish Command Burst strength and duration |
Caldari Navy Command Mindlink | Cybernetics V Shield Command Specialist V Information Command Specialist V |
+25% bonus to Shield Command Burst strength and duration. +25% bonus to Information Command Burst strength and duration. |
Federation Navy Mindlink | Cybernetics V Armored Command Specialist V Skirmish Command Specialist V |
+25% bonus to Armor Command Burst strength and duration. +25% bonus to Skirmish Command Burst strength and duration. |
Imperial Navy Mindlink | Cybernetics V Armored Command Specialist V Information Command Specialist V |
+25% bonus to Armor Command Burst strength and duration. +25% bonus to Information Command Burst strength and duration. |
ORE Mining Director Mindlink | Cybernetics V Mining Director V Shield Command Specialist V |
+25% bonus to Mining Foreman strength and duration. +25% bonus to Shield Command Burst strength and duration. |
Republic Fleet Command Mindlink | Cybernetics V Shield Command Specialist V Skirmish Command Specialist V |
+25% bonus to Shield Command Burst strength and duration. +25% bonus to Skirmish Command Burst strength and duration. |
Ship & module restructions
Command burst modules can only be fitted to ships of the following categories: Capital Industrial Ships, Carriers, Combat Battlecruisers, Command Destroyers, Command Ships, Force Auxiliaries, Industrial Command Ships, Strategic Cruisers, Supercarriers and Titans.
Ships | Strength & duration bonus | Range bonus | Command burst modules allowed |
---|---|---|---|
Titans Capital Industrial Command Ships - Rorqual Industrial Command Ships - Orca |
No bonuses +5% and +3% to two racial types +3% and +1% to two racial types |
+200% range. +50% range +50% range |
Can fit three command burst modules |
Command Ships Carriers Supercarriers Force Auxiliaries Industrial Command Ships - Porpoise |
+3% to two racial types +1% to two racial types +2% to two racial types +1% to two racial types +2% to one racial type |
+100% range. +200% range +200% range +200% range +50% range |
Can fit two command burst modules |
Command Destroyers Combat Battlecruisers Strategic Cruisers [1] |
+2% to two racial types No bonus +2% to three racial types |
No bonus +50% bonus +50% bonus |
Can fit one command burst module |
- ^ Requires the Warfare Processor subsystem.
Racial types
Several ships get multiple bonuses to Command Burst modules.
Race | Primary | Secondary | Tertiary [1] |
---|---|---|---|
Amarr ships | Armor Command Burst | Information Command Burst | Skirmish Command Burst |
Caldari ships | Shield Command Burst | Information Command Burst | Skirmish Command Burst |
Gallente ships | Armor Command Burst | Skirmish Command Burst | Information Command Burst |
Minmatar ships | Shield Command Burst | Skirmish Command Burst | Information Command Burst |
O.R.E. ships | Mining Foreman Burst | Shield Command Burst[2] |
- ^ Ships like Strategic Cruisers get three racial bonuses.
- ^ With the exception of the Porpoise, who only gets the mining bonus.
Command Processor rigs
There's a rig called Command Processor I that will allow your ship to fit an additional command burst module. The rig uses 150 calibration so ships are limited to +2 more command burst modules due to the high calibration cost (as ships cannot have more than 350 - 400 calibration available). This will allows an Orca to fit up to 5 command burst modules, command ships to get 4 command burst modules, command destroyers to fit 3 command burst modules etc. The balance comes with the fact that you'll be giving up precious rig slots, which often drastically lowers the tank potential of the ship.
For the armour and shield command burst using the Armor Reinforcement Charge or the Shield Extension Charge it usually pays off to have one person run it, as the maximum bonus (+21,56% hit points) will give you a higher boost compared to a Trimark Armor Pump II or Core Defense Field Extender II rig (+20% hit points), not to mention the fact it gives this bonus to anyone within range.
Industrial core
The industrial core is a module that the Rorqual can fit that gives additional bonuses to Mining Foreman and Shield Command Burst modules, but only when activated. Activating that core locks the ship down in a similar manner to how siege works.
Type of core | Effect |
---|---|
Industrial Core I | +25% bonus to Mining Foreman Burst strength. +150% bonus to Mining Foreman and Shield Command Burst area of effect range. |
Industrial Core II | +30% bonus to Mining Foreman Burst strength. +200% bonus to Mining Foreman and Shield Command Burst area of effect range. |
Calculating Command Burst bonuses
For those wondering how these different bonuses are calculated, here's the math behind the way CCP calculates Command Burst bonuses. Due to the nature of multiplicative bonuses (as opposed to additive), the more bonuses that are stacked, the stronger they become.
Formula for strength
The various multipliers for strength are calculated as follows:
Strength = Base charge bonus * (1 + (specialization/100) * (1 + (module/100) * (1 + (ship/100) * (1 + (mindlink/100) * (1 + (core/100)[1] |
Here are two examples of how the strength scale with skills, ship bonuses and implants. This assumes you swap to a tech two module once you have the required skills for it (indicated by the tech two icon in the chart).
The following is a bonus-scale for the 8% resist bonus:
Ship bonus | Base | Command Specialist skill | Ship skill | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Rorqual / Command Ship (+3% per level) | 8% | 11% | 12% | 13% | 14% | 15% | 15,45% | 15,90% | 16,35% | 16,80% | 17,25% | 21,56% |
Supercarriers / Strategic Cruiser / Command Destroyers (+2% per level) | 8% | 11% | 12% | 13% | 14% | 15% | 15,30% | 15,60% | 15,90% | 16,20% | 16,50% | 20,63% |
Orca / Carriers / Force Auxiliaries (+1% per level) | 8% | 11% | 12% | 13% | 14% | 15% | 15,15% | 15,30% | 15,45% | 15,60% | 15,75% | 19,69% |
No bonus | 8% | 11% | 12% | 13% | 14% | 15% | - | - | - | - | - | 18,75% |
Here's a bonus-scale for the -15% duration bonus:
Ship bonus | Base | Command Specialist skill | Ship skill | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rorqual (+5% per level) | -15% | -20,63% | -22,50% | -24,38% | -26,25% | -28,13% | -29,53% | -30,94% | -32,34% | -33,75% | -35,16% | -43,95% | -52,73% | -57,13% |
Orca (+3% per level) | -15% | -20,63% | -22,50% | -24,38% | -26,25% | -28,13% | -28,97% | -29,81% | -30,66% | -31,50% | -32,34% | -40,43% | - | - |
Porpoise (+2% per level) | -15% | -20,63% | -22,50% | -24,38% | -26,25% | -28,13% | -28,69% | -29,25% | -29,81% | -30,38% | -30,94% | -38,67% | - | - |
No bonus | -15% | -20,63% | -22,50% | -24,38% | -26,25% | -28,13% | - | - | - | - | - | -35,16 | - | - |
Formula for duration
For duration the multipliers are calculated as follows:
Duration = 60 * (1 + (command/100) * (1 + (ship/100) * (1 + (mindlink/100) * (1 + (core/100)[1] |
Here's a bonus-scale for the 60 second duration of command bursts:
Ship bonus | Base | Command skill | Ship skill | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rorqual[1] (+5% per level) | 60s | 66s | 72s | 78s | 84s | 90s | 94,5s | 99,0s | 103,5s | 1080,s | 112,5s | 140,6s | 176,0s | 183,0s |
Rorqual[1] / Orca[2] / Command Ship (+3% per level) | 60s | 66s | 72s | 78s | 84s | 90s | 92,7s | 95,4s | 98,1s | 100,8s | 103,5s | 129,4s | - | - |
Supercarriers / Strategic Cruiser / Command Destroyers / Porpoise (+2% per level) | 60s | 66s | 72s | 78s | 84s | 90s | 91,8s | 93,6s | 95,4s | 97,2,8s | 99,5s | 123,8s | - | - |
Orca[2] / Carriers / Force Auxiliaries (+1% per level) | 60s | 66s | 72s | 78s | 84s | 90s | 90,9s | 91,8s | 92,7s | 93,6s | 94,5s | 118,1s | - | - |
No bonus | 60s | 66s | 72s | 78s | 84s | 90s | - | - | - | - | - | 112,5s | - | - |
Formula for reload speed
Since reload speed is affected by fewer things, the calculation is simple:
Reload speed = 60 * (1 - (command specialist/100) |
As such, the reload speed ranges from 60, 54, 48, 42, 36 and 30 seconds based on your Command Burst Specialist skill.
Links
- Command Bursts and the New World of Fleet Boosting (devblog)
- Mining Foreman Revolution (devblog leading up to the one above)
- Command Burst (helpdesk article)