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Revision as of 16:27, 7 December 2016 by Djavin novienta (talk | contribs) (Overview: Removed outdated information about agent quality.)

Overview

Social skills provide modifications to your standings or rewards from NPC corporations. They are of most value to mission runners but are also of use to those seeking access to specific services from NPC controlled corporations and factions. (Jump clone services, lower costs for reprocessing/refining, POS anchoring...)

As you do missions for NPC corporations, your standings with them will go up. As you do storyline missions your faction standings will change for the faction a particular NPC corporation is part of.

Faction standing changes have both positive and negative effects so raising your standings with a faction will also effect your standings with those friendly to that faction as well as those hostile to it. Example: Raising your faction standings with Gallente Federation will also raise it slightly with Minmitar while lowering it slightly with Caldari and Amarr. The reverse also being true - raise Amarr, lose some Gallente faction standings.

These changes are where some of the social skill effects come into play. Others are specific to mission runners.

Charisma and Intelligence are important to learning your social skills.

The social skills effect 3 different areas of your interactions with NPC corporations:

  • Standings Modifiers (all modifiers are per level trained)
    • Social - 5% improved standings gains for all missions with NPC corporations.
    • Diplomacy - 4% effective standings increase with NPC corporations you have negative standings with.
    • Connections - 4% effective standings increase for NPC corporations that CONCORD likes and that you have positive standings with.
    • Criminal Connections - 4% effective standings increase for NPC corporations that CONCORD does not like and that you have positive standings with. (NPC pirate organizations)
    • Fast Talk - 5% bonus to effective security rating increases. (CONCORD sec status)


  • ISK Reward Improving
    • Negotiation - 5% improved ISK payout from agents (per level trained).

The following are the skills in the Social section (in alphabetical order):

  • Connections - Boosts corp/racial standing if above 0.0 standing.
  • Criminal Connections - Boosts standing towards NPCs with low Concord standing.
  • Diplomacy - Boosts corp/racial standing if below 0.0 standing.
  • Distribution Connections - Improves loyalty point gain when working for Agents in the Distribution Division. 
  • Fast Talk - Faster security standing increases.
  • Mining Connections - Improves loyalty point gain when working for Agents in the Mining Division.
  • Negotiation - Increases ISK rewards offered by mission agents
  • Security Connections - Improves loyalty point gain when working for Agents in the Security Division.
  • Social - Boosts the size of standings increases with NPCs, NPC corporations and NPC factions


Connections

Skill at interacting with friendly NPCs. 4% Modifier to effective standing from friendly NPC Corporations and Factions per level. Not cumulative with Diplomacy or Criminal Connections.
 Attributes:
 Multiplier: 3x
 Price: 200k ISK
 Alpha max level: II
 Prerequisites: Social III
 Notes: Your effective standing is calculated using the following formula:

Effective Standing = Unadjusted Standing + ((Maximum Possible Standing - Unadjusted Standing) * Connections Modifier * Connections Skill Level)
So if your current base standing was 0.9 and you had the connections skill at level two your effective standing out be:
0.9 +((10-0.9)*0.04*2)=1.628



Criminal Connections

Skill at interacting with criminal NPCs. 4% Modifier per level to effective standing towards NPCs with low Concord standing. Not cumulative with Diplomacy or Connections.
 Attributes:
 Multiplier: 3x
 Price: 200k ISK
 Alpha max level: II
 Prerequisites: Social III
 Notes: Namely Pirate factions:



Diplomacy

Skill at interacting with hostile Agents. 4% Modifier per level to effective standing towards hostile Agents. Not cumulative with Connections or Criminal Connections.
 Attributes:
 Multiplier: 1x
 Price: 200k ISK
 Alpha max level: III
 Prerequisites: Social II
 Notes:



Distribution Connections

Understanding of the way trade is conducted at the corporate level. Improves loyalty point gain by 10% per level when working for agents in the Distribution corporation division.
 Attributes:
 Multiplier: 2x
 Price: 10M ISK
 Alpha max level: II
 Prerequisites: Trade III, Social III
 Notes: *Distribution Connections is purchased with Loyalty Points (LP) from NPC stores, so the price may vary wildly.



Fast Talk

Skill at interacting with Concord. 5% Bonus to effective security rating increase.
 Attributes:
 Multiplier: 4x
 Price: 100k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Social IV
 Notes:



Mining Connections

Understanding of corporate culture on the industrial level and the plight of the worker. Improves loyalty point gain by 10% per level when working for agents in the Mining corporation division.
 Attributes:
 Multiplier: 2x
 Price: 10M ISK
 Alpha max level: II
 Prerequisites: Industry III, Social III
 Notes: *Mining Connections is purchased with Loyalty Points (LP) from NPC stores, so the price may vary wildly.



Negotiation

Skill at agent negotiation. Improves agent effective quality. 5% additional pay per skill level for agent missions.
 Attributes:
 Multiplier: 2x
 Price: 60k ISK
 Alpha max level: II
 Prerequisites: Social I
 Notes:



Security Connections

Understanding of military culture. Improves loyalty point gain by 10% per level when working for agents in the Security corporation division.
 Attributes:
 Multiplier: 2x
 Price: 10M ISK
 Alpha max level: II
 Prerequisites: Leadership III, Social III
 Notes: *Security Connections is purchased with Loyalty Points (LP) from NPC stores, so the price may vary wildly.



Social

Skill at social interaction. 5% bonus per level to NPC agent, corporation and faction standing increase.
 Attributes:
 Multiplier: 1x
 Price: 30k ISK
 Alpha max level: III
 Prerequisites: none
 Notes:


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