Difference between revisions of "Skill Hardwiring"

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{{merge|List of Skill Hardwiring Implants}}
 
Skill hardwirings are a type of [[Implants|implant]]. In general, weapons and ship enhancements are in sets of six, which give a bonus of 1-6% to a given skill or attribute, depending on the grade of the implant, whereas industry, science and processing hardwires are in sets of three and have varying bonuses. The bonuses are stacked separately from the actual corresponding skills, i.e. if a skill gives you 5% / level, and you have the 5% hardwiring, your total effect is 1.25 * 1.05 = 1.3125 for a positive bonus or 0.75 * 0.95 = 0.7125 for a negative bonus, not the 1.30 or 0.70 you would get by adding the 25% and the 5% for a 30% bonus.
 
Skill hardwirings are a type of [[Implants|implant]]. In general, weapons and ship enhancements are in sets of six, which give a bonus of 1-6% to a given skill or attribute, depending on the grade of the implant, whereas industry, science and processing hardwires are in sets of three and have varying bonuses. The bonuses are stacked separately from the actual corresponding skills, i.e. if a skill gives you 5% / level, and you have the 5% hardwiring, your total effect is 1.25 * 1.05 = 1.3125 for a positive bonus or 0.75 * 0.95 = 0.7125 for a negative bonus, not the 1.30 or 0.70 you would get by adding the 25% and the 5% for a 30% bonus.
  

Revision as of 09:16, 7 March 2016

It has been suggested that this article or section be merged with List of Skill Hardwiring Implants . ( Discuss )

Skill hardwirings are a type of implant. In general, weapons and ship enhancements are in sets of six, which give a bonus of 1-6% to a given skill or attribute, depending on the grade of the implant, whereas industry, science and processing hardwires are in sets of three and have varying bonuses. The bonuses are stacked separately from the actual corresponding skills, i.e. if a skill gives you 5% / level, and you have the 5% hardwiring, your total effect is 1.25 * 1.05 = 1.3125 for a positive bonus or 0.75 * 0.95 = 0.7125 for a negative bonus, not the 1.30 or 0.70 you would get by adding the 25% and the 5% for a 30% bonus.

Note that each table entry below represents a series of hardwirings, not just one specific implant. Any series consists of different grades that give a different bonus amount. Individual faction and officer hardwires are not listed below.

Hardwiring by Affected Skill Area

Armor

All Armor hardwires are the Inherent Implants 'Noble' type.

Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
RS: armor / hull repair systems duration RA: remote armor repair capacitor need MC: hull hit points RP: repair system repair amount HG: armor hit points

Summary by Skills

Implants with no corresponding skill:

  • RP-900 series (there is no skill that increases armor repair amount)

Electronic Systems

All Electronic Systems hardwires are the Zainou 'Gypsy' type. There are only Electronic Systems hardwires for slots 8 & 9.

Slot 8 Slot 9
PJ: propulsion jamming cap need EW: ECM & ECM burst cap need
SL: sensor linking cap need
TG: target painting cap need
WD: weapon disruption cap need

Summary by Skill


Engineering

There are no Engineering hardwires for slots 9 & 10.

Model name Slot 6 Slot 7 Slot 8
Inherent Implants 'Squire' EO: capacitor recharge rate
EG: power grid output
ES: capacitor emission systems capacitor need
EU: energy upgrade CPU need
EP: energy pulse weapon (smart bomb) duration
EM: total capacitor capacity
Zainou 'Gypsy' EE: CPU amount
EU: Electronics Upgrade modules CPU need

Summary by Skill


Gunnery

Hardwires that include "(all)" affect all types and sizes of turrets.

Model name Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
Eifyr & Co. 'Gunslinger' SP: small projectile damage MR: tracking speed (all) MP: medium projectile damage SS: turret damage (all) LP: large projectile damage
Inherent Implants 'Lancer' SE: small energy damage CB: turret capacitor need (all) ME: medium energy damage RF: rate of fire (all) LE: large energy damage
Zainou 'Deadeye' SH: small hybrid damage TA: falloff (all) MH: medium hybrid damage ST: optimal range (all) LH: large hybrid damage
Zainou 'Gnome' WU: CPU need (all)

Summary by Slot

Out of slots 6, 8, and 10 you probably have 1 obvious choice you care about, i.e. your favorite racial turret in your favorite size.

6: +damage for racial small turret, else use a utility hardwire.
7: +tracking, -capacitor use or +falloff.
8: +damage for racial medium turret, else use a utility hardwire.
9: +damage, +rate of fire or +optimal.
10: +damage for racial large turret, else -CPU.

Summary by Skill


Industry

There is only one set of Industry hardwires - the Zainou 'Beancounter' BX-800 series for slot 8. There are three in the series, which reduce manufacturing time by 1%, 2% and 4%.


Missiles

Model Name Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
Zainou 'Deadeye' MB: missile flight time
MP: missile velocity
GP: explosion radius TN: explosion velocity RL: rate of fire
Zainou 'Gnome' LE: CPU need
Zainou 'Snapshot' CM: Cruise Missile damage
TD: Torpedo damage
AM: Heavy Assault Missile damage
HM: Heavy Missile damage
DM: Defender Missile velocity LM: Light Missile damage
RD: Rocket damage
FR: FoF explosion radius

Note that the Zainou 'Gnome' "LE-600" series in slot 6 saves launcher CPU but the Zainou 'Gypsy' "EE-600" series (in the engineering group) fits in the same slot and boosts overall CPU, which is preferable.

Summary by Slot

6: +Damage for large launchers, else use a utility hardwire.
7: +Damage for medium launchers, else range.
8: -Explosion radius, else +Velocity for defenders (but a utility hardwire is probably preferable over that).
9: +Damage for small launchers, else +Explosion velocity.
10: +ROF unless you really love FoF.

Summary by Skill


Navigation

Navigation hardwires are Eifyr & Co. 'Rogue'. There are no Navigation hardwires for slot 10.

Slot 6 Slot 7 Slot 8 Slot 9
AC: Afterburner / Microwaprdrive speed
AB: Afterburner duration
NN: ship velocity
WD: warp drive cap need
WS: warp speed
EM: ship agility FC: Afterburner cap need HS: Microwarpdrive cap need

Summary by Skill

Implants with no corresponding skill:

  • WS-600 series - there is no skill that increases warp speed

Neural Enhancement

All Neural Enhancement hardwires are the Eifyr & Co. 'Alchemist' type. There are no hardwires for slots 6 & 7 and there are only 2 grades per set.

Slot 8 Slot 9 Slot 10
BY: booster duration NC: booster side effect severity NR: booster side effect probability

Summary by Skill


Resource Processing

There are only Resource Processing hardwires for slots 8 & 10. Each series contains only three grades of hardwire.

Model Name Slot 8 Slot 10
Eifyr & Co. 'Alchemist' GH: gas cloud harvester duration
Zainou 'Beancounter' RX: reprocessing waste
Inherent Implants 'Highwall' MX: mining yield
MU: mining upgrade CPU penalty
Inherent Implants 'Yeti' IH: ice harvester duration

Summary by Skill


Scanning

All Scanning hardwires are the Poteque 'Prospector' type. Some series contain three grades of hardwire and others only have one.

Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
AP: scan deviation AQ: probe scanning time AR: probe scan strength AC: relic analyzer virus coherence
HC: data analyzer virus coherence
SV: salvage retrieval
EY: virus coherence and module duration

Summary by Skill

Implants with no corresponding skill:

  • EY-1005 (only one hardwire) - this hardwire also gives bonuses to archaeology, hacking and salvage module duration. No skill gives these bonuses.

Science

All Science hardwires are the Zainou 'Beancounter' type. There are no Science hardwires for slots 9 & 10.

Slot 6 Slot 7 Slot 8
RR: blueprint manufacturing time research MY: material efficiency research time SC: blueprint copy time

Summary by Skill


Shield

All Shield hardwires are the Zainou 'Gnome' type. There are no Shield hardwires for slot 10.

Slot 6 Slot 7 Slot 8 Slot 9
SU: shield upgrade module power grid need SM: shield amount SE: shield emission module cap need SP: shield recharge rate

Summary by Skill


Targeting

All Targeting hardwires are the Zainou 'Gypsy' type. There are only Targeting hardwires for slots 7 & 8.

Slot 7 Slot 8
SA: scan resolution LT: targeting range

Summary by Skill


Hardwiring by slot, summarized

Slot 6

Skill area Model names Purpose
Armor Inherent Implants 'Noble' RS armor and hull repair systems duration
Electronic Systems none
Engineering Inherent Implants 'Squire' EO, EG; Zainou 'Gypsy' EE, EU capacitor recharge, power grid output; CPU amount, electronics upgrade CPU need
Gunnery Eifur & Co. 'Gunslinger' SP, Inherent Implants 'Lancer' SE and Zainou 'Deadeye' SH small racial turret damage
Industry none
Missiles Zainou 'Gnome' LE; Zainou 'Snapshot' CM & TD launcher CPU; large missile damage
Navigation Eifyr & Co. 'Rogue' AC, AB, NN, WD, WS AB/MWD speed bonus, afterburner duration, velocity, warp cap need, warp speed
Neural Enhancement none
Resource Processing none
Scanning Poteque Prospector AP scan deviaton
Science Zainou 'Beancounter' RR blueprint manufacturing time research
Shield Zainou 'Gnome' SU shield upgrade module power grid need
Targeting none

Slot 7

Skill area Model names Purpose
Armor Inherent Implants 'Noble' RA remote armor repair cap need
Electronic Systems none
Engineering Inherent Implants 'Squire' ES, EU, EP capacitor emissions cap need, energy grid upgrade CPU need, energy pulse (smart bomb) duration
Gunnery Eifyr & Co. 'Gunslinger' MR; Inherent Implants 'Lancer' CB; Zainou 'Deadeye' TA tracking speed; turret capacitor use; falloff
Industry none
Missiles Zainou 'Deadeye' MB, MP; Zainou 'Snapshot' AM, HM missile flight time & velocity; medium missile damage
Navigation Eifyr & Co. 'Rogue' EM ship agility
Neural Enhancement none
Resource Processing none
Scanning Poteque 'Prospector' AQ probe scanning time
Science Zainou 'Beancounter' MY material effeciency research time
Shield Zainou 'Gnome' SM shield amount
Targeting Zainou 'Gypsy' SA scan resolution

Slot 8

Skill area Model names Purpose
Armor Inherent Implants 'Noble' MC hull hitpoints
Electronic Systems Zainou 'Gypsy' PJ propulsion jammer cap need
Engineering Inherent Implants 'Squire' EM total capacitor capacity
Gunnery Eifyr & Co. 'Gunslinger' MP, Inherent Implants 'Lancer' ME, and Zainou 'Deadeye' MH medium racial turret damage
Industry Zainou 'Beancounter' BX manufacturing time
Missiles Zainout 'Deadeye' GP; Zainou 'Snapshot' DM explosion radius; defender missile velocity
Navigation Eifyr & Co. 'Rogue' FC afterburner cap need
Neural Enhancement Eifyr & Co. 'Alchemist' BY booster duration
Resource Processing Eifyr & Co.'Alchemist' GH; Zainou 'Beancounter' RX gas cloud harvester duration; reprocessing wastage
Scanning Poteque 'Prospector' AR probe scan strength
Science Zainou 'Beancounter' SC blueprint copy time
Shield Zainou 'Gnome' SE shield emission cap need
Targeting Zainou 'Gypsy' LT targeting range

Slot 9

Skill area Model names Purpose
Armor Inherent Implants 'Noble' RP repair systems repair amount
Electronic Systems Zainou 'Gypsy' EW, SL, TG, WD electronic attacks and sensor link cap need
Engineering none
Gunnery Eifyr & Co. 'Gunslinger' SS, Inherent Implants 'Lancer' RF; Zainou 'Deadeye' ST damage; rate of fire; optimal range
Industry none
Missiles Zainou 'Deadeye' TN; Zainou 'Snapshot' LM, RD explosion velocity; small missile damage
Navigation Eifyr & Co. 'Rogue' HS MWD cap need
Neural Enhancement Eifyr & Co. 'Alchemist' NC booster side effect severity
Resource Processing none
Scanning Poteque 'Prospector' AC, HC, SV data / relic analyzer virus coherence, salvage success probability
Science none
Shield Zainou 'Gnome' SP shield recharge rate
Targeting none

Slot 10

Skill area Model names Purpose
Armor Inherent Implants 'Noble' HG armor hitpoints
Electronics none
Engineering none
Gunnery Eifyr & Co. 'Gunslinger' LP, Inherent Implants 'Lancer' LE, and Zainou 'Deadeye' LH; Zainou 'Gnome' WU large racial turret damage; turret CPU need
Industry none
Missiles Zainou 'Deadeye' RL; Zainou 'Snapshot' FR rate of fire; FoF explosion radius
Navigation none
Neural Enhancement Eifyr & Co. 'Alchemist' NR booster side effect probability
Resource Processing Inherent Implants 'Highwall' MX, MU; Inherent Implants 'Yeti' IH mining yield, mining upgrade CPU penalty; ice harvester duration
Scanning Poteque 'Prospector' Environmental Analysis EY analyzer virus coherence and analyzer / salvager module duration
Science none
Shield none
Targeting none

Hardwiring by series, summarized

Model name Purpose(s)
Eifyr & Co. 'Alchemist' skill boosters and gas cloud harvesting
Eifyr & Co. 'Gunslinger' projectile turret damage, all turret tracking and damage
Eifyr & Co. 'Rogue' navigation
Inherent Implants 'Highwall' mining
Inherent Implants 'Lancer' energy turret damage, all turret cap use and rate of fire
Inherent Implants 'Noble' hull/armor repair and hitpoints
Inherent Implants 'Squire' capacitor and power grid
Inherent Implants 'Yeti' ice harvesting
Poteque 'Prospector' scanning, analyzers & salvaging
Zainou 'Beancounter' research and manufacturing
Zainou 'Deadeye' hybrid turret damage, all turret falloff and optimal range.
Missile range, explosion radius, explosion velocity and launcher rate of fire.
Zainou 'Gnome' turret and launcher CPU, all shield
Zainou 'Gypsy' electronic systems, CPU and targeting
Zainou 'Snapshot' missile damage, defender missile velocity, FoF missile explosion radius