Difference between revisions of "User:Cassiel Seraphim/Sandbox13"

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<noinclude>
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==Afterburners and microwarpdrives==
= Chief Executive Officer  =
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'''Afterburners''' (AB) and '''Microwarpdrives''' (MWD) are the most commonly used propulsion modules. Afterburners increase the ship's maximum speed by around 150%, while Microwarpdrives increase it by around 500%. Compared with Afterburners, Microwarpdrives use more capacitor energy, reduce the ship's total capacitor capacity, are shut down by [[scram|warp scramblers]], inflates the ship's signature and are generally harder to fit.
{{note box|Example where you remove the table, allowing you to just edit it in one place.}}
 
</noinclude>{{#ifeq:{{{1|ceo2}}}|ceo2|[[Image:AzmoValar.jpg|thumb|left|128px]]}}<noinclude>
 
<big>'''</noinclude>{{#ifeq:{{{1|ceo}}}|ceo|[[Azmodeus Valar]]}}<noinclude>'''</big>
 
  
'''About the role:''' The CEO oversees the general day-to-day running of the University, setting the general direction and making decisions which affect the whole group. This post has various departments reporting to it including Human Resources, Education, Logistics and Public Relations, as well as Special Projects.  
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These propulsion modules come in various sizes, one of each for each class of hull size. Below is a list of the various sizes and the ship classes they are normally intended to be fitted to:
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{| class="wikitable"
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! style="background-color:#222222;" | AB/MWD
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! style="background-color:#222222;" | Ship class
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! style="background-color:#222222;" | Thrust
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|-
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| 1MN / 5MN
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| [[Frigates]] and [[Destroyers]]
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| [[image:Module icon afterburner tech1.png|20px|link=]]1,500,000 N
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|-
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| 10MN / 100MN
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| [[Cruisers]], [[Battlecruisers]] and non-capital [[Industrials]]
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| [[image:Module icon afterburner tech1.png|20px|link=]]15,000,000 N
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|-
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| 100MN / 500MN
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| [[Battleships]]
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| [[image:Module icon afterburner tech1.png|20px|link=]]150,000,000 N
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|-
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| 10000MN / 50000MN
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| [[Capital Ships]]
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| [[image:Module icon afterburner tech1.png|20px|link=]]1,500,000,000 N
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|}
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==== Oversized afterburners ====
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It is possible to fit ships with oversized afterburners: 10MN on frigate/destroyer or 100MN on cruiser/battlecruiser. The high fitting requirement of larger afterburner usually makes this harder to do. In this case the full maximum velocity formula needs to be used.
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Generally the resulting maximum velocity is close to normal sized microwarpdrive but the added bonus is that the oversized afterburner is not shut down by scramblers. The drawback is greatly increased ship mass which makes maneuvering harder.
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==== Related skills ====
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The following skills directly effect afterburners and/or microwarpdrives.
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* {{sk|Acceleration Control}} 5% Bonus to Afterburner and Microwarpdrive speed boost per skill level.
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* {{sk|Afterburner}} 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
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* {{sk|Fuel Conservation}} 10% reduction in afterburner capacitor needs per skill level.
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* {{sk|High Speed Maneuvering}} 5% reduction in MicroWarpdrive capacitor usage per skill level.
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==== Velocity formula ====
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The maximum velocity bonus of a propulsion module is as follows:
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{{code|V<sub>propulsionbonus</sub> &#61; V<sub>base</sub> × V<sub>bonus</sub> × ( Thrust / Mass )}}
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To make this clearer, you can combine this formula with the regular velocity formula and turn it into two sections; one for your maximum velocity without your propulsion module turned on and one for when you turn on the propulsion module, since the '''Thrust / Mass''' part of the formula isn't relevant when your propulsion module is turned off. Since the game also separates and stacks independently the propulsion {{icon|velocity|18}}'''Maximum Velocity Bonus''' and {{sk|Navigation|icon=yes}} bonuses from other {{icon|velocity|18}}'''Velocity Modifier''' bonuses such as propulsion upgrades, you can greatly improve transparency by rewriting the formula.
  
'''About the person:''' Azmodeus Valar has been a pilot since April of 2007, joining the University the following fall. He was appointed Hangar Manager the following summer, and promoted to Dir Logistics the Fall of 2008. He is trained as a PVP pilot, but somehow got the job of building things. It is believed he has alternate personalities in various other aspects of the game.
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{{co|orangered|Without}} an active propulsion module:
{{clear}}
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{{code|{{co|wheat|V<sub>max</sub>}} &#61; V<sub>base</sub> × {{co|orangered|V<sub>skillbonus</sub> × V<sub>velocitymodifier</sub>}}}}
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{{co|lightgreen|With}} an active propulsion module:
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{{code|{{co|wheat|V<sub>max</sub>}} &#61; V<sub>base</sub> × {{co|orangered|V<sub>skillbonus</sub> × V<sub>velocitymodifier</sub>}} × {{co|lightgreen|V<sub>(propbonus * thrust / mass)</sub>}}}}
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The '''show info''' of a propulsion module will normally show the raw propulsion bonus, for example +500% for a microwarpdrive, but when fitted it will multiply with skills and show, for example +625% for someone with {{sk|Navigation|V|icon=yes}} trained. This means that the skill is accounted for twice, first for your general {{icon|velocity|18}}'''Velocity Modifier''' bonus and again by augmenting the {{icon|velocity|18}}'''Maximum Velocity Bonus''' from propulsion modules.
  
= Managing Director  =
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Here's an example of a ship without a propulsion module:
{{note box|Example where you keep the table, but this one requires you to edit it in two places if you need to change it.}}
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{{example|The {{sh|Heron}} has a base speed of 340 m/sec. This is then further improved by your {{sk|Navigation|icon=yes}} skill, for a high-skilled player that means +25% more speed and a total speed of 425 m/sec. If you were to put on some {{co|wheat|Nanofiber Internal Structure I}} modules on there, two to be exact, you'll get an additional +7.75% bonus for the first one and then +6.73568% for the second one (~86,9% effective due to [[stacking penalties]]) resulting in a new speed of 340 {{co|grey|(base)}} * 1.25 {{co|grey|(skill)}} * 1.0775 * 1.0673568 {{co|grey|(modules)}} which rounds up to 488.7827 m/sec.}}
{|
 
|-
 
{{!}} valign="top" | </noinclude>{{#ifeq:{{{1|ceo2}}}|mad2|[[Image:Bashir.jpg|thumb|left|128px]]}}<noinclude>
 
{{!}} valign="top" | <big>'''</noinclude>{{#ifeq:{{{1|ceo2}}}|mad|[[Bashir]]}}<noinclude>'''</big>
 
'''About the role:''' The Managing Director is a role outside of the current department hierarchy and oversees the following areas; he will Host Q&As and Management meetings when CEO is not present, Monitor Management/access lists to insure it is up to date (forums and ingame), Alert CEO to issues that need to be addressed and oversee the Student Advocate, and additional tasks delegated by the CEO
 
  
'''About the person:''' I've played eve on and off (and off and on) for quite some time, I remember the dark early days of eve with no skill queue and no "warp to 0 on gates", I enjoy putting some knowledge back into the game and the Uni.
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Here's an example (with rounded numbers) how things change when adding a propulsion module:
|}
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{{example|Now add a {{co|wheat|50MN Microwarpdrive I}} to the above mentioned {{sh|Heron}}, which has a +500% maximum velocity bonus influenced by the {{sk|Navigation|icon=yes}}, making it a +625% bonus thanks to the +25% bonus from the skill. The propulsion bonus is then modified by the 1,500,000N thrust and the base mass of 1,150,000 kg for the ship as well as the +500,000 kg the propulsion module itself adds when turned on (total mass is 1,650,000 kg). The old calculation for your maximum velocity before turning on your propulsion module is the same 340 {{co|grey|(base)}} * 1.25 {{co|grey|(skill)}} * 1.0775 * 1.0673568 {{co|grey|(modules)}} which rounds up to 488.7827 m/sec. For the actual propulsion modifier (accounting for the bonus modified by thrust and mass) you get 1 + (5 {{co|grey|(base)}} * 1.25 {{co|grey|(skill)}} * 1500000 {{co|grey|(thrust)}} / 1650000 {{co|grey|(mass)}}) that's 6,681818 resulting in a new maximum speed of 488.7827 * 6.681818 which rounds up to 3,265.9570 m/sec.}}

Latest revision as of 21:28, 18 November 2019

Afterburners and microwarpdrives

Afterburners (AB) and Microwarpdrives (MWD) are the most commonly used propulsion modules. Afterburners increase the ship's maximum speed by around 150%, while Microwarpdrives increase it by around 500%. Compared with Afterburners, Microwarpdrives use more capacitor energy, reduce the ship's total capacitor capacity, are shut down by warp scramblers, inflates the ship's signature and are generally harder to fit.

These propulsion modules come in various sizes, one of each for each class of hull size. Below is a list of the various sizes and the ship classes they are normally intended to be fitted to:

AB/MWD Ship class Thrust
1MN / 5MN Frigates and Destroyers Module icon afterburner tech1.png1,500,000 N
10MN / 100MN Cruisers, Battlecruisers and non-capital Industrials Module icon afterburner tech1.png15,000,000 N
100MN / 500MN Battleships Module icon afterburner tech1.png150,000,000 N
10000MN / 50000MN Capital Ships Module icon afterburner tech1.png1,500,000,000 N

Oversized afterburners

It is possible to fit ships with oversized afterburners: 10MN on frigate/destroyer or 100MN on cruiser/battlecruiser. The high fitting requirement of larger afterburner usually makes this harder to do. In this case the full maximum velocity formula needs to be used.

Generally the resulting maximum velocity is close to normal sized microwarpdrive but the added bonus is that the oversized afterburner is not shut down by scramblers. The drawback is greatly increased ship mass which makes maneuvering harder.

Related skills

The following skills directly effect afterburners and/or microwarpdrives.

  • Acceleration Control 5% Bonus to Afterburner and Microwarpdrive speed boost per skill level.
  • Afterburner 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
  • Fuel Conservation 10% reduction in afterburner capacitor needs per skill level.
  • High Speed Maneuvering 5% reduction in MicroWarpdrive capacitor usage per skill level.

Velocity formula

The maximum velocity bonus of a propulsion module is as follows:

Vpropulsionbonus = Vbase × Vbonus × ( Thrust / Mass )

To make this clearer, you can combine this formula with the regular velocity formula and turn it into two sections; one for your maximum velocity without your propulsion module turned on and one for when you turn on the propulsion module, since the Thrust / Mass part of the formula isn't relevant when your propulsion module is turned off. Since the game also separates and stacks independently the propulsion Icon velocity.pngMaximum Velocity Bonus and Icon skillbook2.png Navigation bonuses from other Icon velocity.pngVelocity Modifier bonuses such as propulsion upgrades, you can greatly improve transparency by rewriting the formula.

Without an active propulsion module:

Vmax = Vbase × Vskillbonus × Vvelocitymodifier

With an active propulsion module:

Vmax = Vbase × Vskillbonus × Vvelocitymodifier × V(propbonus * thrust / mass)

The show info of a propulsion module will normally show the raw propulsion bonus, for example +500% for a microwarpdrive, but when fitted it will multiply with skills and show, for example +625% for someone with Icon skillbook2.png Navigation V trained. This means that the skill is accounted for twice, first for your general Icon velocity.pngVelocity Modifier bonus and again by augmenting the Icon velocity.pngMaximum Velocity Bonus from propulsion modules.

Here's an example of a ship without a propulsion module:

The CaldariHeron has a base speed of 340 m/sec. This is then further improved by your Icon skillbook2.png Navigation skill, for a high-skilled player that means +25% more speed and a total speed of 425 m/sec. If you were to put on some Nanofiber Internal Structure I modules on there, two to be exact, you'll get an additional +7.75% bonus for the first one and then +6.73568% for the second one (~86,9% effective due to stacking penalties) resulting in a new speed of 340 (base) * 1.25 (skill) * 1.0775 * 1.0673568 (modules) which rounds up to 488.7827 m/sec.

Here's an example (with rounded numbers) how things change when adding a propulsion module:

Now add a 50MN Microwarpdrive I to the above mentioned CaldariHeron, which has a +500% maximum velocity bonus influenced by the Icon skillbook2.png Navigation, making it a +625% bonus thanks to the +25% bonus from the skill. The propulsion bonus is then modified by the 1,500,000N thrust and the base mass of 1,150,000 kg for the ship as well as the +500,000 kg the propulsion module itself adds when turned on (total mass is 1,650,000 kg). The old calculation for your maximum velocity before turning on your propulsion module is the same 340 (base) * 1.25 (skill) * 1.0775 * 1.0673568 (modules) which rounds up to 488.7827 m/sec. For the actual propulsion modifier (accounting for the bonus modified by thrust and mass) you get 1 + (5 (base) * 1.25 (skill) * 1500000 (thrust) / 1650000 (mass)) that's 6,681818 resulting in a new maximum speed of 488.7827 * 6.681818 which rounds up to 3,265.9570 m/sec.