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Thread Statistics | Show CCP posts - 1 post(s) |

Entity
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Posted - 2005.07.19 16:07:00 -
[1]
Edited by: Entity on 19/07/2005 16:10:08 Right, so there's these new pirate implants that add nice bonuses. So how do they work? This post is intended to disspell rumours and present you with verified facts on their behaviour.
Q: Does the set bonus also affect the +2 or +3 character attributes of the implants? A: No, they do not. They are just the bog standard attribute buffs.
Q: Can I mix low-grade with normal versions and still get the benefits? A: Yes, they mix, and the bonuses will be slightly better (or worse) accordingly.
Q: Ok, so, what will my bonus be? A: This is the tricky part. Like most bonuses in this game, they are multiplicative, and the full set is quite something! Here is how it works:
Multiply all "set bonus" multipliers together: multi = 1.15 x 1.15 x 1.15 x 1.15 x 1.15 x 1.5 = 3.01703578125 Note: the 1.5 comes from the 6th implant (Omega)
Calculating final bonus: - Multiply each implant's special bonus (velocity, shield boost, armor, etc) percentage value with the combined set bonus multiplier calculated above. - Convert the result to a multiplier. - Multiply the five figures to get the final multiplier (which is the actual bonus).
For the Snake, Crystal and Slave sets: Alpha = 1% x multi = 3.01703578125 = 1.0301703578125x Beta = 2% x multi = 6.03407156250 = 1.0603407156250x Delta = 3% x multi = 9.05110734375 = 1.0905110734375x Gamma = 4% x multi = 12.06814312500 = 1.1206814312500x Epsilon = 5% x multi = 15.08517890625 = 1.1508517890625x
Total = Alpha x Beta x Gamma x Delta x Epsilon = 1.5363x = +53.63%
For the Talisman set (this set reduces a figure, the multipliers are inversed!): Alpha = 1% x multi = 3.01703578125 = 0.9698296421875x Beta = 2% x multi = 6.03407156250 = 0.9396592843750x Delta = 3% x multi = 9.05110734375 = 0.9094889265625x Gamma = 4% x multi = 12.06814312500 = 0.8793185687500x Epsilon = 5% x multi = 15.08517890625 = 0.8491482109375x
Total = Alpha x Beta x Gamma x Delta x Epsilon = 0.6188x = -38.12%
For the Halo set (this set uses different figures and is also a reducing type): Alpha = 1.00% x multi = 3.01703578125 = 0.9698296421875x Beta = 1.25% x multi = 3.77129472656 = 0.9622870527344x Delta = 1.50% x multi = 4.52555367188 = 0.9547444632813x Gamma = 1.75% x multi = 5.27981261719 = 0.9472018738281x Epsilon = 2.00% x multi = 6.03407156250 = 0.9396592843750x
Total = Alpha x Beta x Gamma x Delta x Epsilon = 0.7930x = -20.7%
Notes: - Incomplete sets still give amplified bonus. E.g. one low-grade and one regular implant plus the regular omega would give a 1.1 x 1.15 x 1.5 = 1.8975 set bonus multiplier. - Mixed low-grade and regular implants yield figures somewhere between the low-grade and regular ones. - Some implants may be bugged on TQ, not having the correct set bonus or simply not working at all. My calculations are based on properly working implants, so don't be alarmed if the values presented here do not match what you are getting ;-) - A freshly inserted pirate implant does not show the correct amplified bonus figure. Relog to see the correct stats.
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Entity
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Posted - 2005.07.19 16:08:00 -
[2]
SUMMARY
Regular sets: Snake: 53.63% velocity and smuggling chance bonus Slave: 53.63% armor hp bonus Crystal: 53.63% shield boost bonus Talisman: -38.12% energy emission systems duration bonus Halo: -20.7% signature radius bonus
Low-grade sets: Snake: 33.83% velocity and smuggling chance bonus Slave: 33.83% armor hp bonus Crystal: 33.83% shield boost bonus Talisman: -26.94% energy emission systems duration bonus Halo: -14.3% signature radius bonus
Hope this is useful for you.
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Entity
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Posted - 2005.07.19 17:28:00 -
[3]
Originally by: Darth Revanant Entity - I'm guessing you did this on Sisi? I think experimenting in mixing the sets would be quite expensive otherwise. Could you confirm this?
A bit of evidence gathering from both Sisi and TQ, yes. Your calc is correct. |

Entity
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Posted - 2005.08.01 17:48:00 -
[4]
Well this really is already answered, but yes, you get the implant's bonus, times its set bonus multiplier, so in that case,
5% * 1.15 = 5.75% bonus
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Entity
X-Factor Industries
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Posted - 2006.11.30 23:55:00 -
[5]
Originally by: Deitre Cibrus Your low-grade Slave/Snake/Crystal calculations are incorrect I believe. 1.1 * 1.1 * 1.1 * 1.1 * 1.1 * 1.25 = 2.0131375 = multiplier, 1.25 = lg omega (1 * 2.0131375) + (2 * 2.0131375) + (3 * 2.0131375) + (4 * 2.0131375) + (5 * 2.0131375) = 30.1970625 = total HP 1 * 2.0131375 = LG Alpha = 2.0131375% increase 2 * 2.0131375 = LG Beta = 4.026275% increase 3 * 2.0131375 = LG Gamma= 6.0394125% increase 4 * 2.0131375 = LG Epsilon = 8.05255% increase 5 * 2.0131375 = LG Delta = 10.0656875% increase For a total of 30.197062% increase If I'm missing something, please tell me.
They don't add, they multiply. 
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Entity
X-Factor Industries Synthetic Existence
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Posted - 2007.12.15 21:51:00 -
[6]
Summary post updated with the new 0.0 faction implant set stats in Trinity.
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Entity
X-Factor Industries Synthetic Existence
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Posted - 2008.10.13 21:58:00 -
[7]
It looks like Snakes are likely to be changed SoonÖ (see Singularity). I'll update this thread when the changes are on TQ. _
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Entity
X-Factor Industries Synthetic Existence
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Posted - 2008.11.13 01:23:00 -
[8]
Edited by: Entity on 13/11/2008 01:23:57 Summary post now updated with the new Snake stats for Quantum Rise. _
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