|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.10 01:13:00 -
[1]
The Boosters
Blue Pill Booster (slot 1): Shield Booster Bonus 20% Shield Capacity Penalty -20% Turret Optimal Range Penalty -20% Explosion Velocity Penalty -20% Capacitor Capacity Penalty -20%
Crash Booster (slot 3): Explosion Radius Bonus -20% Shield Boost Penalty -20% Armor Hitpoint Penalty -20% Missile Velocity Penalty -20% Velocity Penalty -20%
Drop Booster (slot 2): Tracking Speed Bonus 1.25x Armor Repairer Penalty -20% Shield Capacity Penalty -20% Turret Falloff Penalty -20% Velocity Penalty -20%
Exile Booster (slot 1): Armor Repairer Bonus 20% Armor Hitpoint Penalty -20% Turret Tracking Penalty -20% Missile Explosion Cloud Penalty 20% Capacitor Capacity Penalty -20%
Frentix Booster (slot 2): Optimal Range Bonus 10% Armor Hitpoint Penalty -20% Turret Tracking Penalty -20% Velocity Penalty -20% Shield Booster Penalty -20%
Mindflood Booster (slot 1): Capacitor Amount Bonus 10% Shield Booster Penalty -20% Armor Repairer Penalty -20% Turret Optimal Range Penalty -20% Missile Explosion Cloud Penalty 20%
Sooth Sayer Booster (slot 2): Falloff Bonus 10% Shield Booster Penalty -20% Armor Repairer Penalty -20% Turret Optimal Range Penalty -20% Velocity Penalty -20%
X-Instinct Booster (slot 1): Velocity Bonus 10% Armor Hitpoint Penalty -20% Shield Capacity Penalty -20% Turret Falloff Penalty -20% Missile Velocity Penalty -20%
The above values are for the standard variation of each booster. Standard boosters have a 20% chance of negative side effect for each effect, so for example, you could get no negative effects or any combination of them, incuding all 4 if you're really unlucky.
Boosters also come in Improved and Strong variations. Improved boosters have 5% stronger bonuses and penalties (e.g. the Improved Exile booster gives you a 25% armor rep bonus but the penalties are also all 25%) and the chance of a side effect is higher too, at 30%. Strong boosters are another step up, with another 5% extra strength on the bonuses and penalties, and a 40% chance of each side effect.
All boosters have a duration of 30 minutes and are used by right-clicking the booster and selecting "consume". This can be done both in station or in space. The effects, both positive and negative, and the time remaining show up in the character sheet under "Augmentations".
Skills:
Biology - This skill does not work. It is the primary skill req for using boosters (level 1 for Standard, 2 for Improved and 3 for Strong), however you can consume a booster without even having this skill trained. Also it does not affect the duration of the booster effects.
Nanite Control - Reduces the strength of any negative side effects by 5% per level.
Neurotoxin Recovery - Reduces the chance of experiencing negative side effects by 5% per level
Biology is seeded by npcs in empire, but Nanite Control and Neurotoxin Recovery are only found in exploration sites.
Capital Ships:
Both the Exile booster (armor rep amount) and the Blue Pill booster (shield boost amount) DO work on capital reps and shield boosters. --------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.10 11:11:00 -
[2]
Originally by: Mr Krosis Are these slots independant of anything else? (has nothing to do with implant slots 1-4 right?)
Correct.
Originally by: Mr Krosis I assume you can't have 2 slot 1 effects active at the same time?
Again, correct. --------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.10 23:08:00 -
[3]
Originally by: Psymon Cathar Is it possible to contract boosters or is it prohibited/not allowed?
Nope, you can't contract illegal items, even in 0.0.
Originally by: Sokratesz 1) What happens to booster effects when you get podded? 2) Are the effects stacking penalised? 3) There is no number three 4) Sweet guide!
Not sure about 1 and 2, will check it out when the test server is back up. Thanks for number 4  --------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.11 00:06:00 -
[4]
Originally by: Sphynx Stormlord Crash Booster (slot 3): Explosion Radius Bonus -20%
What does this affect? Smart bombs? Missiles? Torps?
Missile explosion radius. --------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.12 02:01:00 -
[5]
Originally by: Ral Ulgur Thanks for the helpful guide. I do have a question however:
Recalling
Nanite Control - Reduces the strength of any negative side effects by 5% per level. Neurotoxin Recovery - Reduces the chance of experiencing negative side effects by 5% per level
I was wondering if the 5% reduction affect the corresponding chance additively or multipliatively. Say you have a chance for negative side effect of 20% on some booster and you have Neurotoxin Recovery on II. Do you have a 10% chance (additive) for side effect or a 18% chance (multiplicative)?
I assume that it it multiplicatve, as almost all skills work that way rather than additive. It's a chance based system so its a bit hard to test accurately, but once I get Neurotoxin Recovery to lvl 4 I'll check if I get any side effects (theorectically if its additive I should have 0% chance of a side effect at lvl4 with standard boosters).
I've updated my second post with the FAQs and some bugs. --------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.12 10:44:00 -
[6]
Originally by: Tulisin Dragonflame Is it just me, or does the slave set of implants have a double bonus? The smuggling bonus should be added to all pirate implants to:
1. Keep snakes from being more awesome than they currently are. 2. Make running boosters around more viable.
That sounds cool, but to be honest the smuggling bonus isn't useful if you know what you're doing because you should never get scanned by the police in the first place.
Originally by: Rocinantae Any chance of a guide to making boosters? I have an idea from random info ive gathered but would like something more concrete.
Nope, sorry. We'll be keeping that sort of info to ourselves for the moment. --------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.12 11:24:00 -
[7]
Originally by: Shadarle I don't know... they seem pretty damn crappy to me. Well, most of them do. Some of them have side effects that would actually make them worthless while others have side effects that wouldn't cause the least bit of a problem for the user who needs the positive effect.
For example, the ones that effect velocity don't really have any horrible side effects for the people who badly need that velocity bonus.
It's similar to rigs in that missile rigs are mostly worthless because of stacking penalties but cap rigs are awesome as there are either no side effects or they effect things that don't matter all that much. Same goes for cargo expanders.
The negative affects should be of equal harm to the person who would want the positive effect imo... some people shouldn't get a free ride so to speak.
Yeah I agree that some of them do seem a little useless. For example the Sooth Sayer booster gives a 10% bonus to falloff but one of its penalties is a 20% reduction in optimal range. I don't see many situations where that extra 10% falloff would be worth the risk.
However it is important to take the skills into account as they can reduce both the strength and chance of a negative side effect. In reality the worst case scenarios rarely happen; I've actually never got more than 2 side effects at once, the majority of the time its is either one or none of them.
Some of the boosters are very useful in certain situations though. Take the Exile and Blue Pill boosters for example. As the bonuses aren't subject to any stacking penalty you can create some huge tanks in combination with rigs. A single large rep on my Hyperion with rigs and a strong booster reps a staggering 2174.9 HP per cycle. Very useful in a tight sitaution.
Not to mention the massive boost you get with capital shield boosters and armor reps. A capital armor rep on a dread in siege with a strong exile booster will rep 24960 HP per cycle compared to 19200 without the booster and the only side effect you really have to worry about would be the cap capacity penalty.
--------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.13 10:24:00 -
[8]
Originally by: Juwi Kotch How do you learn that a side effect took place? Is there a warning, or do you need to check your ship's properties? Will there be a warning when the time runs out, or do you need to track that yourself?
Quote: The effects, both positive and negative, and the time remaining show up in the character sheet under "Augmentations".
--------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.13 11:10:00 -
[9]
Originally by: Juwi Kotch
So no gumps popping up, and no warning that the effects are bound to run out, shortly before they run out?
Juwi Kotch
Nope, there aren't any popup warnings, but the character sheet icon does flash when a booster becomes active and when it finishes. --------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.13 17:41:00 -
[10]
Originally by: syncrom can i "cancel" booster effect immediately after applied it and use another one to avoid penalties?
Nope, once you consume a booster you're stuck with the effects for 30 minutes, unless you are podkilled or you clone jump. --------------
[Coreli Corporation Mainfrane] |
|

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.03.23 00:41:00 -
[11]
Originally by: Rexthor Hammerfists did any1 try if these:
Crash Booster (slot 3): Explosion Radius Bonus -20% Shield Boost Penalty -20% Armor Hitpoint Penalty -20% Missile Velocity Penalty -20% Velocity Penalty -20%
work with capital launchers too?
I assume they do but haven't actually tested it yet. Will confirm when I get the chance.
And after the last patch the Biology skill has been fixed. It does increase the duration of boosters (though the description still says it applies to attribute boosters, rather than combat boosters) and you can't consume boosters without the proper skill level. --------------
[Coreli Corporation Mainfrane] |

Callistus
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2007.05.01 18:43:00 -
[12]
Originally by: FawKa Was a fine guide untill everyone knows its just a commercial
Could someone make a guide and actually answer the bloody questions?
Everyone would pretty much like to know how to carry em around after buying em from you? right? And if people really wants to build it, they will find the answer somewhere..
Pretty much the reason why this doesnt deserve the sticky it did to begin with.
(Its fine info, but no guide)
What's with the hostility? This is a guide to using boosters, not making them.
Point out any questions regarding the use of boosters that I haven't answered? (Aside from the citadel torps one, I was close to having the skills on sisi but then it got mirrored. If anyone who can use a Phoenix could test it I'd be grateful.)
Originally by: Hehulk How exactly do you figure out what the side effects you get are? Having trouble finding out which ones I'm getting on Sisi 
The booster effects (both positve and negative) are shown in the augmentations tab in the character sheet. --------------
[Coreli Corporation Mainframe] |
|
|
|