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EVE New Citizens Q&A

 
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Jump clones and implants

Author
Annunaki Mistress
Viziam
Amarr Empire
#1 - 2013-09-13 11:50:25 UTC
Hey everyone.

I am kinda new in the game and trying to understand something about the jump clone mechanics. Lets say I have 2 jump clones both with +4 implants somewhere and I am using my medical/skill clone which has no implants for flying my ships. In that scenario do I get any benefits from my in active jump clones? Do I get the total of +8 bonus for the attributes? Do the implants in inactive jump clones effect my training timers?

Thanks for the answers in advance.

Cheers
Elena Thiesant
The Scope
Gallente Federation
#2 - 2013-09-13 11:54:25 UTC
If you're currently using a clone with no implants, you get +0 to your attributes. Only the implants in the clone you're currently in have any effect at all.
Archibald Thistlewaite III
The Royal Society for the Prevention of Miners
#3 - 2013-09-13 13:54:03 UTC
I find the easiest way to get my head around Jump clones and medical clones, is to think of the Medical clone as my spawn point. Where I appear when I die.

I imagine Jump clones as spare bodies I can leave scattered around the universe, with each one containing different implants.

User of 'Bumblefck's Luscious & Luminous Mustachio Wax'

Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#4 - 2013-09-14 11:40:08 UTC
Archibald Thistlewaite III wrote:
I find the easiest way to get my head around Jump clones and medical clones, is to think of the Medical clone as my spawn point. Where I appear when I die.


This and your Jumpclones are your teleportation points... except that implants stay where they are.

Je suis Paris // Köln // Brüssel // Orlando // Nice // Würzburg, München, Ansbach // Saint-Étienne-du-Rouvray

Je suis Berlin // Fort Lauderdale // London // St. Petersburg // Stockholm

Je suis [?]

Mr Epeen
It's All About Me
#5 - 2013-09-15 00:02:18 UTC  |  Edited by: Mr Epeen
CCP made a big error in calling both these things clones. I see more confusion about this than most anything else a new player comes up against.

Think of it like this. Med clones = respawn points and jump clones = instant travel locations. The only difference besides one being voluntary is that you can have a set of implants for each JC that come into effect once you are in it.

EDIT: I should really learn to read a whole thread before jumping in with the same things already said lol.

Mr Epeen Cool
Ezra Endashi
Deep Space Exoplanet Exploration
#6 - 2013-10-03 08:45:06 UTC
And what about time needed to jump between clones? How long does it take? If I jump into my JC now how long do I need to wait before next jump?
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#7 - 2013-10-03 08:46:35 UTC
Ezra Endashi wrote:
And what about time needed to jump between clones? How long does it take? If I jump into my JC now how long do I need to wait before next jump?

24 hours minus one hour for every level of Infomorph Synchronizing.
Ezra Endashi
Deep Space Exoplanet Exploration
#8 - 2013-10-03 08:55:28 UTC
Abdiel Kavash wrote:
Ezra Endashi wrote:
And what about time needed to jump between clones? How long does it take? If I jump into my JC now how long do I need to wait before next jump?

24 hours minus one hour for every level of Infomorph Synchronizing.


That's not bad at all :) Thx
And one more question, if I'm in clone with all +4 implants and I start skill training that lasts 10 days. And day after I jump into my clone that doesn't have any implants. Will my skill training time stay the same or it will reset to default time needed for that particular skill?
Elena Thiesant
The Scope
Gallente Federation
#9 - 2013-10-03 09:03:21 UTC
Ezra Endashi wrote:
Will my skill training time stay the same or it will reset to default time needed for that particular skill?


You have to pause the skill training to clone jump. When you resume training, the skill points per hour will be calculated off the clone you're in (the one with no implants) and so the skill will train slower than if you'd stayed in the clone with the +4s

Can't have your cake and eat it. Big smile
Ezra Endashi
Deep Space Exoplanet Exploration
#10 - 2013-10-03 09:15:32 UTC
Well I was afraid of this :)
I'm asking it because I died once in wormhole with +4 implants and in that case, jump clone would be very useful. I wouldn't lose anything special.
Velicitia
XS Tech
#11 - 2013-10-03 10:24:33 UTC
Ezra Endashi wrote:
Well I was afraid of this :)
I'm asking it because I died once in wormhole with +4 implants and in that case, jump clone would be very useful. I wouldn't lose anything special.


meh, so you slow down training for 24 hours.

From what I recall about living in nullsec, most people didn't have much in the way of implants. Maybe a set of +2s or 3s ... but that was it.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Elena Thiesant
The Scope
Gallente Federation
#12 - 2013-10-03 12:05:25 UTC
Ezra Endashi wrote:
Well I was afraid of this :)


So put a +2s for the skill you're currently training into that JC. They're not exactly expensive.
Tau Cabalander
Retirement Retreat
Working Stiffs
#13 - 2013-10-03 17:41:03 UTC
Elena Thiesant wrote:
Ezra Endashi wrote:
Well I was afraid of this :)


So put a +2s for the skill you're currently training into that JC. They're not exactly expensive.

Everytime I upgrade attribute implants, I get a new clone for the old ones.

I still have a +1 +2 +3 +4 clones. When I'm preparing for PvP, I move to the +3 clone.
Gallastian Khanid
Hedion University
Amarr Empire
#14 - 2013-10-03 18:19:44 UTC
A quick related point: You don't need to plug in all 5 of the attribute enhancers. I have one +4 clone sitting in a station where I can buy skillbooks that literally never undocks. When I'm going on vacation or too busy to play I sit in that clone.

My PvP clone normally has 2 +3 implants in it for whatever I'm currently training. For example, if I am training gunnery skills I plug in a +3 Perception implant and a +3 Willpower implant. That means if I get podded (and as a dictor pilot BOY do I get podded) I lose 20mil worth of implants instead of 50 mil for a full +3 set or 120 mil for a full +4 set.

However, I get the same benefit as a full +3 clone because I am only training skills that use perception and willpower right now. See how that works?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#15 - 2013-10-03 18:42:35 UTC
Gallastian Khanid wrote:
A quick related point: You don't need to plug in all 5 of the attribute enhancers. I have one +4 clone sitting in a station where I can buy skillbooks that literally never undocks. When I'm going on vacation or too busy to play I sit in that clone.

My PvP clone normally has 2 +3 implants in it for whatever I'm currently training. For example, if I am training gunnery skills I plug in a +3 Perception implant and a +3 Willpower implant. That means if I get podded (and as a dictor pilot BOY do I get podded) I lose 20mil worth of implants instead of 50 mil for a full +3 set or 120 mil for a full +4 set.

However, I get the same benefit as a full +3 clone because I am only training skills that use perception and willpower right now. See how that works?


This generally how most regular PvP'ers operate.

I have a "Highsec" learning clone I utilize when afg for any lengthy period of time, and run with only 2 attribute enhances the majority of time. Granted, it is more difficult if you are a very young player that can't just focus your training on Int/Mem or Prec/Will, etc, as you need to dabble in a bunch of skill areas to open up game play.
Horatio Yar
Far Mt Logistics
#16 - 2013-10-04 02:05:52 UTC
Implants have an impact on skill training only? Don't they also affect gameplay?
Thomas Builder
Center for Advanced Studies
Gallente Federation
#17 - 2013-10-04 02:24:09 UTC
Horatio Yar wrote:
Implants have an impact on skill training only? Don't they also affect gameplay?

Depends on the implant.

Most of the time, people talk about pure attribute implants. They provide anything between a +1 and a +5 boost to a single attribute and thus only impact skill training.

But yes, there are other implants that have effects beyond skill training and may improve all sorts of game-play related stuff.