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EVE New Citizens Q&A

 
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Boosters

Author
dave3NG
Finite Future
#1 - 2017-04-02 05:48:38 UTC
I once kissed a pretty girl, and I got to kiss her again before I ruined things, but anyway....

I don't understand boosters. I watch my youtub heroes neck a couple before a fight, but the chance of negative side affects says 40%, and the side effects seem like yep you dead now...

Anyway,.. is there a situation in which you would use boosters, and are you just rolling the dice everytime?

Othran
Route One
#2 - 2017-04-02 08:17:10 UTC
The Neurotoxin Recovery and Neurotoxin Control skills reduce the chance of getting side effects down to 20% and reduce the side effects by 20% with both skills at level 5.


I used Blue Pill and Exile a LOT & I think I only got hit with side effects a handful of times. Admittedly when you do get hit with side effects you wish you hadn't trained Biology to 5 Roll (100% increase in booster duration at L5).
voetius
Grundrisse
#3 - 2017-04-02 11:45:06 UTC

I addition to countering the side effects you can sometimes use boosters that have a side effect you don't care about. E.g. if you are in an armour tanked ship and the side effect is less shields it's of minor importance.
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#4 - 2017-04-02 13:47:32 UTC
voetius wrote:

I addition to countering the side effects you can sometimes use boosters that have a side effect you don't care about. E.g. if you are in an armour tanked ship and the side effect is less shields it's of minor importance.


this

just pick and choose which boosters you use according to what ship you are flying, and what the side effects are likely to be.

and yeah, sometimes you will just get unlucky.
Keno Skir
#5 - 2017-04-03 17:50:42 UTC
Build your ship entirely around negating booster side effects and maximizing beneficial effect, then much them like Smarties all day long.

Have fun Pirate
Ralph King-Griffin
New Eden Tech Support
#6 - 2017-04-03 22:42:21 UTC
Keno Skir wrote:
Build your ship entirely around negating booster side effects and maximizing beneficial effect, then much them like Smarties all day long.

Have fun Pirate

^^ gets it
Netan MalDoran
Cathedral.
Shadow Cartel
#7 - 2017-04-04 05:13:06 UTC  |  Edited by: Netan MalDoran
Or if you have time on your hands and moderate skills to let the boosters last awhile, just inject them in a station before a roam, and if the side effects are too harsh, just wait out the timer and reinject.

(Someone would have to reconfirm this, but I think if you pod yourself the timer resets as you just killed your drug junkie body :P , just dont forget your implants! O.O

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Alasdan Helminthauge
AirHogs
Hogs Collective
#8 - 2017-04-06 02:32:40 UTC
Netan MalDoran wrote:
Or if you have time on your hands and moderate skills to let the boosters last awhile, just inject them in a station before a roam, and if the side effects are too harsh, just wait out the timer and reinject.

(Someone would have to reconfirm this, but I think if you pod yourself the timer resets as you just killed your drug junkie body :P , just dont forget your implants! O.O)


pod kill doesn't affect booster durations.
Linus Gorp
Ministry of Propaganda and Morale
#9 - 2017-04-06 09:42:01 UTC
It should also be noted that the dice is rolled for each possible side-effect. It's not a all-or-nothing deal.

To demonstrate (I'm a blue pill junky, so let's use that):
Possible side-effects

  • Shield Capacity Penalty
  • Turret Optimal Range Penalty
  • Explosion Velocity Penalty
  • Capacitor Capacity Penalty


Injecting a blue pill booster can give you

  1. None of the side-effects
  2. One or more of the side-effects (i.e. reduced shield capacity and explosion velocity, but no capacitor or turret range penalties)
  3. All of them at once (statistically the unlikeliest possibility)


I fly a shield tanked Sin with drones and neuts, so the turret optimal range and explosion velocity penalties aren't anything I care about. Cap penalty doesn't have much of an effect (the moment I run out of cap boosters I'm likely dead either way), so the only semi-serious penalty is shield capacity to mitigate high alpha damage, which is situational and in most of those cases I'm likely better off with a stronger shield boost.

There is no universal rule whether to use a booster or not. It all depends on your specific situation and ship fitting and in the end comes down to your personal experience and judgement. They're usually worth the downsides, though.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

Dimitrios Bekas
Pandemic Horde Inc.
Pandemic Horde
#10 - 2017-04-17 12:29:14 UTC  |  Edited by: Dimitrios Bekas
When you change your Clones in a Citadel (switching not Jumpcloning), the Booster Effects dissapear. They are bound to the specific Clone you are using. And switching back to the old Clone, though it was only 2mins ago, won´t bring you back the Effects.

Everytime you change Clones you lose the Booster Effects, regardless the way it happend.
Alasdan Helminthauge
AirHogs
Hogs Collective
#11 - 2017-04-17 16:07:05 UTC
Dimitrios Bekas wrote:
When you change your Clones in a Citadel (switching not Jumpcloning), the Booster Effects dissapear. They are bound to the specific Clone you are using. And switching back to the old Clone, though it was only 2mins ago, won´t bring you back the Effects.

Everytime you change Clones you lose the Booster Effects, regardless the way it happend.


I think booster affects are bound to characters instead of clones. At east the attribute boosters are.
Zarek Kree
Lunatic Legion Holdings
#12 - 2017-04-17 17:02:51 UTC  |  Edited by: Zarek Kree
Alasdan Helminthauge wrote:
Dimitrios Bekas wrote:
When you change your Clones in a Citadel (switching not Jumpcloning), the Booster Effects dissapear. They are bound to the specific Clone you are using. And switching back to the old Clone, though it was only 2mins ago, won´t bring you back the Effects.

Everytime you change Clones you lose the Booster Effects, regardless the way it happend.


I think booster affects are bound to characters instead of clones. At east the attribute boosters are.



That's only for cerebral accelerators. Specifically, "Cerebral Accelerators persist through death and are attached to the character rather than the clone, so clone jumps and pod losses will not affect the training speed or stop Cerebral Accelerators from working."

Regular boosters don't persist through death.
Chainsaw Plankton
FaDoyToy
#13 - 2017-04-18 01:00:08 UTC
the antipharmakon line of boosters give a nice +8% boost and no drawbacks, and are silly cheap, like 1-2mil most of the time.

I'd typically suggest using exile or blue pill for tank as the tank bonuses are much larger and the penalties don't matter so much, and an antipharm for tracking as drop has a rep penalty. Mix and match for what you want.

@ChainsawPlankto on twitter