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Implant

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Implants

In addition to cloning access, implants are another one of the benefits lauded upon the EVE's pilot community. Mental attribute altering implants are popular among the interstellar pilot community. In contrast, life enhancing implants are favored by the royalty and political leaders. At the time of his death, Emperor Heideran VII of the Amarr Empire had replaced the vast majority of his organs with artificial ones, obviously contributing to his phenomenal longevity.

The Biotechnological Foundation

In mental implants, hybrid biosoft chips containing advanced neural net nannites are directly interfaced with the brain tissue of a pod-pilot, modulating and amplifying synapse-to-synapse signals. The direct effects of this technology can be seen in the prodigious learning ability, lightning reflexes and vast banks of knowledge pilots possess.

Less permanent, but no less potent; viral mediated boosters serve as additional enhancement vectors for pilots looking for an extra edge. Due to their unstable nature and damaging side effects, boosters hover in the gray area of not-yet-legislated drugs. As such, CONCORD considers booster trafficking highly illegal and will punish smugglers with extreme prejudice.

It should be obvious to any pilot, but to those planetsiders out there, a few ground rules exist with implants. The primary rule is never, ever put your head full of implants in danger. A high quality set of gear is enough to purchase a small planetside government. So use an installed clone if you foresee any dangerous activities in the next twenty four hours. The second is planning carefully what alterations one will be making to their brain. If you don't, you'll wind up a garbagehead with a head full of handicaps.

Note: once plugged, implants cannot be removed - they are 'used for ever'. They can be replaced with others (old ones disappear), and destroyed when the clone is destroyed. Players tend to have various jump clones with varying set of implants for different situations.

The Implant Slots

Attribute Enhancers

  • Slot 1: This frontal cortex region is often host to a wide variety of perception boosting implants. They are known as ocular filters.
  • Slot 2: This slot placement in anterior aspect make the memory implants ideal. They are known as memory augmentations.
  • Slot 3: The efficacy of the willpower implants placed in this slot relies solely on the nearby proximity of the medulla oblongata. They are known as neural boosts.
  • Slot 4: To boost the overall intelligence, this slot supports a delocalized matrix for broad spectrum implants. They are known as cybernetic subprocessors.
  • Slot 5: Located in the speech and emotion centers of the brain, charisma implants also are able to control the release of pheromones, surrounding pilots with an aura of adoration or fear. They are known as social adaptations.

Attribute enhancing implants come increase attributes by a certain amount. They are five types of attribute enhancers, from +1 to +5, which obviously refers to how much they increase the relevant attribute. A +1 (limited) implant costs about 1 million isk, +2 (limited-beta) about 10 million, +3 (basic) about 20 million, +4 (standard) about 40 million and +5 (improved) about 500 million. +1 through +3 implants require Cybernetics 1, +4 require Cybernetics 4 and +5 to +7 require Cybernetics 5.


Pirate Faction implants

A special version of attribute enhancers are known as 'pirate implants'. Each pirate faction has a different type of an implant; they increase attributes by +2 (low-grade) or +3 and also increase a ship-handling skill (ex. velocity), also, they boost each other.

While normal attribute enhancers are mostly a reward from a faction LP Store, pirate implants can be found in officer spawns, complexes or received as a reward for some pirate faction storyline missions.

All pirate implants have a related hardwire (slot 6 'Omega') that does not do anything by itself but provides a very big boost to all five primary.

The low-grade sets require Cybernetics 4 while the regular sets require Cybernetics 5.

Pirate implants:

  • Crystal: increases shield boost amount (Guristas)
  • Halo: reduces signature radius (Angel)
  • Slave: increases armor hp (Sansha)
  • Snake: increases velocity (Serpentis)
  • Talisman: reduce duration of modules requiring Energy Emission Skill (Blood Raider)

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 implants 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.

Regular sets (Cybernetics 5):

  • 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 (Cybernetics 4):

  • 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

Table Showing Pirate Implant Sets

Name Slot Attribute Modifier Faction Secondary Effect 2nd Effect Bonus Set Effect Smuggling Chance Bonus Tech Level Cyber Skills Science Skills
Limited Ocular Filter 1 Perception 1 I I III
Limited Ocular Filter - Beta 1 Perception 2 I I III
Ocular Filter - Basic 1 Perception 3 I I III
Ocular Filter - Standard 1 Perception 4 I IV III
Ocular Filter - Improved 1 Perception 5 I V III
Low-grade Crystal Alpha 1 Perception 2 Guristas Shield 1 1.1 II II III
Low-Grade Halo Alpha 1 Perception 2 Angel Sig Radius -1 1.1 II II III
Low-Grade Slave Alpha 1 Perception 2 Sanshas Armor 1 1.1 II II III
Low-Grade Snake Alpha 1 Perception 2 Serpentis Velocity 1 1.1 0.01 II II III
Low-Grade Talisman Alpha 1 Perception 2 Blood Raider Duration* -1 1.1 II II III
Crystal Alpha 1 Perception 3 Guristas Shield 1 1.15 II II III
Halo Alpha 1 Perception 3 Angel Sig Radius -1 1.15 II II III
Slave Alpha 1 Perception 3 Sanshas Armor 1 1.15 II II III
Snake Alpha 1 Perception 3 Serpentis Velocity 1 1.15 0.01 II II III
Talisman Alpha 1 Perception 3 Blood Raider Duration* -1 1.15 II II III
Limted Memory Augmentation 2 Memory 1 I I III
Limited Memory Augmentation - Beta 2 Memory 2 I I III
Memory Augmentation - Basic 2 Memory 3 I I III
Memory Augmentatino - Standard 2 Memory 4 I IV III
Memory Augmentation - Improved 2 Memory 5 I V III
Low-Grade Crystal Beta 2 Memory 2 Guristas Shield 2 1.1 II II III
Low-Grade Halo Beta 2 Memory 2 Angel Sig Radius -1.25 1.1 II II III
Low-Grade Slave Beta 2 Memory 2 Sanshas Armor 2 1.1 II II III
Low-Grade Snake Beta 2 Memory 2 Serpentis Velocity 2 1.1 0.02 II II III
Low-Grade Talisman Beta 2 Memory 2 Blood Raider Duration* -2 1.1 II II III
Crystal Beta 2 Memory 3 Guristas Shield 2 1.15 II II III
Halo Beta 2 Memory 3 Angel Sig Radius -1.25 1.15 II II III
Slave Beta 2 Memory 3 Sanshas Armor 2 1.15 II II III
Snake beta 2 Memory 3 Serpentis Velocity 2 1.15 0.02 II II III
Talisman Beta 2 Memory 3 Blood Raider Duration* -2 1.15 II II III
Limted Neural Boost 3 Willpower 1 I I III
Limited Neural Boost - Beta 3 Willpower 2 I I III
Neural Boost - Basic 3 Willpower 3 I I III
Neural Boost - Standard 3 Willpower 4 I IV III
Neural Boost - Improved 3 Willpower 5 I V III
Low-Grade Crystal Gamma 3 Willpower 2 Guristas Shield 3 1.1 II II III
Low-Grade Halo Gamma 3 Willpower 2 Angel Sig Radius -1.75 1.1 II II III
Low-Grade Slave Gamma 3 Willpower 2 Sanshas Armor 3 1.1 II II III
Low-Grade Snake Gamma 3 Willpower 2 Serpentis Velocity 3 1.1 0.03 II II III
Low-Grade Talisman Gamma 3 Willpower 2 Blood Raider Duration* -3 1.1 II II III
Crystal Gamma 3 Willpower 3 Guristas Shield 3 1.15 II II III
Halo Gamma 3 Willpower 3 Angel Sig Radius -1.75 1.15 II II III
Slave Gamma 3 Willpower 3 Sanshas Armor 3 1.15 II II III
Snake Gamma 3 Willpower 3 Serpentis Velocity 3 1.15 0.03 II II III
Talisman Gamma 3 Willpower 3 Blood Raider Duration* -3 1.15 II II III
Limited Cybernetic Subprocessor 4 Intelligence 1 I I III
Limited Cybernetic Subprocessor - Beta 4 Intelligence 2 I I III
Cybernetic Subprocessor - Basic 4 Intelligence 3 I I III
Cybernetic Subprocessor - Standard 4 Intelligence 4 I IV III
Cybernetic Subprocessor - Improved 4 Intelligence 5 I V III
Low-Grade Crystal Delta 4 Intelligence 2 Guristas Shield 4 1.1 II II III
Low-Grade Halo Delta 4 Intelligence 2 Angel Sig Radius -1.5 1.1 II II III
Low-Grade Slave Delta 4 Intelligence 2 Sanshas Armor 4 1.1 II II III
Low-Grade Snake Delta 4 Intelligence 2 Serpentis Velocity 4 1.1 0.04 II II III
Low-Grade Talisman Delta 4 Intelligence 2 Blood Raider Duration* -4 1.1 II II III
Crystal Delta 4 Intelligence 3 Guristas Shield 4 1.15 II II III
Halo Delta 4 Intelligence 3 Angel Sig Radius -1.5 1.15 II II III
Slave Delta 4 Intelligence 3 Sanshas Armor 4 1.15 II II III
Snake Delta 4 Intelligence 3 Serpentis Velocity 4 1.15 0.04 II II III
Talisman Delta 4 Intelligence 3 Blood Raider Duration* -4 1.15 II II III
Limited Social Adaptation Chip 5 Charisma 1 I I III
Limited Social Adaptation Chip - Beta 5 Charisma 2 I I III
Social Adaptation Chip - Basic 5 Charisma 3 I I III
Social Adaptation Chip - Standard 5 Charisma 4 I IV III
Social Adaptation Chip - Improved 5 Charisma 5 I V III
Low-Grade Crystal Epsilon 5 Charisma 2 Guristas Shield 5 1.1 II II III
Low-Grade Halo Epsilon 5 Charisma 2 Angel Sig Radius -2 1.1 II II III
Low-Grade Slave Epsilon 5 Charisma 2 Sanshas Armor 5 1.1 II II III
Low-Grade Snake Epsilon 5 Charisma 2 Serpentis Velocity 5 1.1 0.05 II II III
Low-Grade Talisman Epsilon 5 Charisma 2 Blood Raider Duration* -5 1.1 II II III
Crystal Epsilon 5 Charisma 3 Guristas Shield 5 1.15 II II III
Halo Epsilon 5 Charisma 3 Angel Sig Radius -2 1.15 II II III
Slave Epsilon 5 Charisma 3 Sanshas Armor 5 1.15 II II III
Snake Epsilon 5 Charisma 3 Serpentis Velocity 5 1.15 0.05 II II III
Talisman Epsilon 5 Charisma 3 Blood Raider Duration* -5 1.15 II II III
  • Duration of modules requiring Energy Emission Systems

Hardwires

All improve functionality by reducing or increasing values but none have detrimental effects like ship Rigs do. A summarized list is below; full details sorted by series name, etc. is available on the Hardwiring page.

  • Slot 6 - small turrets damage (specific), launcher CPU requirements, agility, repair system duration, shield upgrade power requirements, pirate set boosters,
  • Slot 7 - turret falloff, turret track speed, turret cap drain, missile flight time, ship velocity, afterburner duration, cap drain on remote armor repair, shield hitpoints
  • Slot 8 - medium projectile damage, signature radius for missile explosions, afterburner cap drain, cap drain for shield transfer, hull hitpoints
  • Slot 9 - every type of turret damage, every turret's R.O.F., turret optimal range, target velocity for missile strike, micro warp drive cap drain, armor repair hitpoints, shield recharge
  • Slot 10 - large turret damage, missile R.O.F, turret CPU requirements, AB or MWD speed, armor hitpoints, warfare mindlinks

Notes: all hardwires have versions 1%, 3% and 5% boosts. Many of the 5% have Cybernetics 5 requirement. Rare hardwires can give 7% or 10% boosts and require Cybernetics 5. Mining implants are not available on market and are not in the above list.



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