Difference between revisions of "Skill Hardwiring"

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| ES: capacitor emission systems capacitor need<br>EU: energy upgrade CPU need<br>EP: energy pulse weapon (smart bomb) duration
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Revision as of 06:43, 6 September 2014


Skill hardwirings are a type of implant. Hardwiring usually gives a bonus equivalent to improving your trained level of a given skill. Often the top of the line in a given hardwiring is equivalent to training another level in that skill, though only for the bonus granted by the skill, not for satisfying prerequisites, and stacking separately (i.e. if a skill gives you 5%/level, and you have the 5% hardwiring, your total effect is 1.25*1.05=1.3125 for a positive bonus or .75*.95=.7125 for a negative bonus, not the 1.30 or .70 you would get by adding the 25% and the 5% for a 30% bonus).

Note that each table entry below represents a series of hardwirings, not just one specific implant. Any series consists of different grades of that specific hardwiring giving a different bonus amount (most often 1%, 3%, 5%).

Hardwiring by affected skill area

Gunnery

For hardwires that include "(all)", the bonus affects all types of turrets, not just the racial turret otherwise featured in that set.

Racial specialization Model name Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
projectile turret 'Gunslinger' SX: small damage AX: tracking (all) MX: medium damage CX: damage (all) LX: large damage
energy turret 'Lancer' Alpha: small damage Beta: capacitor use (all) Gamma: medium damage Delta: rate of fire (all) Epsilon: large damage
hybrid turret 'Deadeye' beginning with "ZG" ZGS: small damage ZGC: falloff (all) ZGM: medium damage ZGA: optimal range (all) ZGL: large damage
(non-racial) turret CPU 'Gnome' (see rest of series below) KZA: CPU need (all)

Summary by Slot

Out of slots 6, 8, and 10 you probably have 1 obvious choice you care about, i.e. your favorite racial turret in your favorite size.

6: +dam for racial small turret, else use a utility hardwire.
7: +tracking, -cap, or +falloff.
8: +dam for racial medium turret, else use a utility hardwire.
9: +dam, +rof, or +optimal.
10: +dam for racial large turret, else save CPU.

Summary by Skill

Missiles

Missile hardwires include all 'Snapshot', and some 'Deadeye'. (Some 'Deadeye' apply to turret weapons. See above.) They have 2-letter series ID's.

The series in the database for citadel torpedos does not appear to exist in-game.

Missile type Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
Unguided TD: Torpedo Damage AM: Heavy Assault Missile Damage RD: Rocket Damage
Guided CM: Cruise Missile Damage HM: Heavy Missile Damage GP: Explosion Radius LM: Light Missile Damage
Defender DM: Velocity
F.o.F. FR: Explosion Radius
All MB or MP: Range (Flight time or Velocity) TN: Explosion Velocity RL: Rate of Fire

Note that the "LE-600" series in slot 6 saves launcher CPU, but "EE-600" series fits in the same slot and boosts overall CPU, which is preferable.

Summary by Slot

6: +Damage for large launchers, else use a utility hardwire.
7: +Damage for medium launchers, else range.
8: -Explosion radius for guided, else +Velocity for defenders (but a utility hardwire is probably preferable over that)
9: +Damage for small launchers, else +Explosion velocity.
10: +ROF unless you really love FoF.

Summary by Skill

Implants with no directly corresponding skill:

  • 'Snapshot' FR-1000 Series (F.o.F. bonus to explosion radius, the skill's bonus is to damage)

Navigation

Navigation hardwires are 'Rogue'. They have two-letter series ID's ending in Y. There are no navigation hardwires for slot 10.

Slot 6 Slot 7 Slot 8 Slot 9
CY: velocity
MY: afterburner/microwarpdrive speed bonus
EY: afterburner duration
FY: warp capacitor need, or
HY: warp speed
AY: agility DY: afterburner capacitor need GY: microwarpdrive capacitor need

Summary by Skill

Implants with no corresponding skill:

  • 'Rogue' HY (there's no skill to increase warp speed)

Mechanic

Mechanic hardwires are 'Noble' and have three-letter series ID's starting with ZET. The number after the ZET changes by slot, and the number of zeroes gives the strength.

'Gentry' ZEX hardwiring for capital modules do not appear to be available in-game.

Model name Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
'Noble' ZET-10: armor/hull repair duration ZET-20: remote repair capacitor use ZET-30: hull hitpoints ZET-40: armor/hull repair amount ZET-50: armor hitpoints

Summary by Skill

Implants with no corresponding skill:

  • 'Noble' ZET-40 (there is no skill that boosts repair amount)

Electronics

Electronics hardwires are 'Gypsy' and have three-letter model names beginning with K and ending in B. There are no electronics hardwires for implant slot 10.

Slot 6 Slot 7 Slot 8 Slot 9
KLB: electronics upgrade CPU usage
KMB: total CPU output
KNB: scan resolution KPB: targeting range
KQB: propusion jammer capacitor need
KOB: ECM capacitor need
KRB: sensor link/damper capacitor need
KSB: weapon disruptor capacitor need
KTB: target painter capacitor need

Summary by Skill

Engineering

Engineering hardwires are 'Squire' and most 'Gnome' models. 'Gnome' models enhance shield skills and have three-letter ID's beginning with K and ending in A. 'Squire' models enhance the rest of the engineering skills follow a name pattern with two (shockingly intuitive) letters followed by a 2, 4, or 8 for strength.

Like other capital-module implants in the database, 'Sprite' KXX hardwiring does not appear in-game.

Model name Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
'Squire' EO: capacitor recharge rate
EG: power grid output
ES: capacitor emission systems capacitor need
EU: energy upgrade CPU need
EP: energy pulse weapon (smart bomb) duration
EM: total capacitor capacity
'Gnome' KTA: see #Missiles note
KUA: shield upgrade power need
KVA: shield capacity KXA: shield emission capacitor need KYA: shield recharge rate KZA: see #Gunnery note

Summary by Skill

Science

Science hardwires cover three different science skill areas: astrometrics ('Prospector', which have three-letter model names beginning with PP), research (some of the 'Beancounter' hardwires, which have one-letter model names), and skill boosters (most of the 'Alchemist' line, which have two-letter model names ending in A).

Model name Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
'Prospector' PPF: max scan deviation PPG: scan duration PPH: scan strength PPW (*): chance of archaeological find
PPX (*): chance of data retrieval
PPY (*): chance of salvage
PPZ (*): salvage, hacking, and archaeology duration
'Beancounter' I: blueprint manufacturing time research J: material efficiency research time K: blueprint copy time
'Alchemist' WA: booster duration YA: booster side effect severity XA: booster side effect chance

(*) PPW, PPX, PPY, and PPZ only have one strength of implant available, requiring Cybernetics III.

Summary by Skill

Implants with no corresponding skill:

  • 'Prospector' PPZ (there's no skill to reduce hacking/salvaging/archaeology duration)

Acquisition

Industry

Industry hardwires are some 'Beancounter' for production (those for research are shown under #Science), which have one-letter model names; and 'Highwall', 'Yeti', and one 'Alchemist' for mining.

Model name Slot 8 Slot 10
'Beancounter' F: manufacturing time
H: refinery waste reduction
'Highwall', 'Yeti', and 'Alchemist' ZA: gas cloud harvester duration HX: mining yield
HY: CPU penalty of mining upgrades
BX: ice harvester duration

Summary by Skill

Implants with no corresponding skill:

  • 'Alchemist' ZA (there is no skill to reduce gas cloud harvester duration)

Hardwiring by slot, summarized

Slot 6

Skill area Model names Purpose
Gunnery 'Gunslinger' SX, 'Lancer' Alpha, and 'Deadeye' ZGS small racial turret damage
Missiles 'Snapshot' ZMT and ZMU; 'Gnome' KTA large missile damage; launcher CPU
Navigation 'Rogue' CY, MY, EY, FY and HY velocity, AB/MWD speed bonus, afterburner duration, warp
Mechanic 'Noble' ZET-10 and 'Gentry' ZEX-10 repair duration
Electronics 'Gypsy' KLB, KMB electronics upgrade CPU need, total CPU output
Engineering 'Squire' CR, PG; 'Gnome' KUA capacitor recharge, total powergrid output; shield upgrade power need
Science 'Prospector' PPF, 'Beancounter' I max scan deviation, blueprint manufacturing time research
Industry none

Slot 7

Skill area Model names Purpose
Gunnery 'Gunslinger' AX; 'Lancer' Beta; 'Deadeye' ZGC tracking; cap use; falloff
Missiles 'Snapshot' ZMH and ZME; 'Deadeye' ZMC and ZML medium missile damage; range
Navigation 'Rogue' AY agility
Mechanic 'Noble' ZET-20 repair cap use
Electronics 'Gypsy' KNB scan resolution
Engineering 'Squire' EE, GU, EP; 'Gnome' KVA energy emissions cap need, energy grid upgrade CPU need, energy pulse (smart bomb) duration; shield capacity
Science 'Prospector' PPG, 'Beancounter' J scanner strength, material effeciency research time
Industry none

Slot 8

Skill area Model names Purpose
Gunnery 'Gunslinger' MX, 'Lancer' Gamma, and 'Deadeye' ZGM medium racial turret damage
Missiles 'Snapshot' ZMD; 'Deadeye' ZMA defender velocity; guided missile explosion radius
Navigation 'Rogue' DY afterburner cap need
Mechanic 'Noble' ZET-30 hull hitpoints
Electronics 'Gypsy' KPB, KQB targeting range, propulsion jammer cap need
Engineering 'Squire' CC, 'Gnome' KXA total capacitor output, shield emissions cap need
Science 'Prospector' PPH; 'Alchemist' WA; 'Beancounter' K scan duration; skill booster duration; blueprint copy time
Industry 'Beancounter' F, H; 'Alchemist' ZA manufacturing time, refinery waste; gas cloud harvester duration

Slot 9

Skill area Model names Purpose
Gunnery 'Gunslinger' CX, 'Lancer' Delta, and 'Deadeye' ZGA damage, rate of fire, optimal range
Missiles 'Snapshot' ZMN/ZMR; 'Deadeye' ZMS small missile damage; explosion velocity
Navigation 'Rogue' GY MWD cap need
Mechanic 'Noble' ZET-40 repair amount
Engineering 'Gnome' KYA shield recharge
Electronics 'Gypsy' KOB, KRB, KSB, KTB electronic attacks and sensor link cap need
Science 'Prospector' PPW, X, Y; 'Alchemist' WA chance of science module success; skill booster side effect severity
Industry none

Slot 10

Skill area Model names Purpose
Gunnery 'Gunslinger' LX, 'Lancer' Epsilon, and 'Deadeye' ZGL; 'Gnome' KZA large racial turret damage; turret CPU need
Missiles 'Deadeye' ZMM; 'Snapshot' ZMF rate of fire; F.o.F. explosion radius
Navigation none
Mechanic 'Noble' ZET-50 armor hitpoints
Engineering none
Electronics none
Science 'Prospector' PPZ; 'Alchemist' XA science module duration; skill booster side effect chance
Industry 'Highwall' HX, HY; 'Yeti' BX mining yield, mining upgrade CPU; ice harvester duration

Hardwiring by series, summarized

Model name Purpose(s)
'Alchemist' skill boosters and gas cloud harvesting
'Beancounter' research and manufacturing
'Deadeye' ZG series: hybrid turret damage, all turret falloff and optimal range
ZM series: missile range, explosion, and rate of fire
'Gentry' capital hull/armor repair; does not appear to exist in-game
'Gnome' KZA series: turret CPU
others: shield
'Gunslinger' projectile turret damage, all turret tracking and damage
'Gypsy' electronics
'Highwall' mining
'Lancer' energy turret damage, all turret cap use and rate of fire
'Noble' hull/armor repair and hitpoints
'Prospector' astrometrics
'Rogue' navigation
'Sharpshooter' citadel torpedo damage; does not appear to exist in-game
'Snapshot' missile damage, specialty (defender/F.o.F.) missiles
'Sprite' capital shield emissions; does not appear to exist in-game
'Squire' engineering
'Yeti' ice harvesting
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