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training:game_mechanics:nanite_repair_paste [2017/02/15 22:38] conscript created |
training:game_mechanics:nanite_repair_paste [2017/04/30 09:40] (current) petertaste Links adapted because of a move operation |
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- | Nanite Repair Paste is an NPC-seeded item type added to the game in the Trinity expansion used for in-flight repairs to modules damaged by overloading, a function of the Thermodynamics skill. After the Tyrranis expansion, nanite repair paste became a produceable commodity through planetary interaction. '''Nanite Repair Paste does not require any skills to use''', but its use is affected by two: Nanite Operation and Nanite Interfacing, which modify consumption amount and repair speed, respectively. | + | Nanite Repair Paste is an NPC-seeded item type added to the game in the Trinity expansion used for in-flight repairs to modules damaged by overloading, a function of the Thermodynamics skill. After the Tyrranis expansion, nanite repair paste became a produceable commodity through planetary interaction. **Nanite Repair Paste does not require any skills to use**, but its use is affected by two: Nanite Operation and Nanite Interfacing, which modify consumption amount and repair speed, respectively. |
If you already use Thermodynamics at all, Nanite Repair Paste will be your new best friend. If you don't use Thermodynamics, but can, you should give it a try now that module repairs can be effected anywhere, even while cloaked. | If you already use Thermodynamics at all, Nanite Repair Paste will be your new best friend. If you don't use Thermodynamics, but can, you should give it a try now that module repairs can be effected anywhere, even while cloaked. | ||
- | For more detailed information on what overloading is and what to use it on, see the main '''[[Overheating]]''' article. | + | For more detailed information on what overloading is and what to use it on, see the main **[[Overheating]]** article. |
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====Restrictions/Capabilities==== | ====Restrictions/Capabilities==== | ||
- | *'''Cannot''' be used while overloading any modules. | + | ***Cannot** be used while overloading any modules. |
- | *'''Cannot''' be used on an active module. | + | ***Cannot** be used on an active module. |
- | *'''Cannot''' be used to repair a 100% damaged module (0/40hp). These must first be repaired to at least 1hp at a station. | + | ***Cannot** be used to repair a 100% damaged module (0/40hp). These must first be repaired to at least 1hp at a station. |
- | *'''Can''' be used to repair an offline module with at least 1hp remaining. | + | ***Can** be used to repair an offline module with at least 1hp remaining. |
- | *'''Can''' be used on an inactive module while other modules are active. | + | ***Can** be used on an inactive module while other modules are active. |
- | *'''Can''' be used to repair any inactive modules while cloaked (everything but the cloak itself, of course). | + | ***Can** be used to repair any inactive modules while cloaked (everything but the cloak itself, of course). |
- | *'''Can''' repair multiple modules at once. | + | ***Can** repair multiple modules at once. |
- | *'''Can''' be canceled mid-repair, and will retain whatever repairs could be completed in the time it was active. Canceling a repair on a module that takes 1-2 paste to repair fully is occasionally problematic, and will round down - e.g. you need to have repaired enough HP to take at least one unit of paste before canceling mid-repair will result in any repaired damage or paste consumed. No paste is ever consumed without appropriate repairs being done, however. | + | ***Can** be canceled mid-repair, and will retain whatever repairs could be completed in the time it was active. Canceling a repair on a module that takes 1-2 paste to repair fully is occasionally problematic, and will round down - e.g. you need to have repaired enough HP to take at least one unit of paste before canceling mid-repair will result in any repaired damage or paste consumed. No paste is ever consumed without appropriate repairs being done, however. |
- | *You '''can''' jump or dock while repairing, which will have the same effect as canceling the repair manually. | + | *You **can** jump or dock while repairing, which will have the same effect as canceling the repair manually. |
- | *You '''can''' repair a passive module (such as a plate, extender, or EANM) without taking it offline, and you still receive the benefit from passive modules while repairing them. Capacitor batteries were fixed and can now be repaired while online! | + | *You **can** repair a passive module (such as a plate, extender, or EANM) without taking it offline, and you still receive the benefit from passive modules while repairing them. Capacitor batteries were fixed and can now be repaired while online! |
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*All modules have 40hp, but base cost varies wildly. | *All modules have 40hp, but base cost varies wildly. | ||
*Base efficiency for a theoretical (but impossible) full repair (0/40hp remaining) is approximately 0.0000775 paste per isk of base item cost. | *Base efficiency for a theoretical (but impossible) full repair (0/40hp remaining) is approximately 0.0000775 paste per isk of base item cost. | ||
- | *To couch this in more relatable terms, this means that an item with a base cost of '''100k isk''' will cost '''7 or 8 paste''' to repair; an item with a base cost of '''1m isk''' will cost '''77-78 paste''' to repair. | + | *To couch this in more relatable terms, this means that an item with a base cost of **100k isk** will cost **7 or 8 paste** to repair; an item with a base cost of **1m isk** will cost **77-78 paste** to repair. |
- | *The Nanite Operation skill reduces consumption by 5% per level. At V, nanite efficiency will be '''0.000058125/isk''', or '''~58 units of paste''' per '''1m isk''' base cost. | + | *The Nanite Operation skill reduces consumption by 5% per level. At V, nanite efficiency will be **0.000058125/isk**, or **~58 units of paste** per **1m isk** base cost. |
- | *NPC station repair costs are equal to the item base cost, modified marginally by standing. Base repair cost with nanites is 7.7x11700=90,090 per 100,000 isk, or 10% less. '''Even without the Nanite Operation skill, repairs with nanite paste are always slightly cheaper than repairs at NPC stations. With Nanite Operation trained up, repairing with nanite paste is significantly cheaper than at NPC stations.''' | + | *NPC station repair costs are equal to the item base cost, modified marginally by standing. Base repair cost with nanites is 7.7x11700=90,090 per 100,000 isk, or 10% less. **Even without the Nanite Operation skill, repairs with nanite paste are always slightly cheaper than repairs at NPC stations. With Nanite Operation trained up, repairing with nanite paste is significantly cheaper than at NPC stations.** |
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*T2 items have the highest base cost at around 2-6x that of T1. | *T2 items have the highest base cost at around 2-6x that of T1. | ||
*Named items often have lower base costs than T1, and are never higher. | *Named items often have lower base costs than T1, and are never higher. | ||
- | *Faction, Deadspace, and Officer items have wildly varying base costs. Most are similar or identical to named, others T1, and a few are higher than T1 but still much lower than T2. Officer/Deadspace MWDs are an odd exception to this, as all of them have the same base cost regardless of size class (790k). '''In most cases, this makes faction items prime candidates for overloading as they produce similar or less heat damage while being radically more effective and cheaper to repair than their T1 or T2 counterparts.''' | + | *Faction, Deadspace, and Officer items have wildly varying base costs. Most are similar or identical to named, others T1, and a few are higher than T1 but still much lower than T2. Officer/Deadspace MWDs are an odd exception to this, as all of them have the same base cost regardless of size class (790k). **In most cases, this makes faction items prime candidates for overloading as they produce similar or less heat damage while being radically more effective and cheaper to repair than their T1 or T2 counterparts.** |