Difference between revisions of "Arithmos Tyrannos"

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=== Spawning ===
 
=== Spawning ===
In order to have Arithmos Tyrannos spawn you must first spawn the '''Decloaked Transmission Array''' (DTA). The DTA spawn when destroying a specific sleeper in each site. The sleeper triggering the DTA spawn varies depending on the site. Once the DTA has spawned it is recommended that you completely finish off any remaining sleeper waves before starting the encounter with Arithmos Tyrannos.  
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To have Arithmos Tyrannos spawn you must first spawn the '''Decloaked Transmission Array''' (DTA). The DTA spawn when destroying a specific sleeper in each site. The sleeper triggering the DTA spawn varies depending on the site. Once the DTA has spawned it is recommended that you completely finish off any remaining sleeper waves before starting the encounter with Arithmos Tyrannos.  
 
Arithmos Tyrannos may be spawned by engaging the DTA with any kind of hostile action. Activating guns, Ewar or drones will cause Arithmos Tyrannos to spawn in the site.
 
Arithmos Tyrannos may be spawned by engaging the DTA with any kind of hostile action. Activating guns, Ewar or drones will cause Arithmos Tyrannos to spawn in the site.
  
 
=== Fighting ===
 
=== Fighting ===
The Drifter Response Battleship have respectable damage output, a massive HP buffer, strong warp scrambling and a very powerful energy neutralizer. Drifter Response Battleship have a warp strength of 4 so in order to prevent it from escaping you will require a minimum of 2x Warp Scrambers on it. It is possible to engage and defeat it alone in a properly fit Marauder but expect the fight last upwards of 20 minutes or more.  
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The Drifter Response Battleship have respectable damage output, a massive HP buffer, strong warp scrambling and a very powerful energy neutralizer. Drifter Response Battleship have a warp strength of 4 so to prevent it from escaping you will require a minimum of 2x Warp Scrambers on it. It is possible to engage and defeat it alone in a properly fit Marauder but expect the fight last upwards of 20 minutes or more.  
  
 
=== Behavior ===
 
=== Behavior ===
Arithmos Tyrannos have a unique behavior compared to other entities found in wormhole space. When fighting they will frequently switch target, having a higher chance of targeting ships with higher damage output. Arithmos Tyrannos may also warp away and leave the anomaly site spawned in if not tackle. Arithmos Tyrannos have a small chance of warping immediately when spawn and will always try to warp/escape when reaching 20% armor. After having warped out of the site they spawned in they may go to any wormhole anomaly in the system. There they will orbit the wormhole and engage any other capsuleer on grid. This pose a real threat to any capsuleer who intend to use the wormhole. Small and fast aligning ships are usually (but not guaranteed) safe, being capable of aligning and warping before Arithmos Tyrannos is able to establish lock and warp scram. If there is only one wormhole anomaly in system, Arithmos Tyrannos will stay there and not attempt to warp again. If there are multiple wormhole anomalies Arithmos Tyrannos may reposition and warp between them. Having 2x Warp Scamblers active on them will prevent warping.
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Arithmos Tyrannos have a unique behavior compared to other entities found in wormhole space. When fighting they will frequently switch target, having a higher chance of targeting ships with higher damage output. Arithmos Tyrannos may also warp away and leave the anomaly site spawned in if not tackle. Arithmos Tyrannos have a small chance of warping immediately when spawn and will always try to warp/escape when reaching 20% armor. After having warped out of the site they spawned in they may go to any wormhole anomaly in the system. There they will orbit the wormhole and engage any other capsuleer on grid. This poses a real threat to any capsuleer who intend to use the wormhole. Small and fast aligning ships are usually (but not guaranteed) safe, being capable of aligning and warping before Arithmos Tyrannos can establish lock and warp scram. If there is only one wormhole anomaly in system, Arithmos Tyrannos will stay there and not attempt to warp again. If there are multiple wormhole anomalies Arithmos Tyrannos may reposition and warp between them. Having 2x Warp Scamblers active on them will prevent warping.
  
 
=== Offensive Stats ===
 
=== Offensive Stats ===
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| Structure || 150.000 || 0% || 0% || 0% || 0%
 
| Structure || 150.000 || 0% || 0% || 0% || 0%
 
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|}
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[[Category:Wormhole sites]]

Latest revision as of 05:41, 29 April 2024

Arithmos Tyrannos, also known as Drifter Response Battleship, is an optional encounter in C5 and C6 wormhole anomaly combat sites.

Spawning

To have Arithmos Tyrannos spawn you must first spawn the Decloaked Transmission Array (DTA). The DTA spawn when destroying a specific sleeper in each site. The sleeper triggering the DTA spawn varies depending on the site. Once the DTA has spawned it is recommended that you completely finish off any remaining sleeper waves before starting the encounter with Arithmos Tyrannos. Arithmos Tyrannos may be spawned by engaging the DTA with any kind of hostile action. Activating guns, Ewar or drones will cause Arithmos Tyrannos to spawn in the site.

Fighting

The Drifter Response Battleship have respectable damage output, a massive HP buffer, strong warp scrambling and a very powerful energy neutralizer. Drifter Response Battleship have a warp strength of 4 so to prevent it from escaping you will require a minimum of 2x Warp Scrambers on it. It is possible to engage and defeat it alone in a properly fit Marauder but expect the fight last upwards of 20 minutes or more.

Behavior

Arithmos Tyrannos have a unique behavior compared to other entities found in wormhole space. When fighting they will frequently switch target, having a higher chance of targeting ships with higher damage output. Arithmos Tyrannos may also warp away and leave the anomaly site spawned in if not tackle. Arithmos Tyrannos have a small chance of warping immediately when spawn and will always try to warp/escape when reaching 20% armor. After having warped out of the site they spawned in they may go to any wormhole anomaly in the system. There they will orbit the wormhole and engage any other capsuleer on grid. This poses a real threat to any capsuleer who intend to use the wormhole. Small and fast aligning ships are usually (but not guaranteed) safe, being capable of aligning and warping before Arithmos Tyrannos can establish lock and warp scram. If there is only one wormhole anomaly in system, Arithmos Tyrannos will stay there and not attempt to warp again. If there are multiple wormhole anomalies Arithmos Tyrannos may reposition and warp between them. Having 2x Warp Scamblers active on them will prevent warping.

Offensive Stats

DPS Ewar Energy Neutralizer
1600 Scram/web 200GJ/s


Defensive Stats

Layer HP EMP Resistance Explosive Resistance Kinetic Resistance Thermal Resistance
Shield 80.0000 49% 49% 49% 20%
Armor 120.0000 0% 50% 50% 50%
Structure 150.000 0% 0% 0% 0%