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Abyssal Deadspace: Difference between revisions

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===Weather Effects===
===Weather Effects===


Each Abyssal Deadspace instance will have a weather effect consistent across all three pockets of the instance. Five types of environmental weather effects exist. The type is identified in the "show info" information of the filament and can be countered, or even used as an advantage, by fitting choices.  
Each Abyssal Deadspace site will have one of five pairs of weather effects comprised of one bonus, and one penalty. These effects are intrinsic to success, as they are highly impactful. It is important to note that since both the "bonus" and "penalty" component of any weather apply to all entities, the "bonus" can end up being a bonus to the player, and/or a penalty to the player by virtue of being a bonus to the enemies, and similarly vice versa with the "penalty" component. Not every bonus is impactful in every situation, and the same goes for penalties, so it is critical to consider these effects when planning a ship/fleet build, strategies, and tactics.


The name of the filament itself gives clues as to what tier and difficulty it is. A Raging Exotic Filament means that it is a Tier 4 ("Raging") site with the Exotic Particle Storm effect ("Exotic"). A Fierce Dark Filament is a Tier 3 site ("Fierce") with Dark Matter Field effect ("Dark"). The tables below explain these correspondences.
'''The bonus and penalty effects found in each of the five weathers are as follows:'''
{| class="wikitable"
|-
! Weather !! Penalty !! Bonus
|-
| '''Electrical''' || [[File:Icon resist em.png]] -30/50/70% EM Resist || [[File:Icon capacitor capacity.png|32px]] -50% Capacitor Recharge Time
|-
| '''Dark''' || [[File:Icon target range.png|32px]] -30/50/70% Turret Optimal and Falloff Range || [[File:Icon velocity.png]] +50% Maximum Velocity
|-
| '''Exotic''' || [[File:Icon resist kin.png]] -30/50/70% Kinetic Resist || [[File:Icon sensor resolution.png|32px]] +50% Scan Resolution
|-
| '''Firestorm''' || [[File:Icon resist therm.png]] -30/50/70% Thermal Resist || [[File:Icon armor.png]] +50% Armor HP
|-
| '''Gamma''' || [[File:Icon resist exp.png]] -30/50/70% Explosive Resist || [[File:Icon shield.png]] +50% Shield HP
|}
 
 
'''Penalty strength selection:'''
 
The strength of the penalty found in a given site is determined by a roll between either 30% or 50% through tier 3, and a roll between either 50% or 70% in tier 4 and above, as described in the table below:


'''The bonus modifier of the weather is always 50%, but the strength of the penalty varies by the level of the instance.'''
{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
|-
|-
! Level !! Filament Name !! Filament Appearance !! Penalty Amount
! Level !! Name !! Appearance !! Penalty Strength
|-
|-
| 0 || Tranquil || [[File:abyssalFilamentL0.png]] || rowspan=4 | -30% or -50%, random per room
| 0 || Tranquil || [[File:abyssalFilamentL0.png]] || rowspan=4 | -30% or -50%, random per site
|-
|-
| 1 || Calm || [[File:abyssalFilamentL1.png]]
| 1 || Calm || [[File:abyssalFilamentL1.png]]
Line 98: Line 116:
| 3 || Fierce || [[File:abyssalFilamentL3.png]]
| 3 || Fierce || [[File:abyssalFilamentL3.png]]
|-
|-
| 4 || Raging || [[File:abyssalFilamentL4.png]] || rowspan=3 |-50% or -70%, random per room
| 4 || Raging || [[File:abyssalFilamentL4.png]] || rowspan=3 |-50% or -70%, random per site
|-
|-
| 5 || Chaotic || [[File:abyssalFilamentL5.png]]
| 5 || Chaotic || [[File:abyssalFilamentL5.png]]
Line 105: Line 123:
|}
|}


The level of the filament can also be identified by the number of glowing stripes on the icon.
'''These bonuses and penalties may be addressed in the following ways:'''
 
 
'''Resistance penalties (all weathers but Dark):''' These will increase the amount of damage taken in the damage type of the resistance penalty. These penalties are addressed by covering this hole on your ship(s), and ensuring that you are putting out damage that matches this resist hole as closely as possible. By forgoing the resist hole, one is choosing to fight against the natural resistances of the NPCs, just as one would in Dark weather, which lacks a resistance penalty.
 
 
'''Turret optimal and falloff penalty (Dark):''' As this applies to not only NPC and player turrets but player drone turrets, it is inadvisable to bring turret or drone boats to these sites, and to use launchers instead. Additionally, missiles lack of navigation requirements for the purposes of damage application, enable the player to more easily and better take advantage of the maximum velocity bonus found in this weather. This penalty will dramatically reduce the amount of tank requirement/damage taken by players due to the NPC AI not correcting for the reduced range; they will fire on you from outside optimal, and often even outside 1x falloff or more, and consistently miss. Finally, this penalty means that there is no resist penalty, and therefore no resist hole to attack. This weather will require more damage output than most others, save potentially Firestorm.
 
'''Maximum Velocity bonus (Dark):''' Enemies and player drones will only use the bonused attribute of "Maximum Velocity" when chasing. When in their desired range, they will use their normal, un-bonused "Orbit Velocity". Players, however, are able to control how much of their max velocity they are using, and thus can fully benefit from this bonus.
 
 
'''Capacitor recharge time bonus (Electrical):''' This bonus, as stated previously in the table, grants not a 50% bonus effectively, but rather 100%, as it halves capacitor recharge time, thereby doubling the capacitor recharge rate. NPCs receive essentially no benefit from this bonus, but players are able to leverage the additional capacitor regen to great effect.
 
 
'''Armor hit point bonus (Firestorm):''' This bonus is the opposite of what is found in Electrical sites, in a way - it is usually not relevant to player ships, only in certain cases, and is highly impactful to the enemies. As many enemies you will encounter in these sites are armor-heavy, this will dramatically increase the time-to-kill for each individual enemy, thereby keeping threats on the field longer, and increasing overall site time. The hit point bonus on the player ship can be relevant to players running destroyers and frigates, to some degree, though is largely unimpactful for players using cruisers. Firestorm is generally known as the most difficult weather.


'''The five Abyss-wide environmental effects work as follows:'''
{| class="wikitable"
|-
! Weather Type !! Penalty Type (strength defined by level above) !! Bonus Provided
|-
| '''Electrical''' || [[File:Icon resist em.png]] Penalty to EM Resist || [[File:Icon capacitor capacity.png|32px]] Bonus to Capacitor Recharge Time (-50% charge time and therefore +100% charge rate)
|-
| '''Dark''' || [[File:Icon target range.png|32px]] Penalty to Turret Optimal and Falloff Range || [[File:Icon velocity.png]] Bonus to maximum velocity (+50%)
|-
| '''Exotic''' || [[File:Icon resist kin.png]] Penalty to Kinetic Resist || [[File:Icon sensor resolution.png|32px]] Bonus to Scan Resolution (+50%)
|-
| '''Firestorm''' || [[File:Icon resist therm.png]] Penalty to Thermal Resist || [[File:Icon armor.png]] Bonus to Armor HP (+50%)
|-
| '''Gamma''' || [[File:Icon resist exp.png]] Penalty to Explosive Resist || [[File:Icon shield.png]] Bonus to Shield HP (+50%)
|}


When selecting your ship, you '''must''' consider the weather effect of the instance you are entering. For example, using a turret ship or drone boat in dark matter field (range penalty) is very bad idea, as you will likely not be able to hit anything.  
'''Shield hit point bonus (Gamma):''' While most enemies are armor-heavy and some (Lucid Sleepers of the Vigilant Tyrannos) lack shield entirely, there is more than enough shield HP present for this to present a time challenge compared to sites without a hit point bonus, though less of a challenge than Firestorm. In terms of players leveraging this bonus, players are able to utilize the increased shield regeneration that comes along with the increased hit points, building passive shield regeneration tanks that can handle massive amounts of damage. NPC shields found here generally are designed to effectively not regenerate whatsoever, and thus do not gain a notable amount of regeneration from this bonus.


The weather bonuses and penalties apply to all entities within the abyssal deadspace. This includes your ship, rats, missiles and drones. The environmental effects are [[Stacking penalties|stacking penalized]].


As the resist penalty will apply to the rats too, you should pick your damage type to match the resist weakness. How the negative resist bonus is applied to a ship may seem confusing. The easiest way to think of it is that a -50% resist penalty means the ship will take 50% more damage. For more in depth explanation see the [[Tanking#Negative_resists|negative resists]] discussion on the wiki's tanking page.
'''Scan resolution bonus (Exotic):''' Largely irrelevant, be aware that NPCs will lock you faster, enjoy locking NPCs faster.


===Localized Effects===
===Localized Effects===