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Vulnerability: Difference between revisions

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Reinforcement cycles: update required 10 Dec 2019 changes to timer lengths
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m Bot: Adding category Structures; cosmetic changes
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* Structures cannot be affected by any form of Electronic Warfare.
* Structures cannot be affected by any form of Electronic Warfare.
* The structure will limit the amount of damage it can take per second as defined by its damage cap attribute. This damage cap cannot be exceeded and dealing more damage will result in the excess damage hits being reduced or showing as zero.
* The structure will limit the amount of damage its armor and hull can take per second as defined by its damage cap attribute. This damage cap cannot be exceeded and dealing more damage will result in the excess damage hits being reduced or showing as zero (hits will say "deflected").
* When the structure is damaged it will have 15 or 30 minute repair timer. If the repair timer reaches zero the structure will heal completely to full shields.
* When the structure is damaged it will have 15 (shield/armor) or 30 minute (hull) repair timer. If the repair timer reaches zero the structure will heal completely to full shields.
* To pause the repair timer the structure must receive damage that is at least 10% of the damage cap after resists.
* To pause the repair timer the structure must receive damage that is at least 10% of the damage cap after resists.
* The defender chooses the time when the reinforcement ends, attacker chooses the day at which te reinforcement ends.
* The defender chooses the time when the reinforcement ends, attacker chooses the day at which the reinforcement ends.
* The ±3h variation in the reinforcement exit times will never cause the fight to "roll over" to next day. The time of shield reinforcement fight will determine the dates of armor and structure timers.
* The ±3h variation in the reinforcement exit times will never cause the fight to "roll over" to next day. The time of shield reinforcement fight will determine the dates of armor and structure timers.
* The reinforcement times are determined from the moment repair timers start. Wether the fight lasts for 20 minutes or 10 hours has no impact on the reinforcement times.
* The reinforcement times are determined from the moment repair timers start. Whether the fight lasts for 20 minutes or 10 hours has no impact on the reinforcement times.
* Structures can be fitted only when it has full shields. The fit '''can not''' be changed while the structure is anchoring, onlining, repairing, under attack or reinforced.
* Structures can be fitted only when it has full shields. The fit '''can not''' be changed while the structure is anchoring, onlining, repairing, under attack or reinforced.


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This reinforcement lasts for 24 hours.
This reinforcement lasts for 24 hours.


Once the structure comes out of reinforcement it starts 15 minutes long onlining timer. If the structure is receiving damage more than 10% of its damage cap the onlining timer is paused.<br>
Once the structure comes out of reinforcement it again becomes open to attack, and once a [[Quantum Cores|Quantum Core]] is inserted it starts a 15 minute long onlining timer. If the structure is receiving damage more than 10% of its damage cap the onlining timer is paused.<br>
While onlining the structure has only structure HP. It has no armor or shield and it can be destroyed without any additional timers.
While onlining the structure has only structure HP. It has no armor or shield and it can be destroyed without any additional timers.


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== Reinforcement cycles ==
== Reinforcement cycles ==
{{update|10 Dec 2019 changes to timer lengths https://www.eveonline.com/article/q1y7xm/kicking-over-castles-coming-soon}}
 
The owner of the structure sets the reinforcement hour for the structure. This is used for determine when armor and hull reinforcement cycles end. Structure and hull fights will always occur at this set time ± 3 hours.<br>
The owner of the structure sets the reinforcement hour for the structure. This is used for determine when armor and hull reinforcement cycles end. Structure and hull fights will always occur at this set time ± 3 hours.<br>
Attackers can see the reinforcement hour by [[hacking]] the structure with a data analyzer.
Attackers can see the reinforcement hour by [[hacking]] the structure with a data analyzer.


[[File:Upwell reinforcing.png]]
[[File:Upwell reinforcing.png|thumb|center|upright=4|Structure reinforcement cycle flowchart]]


The default state of an upwell structure is to be at full shield. At this state the structure is attackable.
The default state of an upwell structure is to be at full shield. At this state the structure is attackable.


Once damage has been taken the upwell structure will begin a 15 minute repair timer that upon completion will fully repair the structure. This timer however is paused while the structure is taking damage at least 10% of its damage cap.<br>
Structures in abandoned state (no fuel used for 7 days) have no reinforcement cycles. Those structures can be destroyed in single attack. The repair cycles are still the same 15 minutes for shield/armor and 30 minutes for structure.
Once the shields are depleted the structure is enters armor reinforced state and becomes unattackable.  


The armor reinforcement will last until next reinforcement hour that is at least 24 hours away with random ±3 hours jitter. In practice this means that the reinforcement will last 21-51 hours. If the structure has no online service modules (so it is in low power state) there is no armor reinforcement. Instead the armor can be immediately attacked.
Once damage has been taken the upwell structure will begin a 15 minute repair timer that upon completion will fully repair the structure. This timer however is paused while the structure is taking damage at least 10% of its damage cap.


Once the structure comes out of armor reinforcement it will start a 15 minute repair timer that upon completion will fully repair the structure to full shield. Again the timer is paused by dealing at least 10% of the damage cap.<br>
Once the shields are depleted medium/large/extra large structures with online service modules enter armor reinforced state and becomes unattackable. FLEX structures, abandoned structures and Large/X-Large structures with no online service modules (so it is in low power state) skip armor reinforcement and go straight to vulnerable armor phase. Being low power does not change the reinforcement phases for medium structures.
Once the armor is depleted the structure enters structure reinforced state and becomes unattackable.


The structure reinforcement ''normally'' lasts until next reinforcement hour that is at least "minimum" time away with random ±3 hours jitter. If the structure was in ''low power state'' (no armor timer) the structure timer can be up to 12 hours shorter and the variance is ±3h. <!--The "minimum" duration depends on the area of space: 1.5 days in wormholes, 2.5 days in low/null and 4.5 days in high.--> In practice the reinforcement lasts.
The armor reinforcement duration varies by structure and space type.


* 2d ±6h in wormholes, or 1d 9-15h if low power.
{| class="wikitable" style="text-align:center"
* 3d ±6h in low/null, or 2d 9-15h if low power.
!colspan="4"|Armor reinforcement duration
* 5d ±6h in high, or 4d 9-15h if low power.
|-
! !! Wormhole !! Nullsec/Lowsec !! Highsec  !! War HQ
|-
| Medium
| Next chosen hour 2.5 d later<br>± 1.5 hours jitter
| Next chosen hour 3.5 d later<br>± 1.5 hours jitter
| Next chosen hour 4.5 d later<br>± 1.5 hours jitter
| 24 h
|-
| Large/XL
|colspan="4"| Next chosen hour 24 h later<br>± 3 hours jitter
|}


Once the structure comes out of structure reinforcement it will start a 30 minute repair timer that upon completion will fully repair the structure to full shield. As you may already guess you need to deal at least 10% of the damage cap to stop the repair timer.
Once the structure comes out of armor reinforcement it will start a 15 minute repair timer that upon completion will fully repair the structure to full shield. Again the timer is paused by dealing at least 10% of the damage cap.


Once the structure is depleted the upwell structure is destroyed.
Once the armor is depleted Large, XL and FLEX structures enter structure reinforcement and become invulnerable. Medium and abandoned structures skip the structure reinforcement state and go straight to vulnerable structure.


=== FLEX structure reinforcement cycles ===
{| class="wikitable" style="text-align:center"
!colspan="4"|Structure reinforcement duration
|-
! !! Wormhole !! Nullsec/Lowsec !! Highsec !! War HQ
|-
| FLEX
| ''N/A''
| Next chosen hour 30 minutes later<br>± 30 minutes jitter<br>(0.5-25.5 hours)
| ''N/A''
| ''N/A''
|-
| Medium
|colspan="4" | ''None''<br>''After armor depleted, hull immediately vulnerable''
|-
| Large/XL
| Next chosen hour 1.5 d later<br>± 3 hours jitter
| Next chosen hour 2.5 d later<br>± 3 hours jitter
| Next chosen hour 4.5 d later<br>± 3 hours jitter
| 24 h
|}


[[File:Flex reinforcing.png]]
Once the structure comes out of structure reinforcement it will start a 30 minute repair timer that upon completion will fully repair the structure to full shield. As you may already guess you need to deal at least 10% of the damage cap to stop the repair timer.


FLEX structures have fewer cycles than normal upwell structures. They have no armor timer at all. And if they do not have online services the structure timer is skipped. As a result unused FLEX structures can be killed in single attack.
Once the structure is depleted the upwell structure is destroyed.


== See Also ==
== See Also ==
*[https://support.eveonline.com/hc/en-us/articles/208289385-Upwell-Structures-Vulnerability-States Upwell Structures Vulnerability States]
* [https://support.eveonline.com/hc/en-us/articles/208289385-Upwell-Structures-Vulnerability-States Upwell Structures Vulnerability States]
 
[[Category:Structures]]