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=== Attributes and attribute modifiers === | === Attributes and attribute modifiers === | ||
Vorton Projectors uniquely use their own set of attributes, only affected by Vorton Projectors themselves, Condenser Packs, Vorton Tuning Systems, bonuses of EDENCOM ships, and related skills | Vorton Projectors uniquely use their own set of attributes, only affected by Vorton Projectors themselves, Condenser Packs, Vorton Tuning Systems, bonuses of EDENCOM ships, and related skills. There are a few other effects that modify the attributes of Vorton Projectors: | ||
* 'Pyrolancea' boosters apply | * Agency 'Pyrolancea' boosters apply a weapon damage bonus to Vorton Projectors. | ||
* | * Halcyon B boosters apply an optimal range bonus to Vorton Projectors. | ||
* Wolf-Rayet | * Halcyon G boosters apply explosion radius and explosion velocity bonus to Vorton Projectors. | ||
* Magnetar | * Halcyon R boosters apply a rate of fire bonus to Vorton Projectors. | ||
* Black-Hole | * Halcyon Y boosters apply a weapon damage bonus to Vorton Projectors. | ||
* Wolf-Rayet effect in [[Wormhole space]] apply a weapon damage bonus to small Vorton Projectors. | |||
* Magnetar effect in Wormhole space apply a damage bonus and an explosion velocity penalty to Vorton Projectors. | |||
* Black-Hole effect in Wormhole space applies an explosion velocity bonus to Vorton Projectors. | |||
That said, Vorton Projectors are not affected by '''anything else''': | The general rule is: if something does not say it affects Vorton Projectors, then it doesn't. That said, Vorton Projectors are not affected by '''anything else''': | ||
* Core gunnery skills and missile skills do not affect Vorton Projectors, with this set of weapons instead having its own equivalents for {{sk|Gunnery}} and {{sk|Missile Launcher Operation}} (root prerequisite, -cycle time), {{sk|Rapid Firing|}} and {{sk|Rapid Launch}} (-cycle time), {{sk|Sharpshooter}} (+optimal range), {{sk|Surgical Strike}} and {{sk|Warhead Upgrades}} (+damage), and a skill combining {{sk|Target Navigation Prediction}} (+explosion velocity) with {{sk|Guided Missile Precision}} (-explosion radius). | * Core gunnery skills and missile skills do not affect Vorton Projectors, with this set of weapons instead having its own equivalents for {{sk|Gunnery}} and {{sk|Missile Launcher Operation}} (root prerequisite, -cycle time), {{sk|Rapid Firing|}} and {{sk|Rapid Launch}} (-cycle time), {{sk|Sharpshooter}} (+optimal range), {{sk|Surgical Strike}} and {{sk|Warhead Upgrades}} (+damage), and a skill combining {{sk|Target Navigation Prediction}} (+explosion velocity) with {{sk|Guided Missile Precision}} (-explosion radius). | ||
* All modules that affect turrets or missiles do not affect Vorton Projectors. | * All modules that affect turrets or missiles do not affect Vorton Projectors. | ||
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* There are no tracking upgrade modules for Vorton Projectors, which are available to other weapon systems. | * There are no tracking upgrade modules for Vorton Projectors, which are available to other weapon systems. | ||
* There are no [[rig]]s to improve Vorton Projectors, just like Entropic Disintegrators. | * There are no [[rig]]s to improve Vorton Projectors, just like Entropic Disintegrators. | ||
* No [[medical boosters]] benefits or penalize Vorton Projectors. | * No non-event [[medical boosters]] benefits or penalize Vorton Projectors. | ||
* All system effects except Magnetar, Wolf Rayet and Black-Hole, notably Dark effect in [[Abyssal Deadspace]] and Plasma [[Metaliminal Storms]] do not apply to these weapons' damage, application, optimal range or any other stats. | * All system effects except Magnetar, Wolf Rayet and Black-Hole, notably Dark effect in [[Abyssal Deadspace]] and Plasma [[Metaliminal Storms]] do not apply to these weapons' damage, application, optimal range or any other stats. | ||
* All effect beacons do not affect Vorton Projectors. | * All effect beacons do not affect Vorton Projectors. | ||
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[https://www.eveonline.com/news/view/havoc-expansion-notes Havoc expansion] | [https://www.eveonline.com/news/view/havoc-expansion-notes Havoc expansion] | ||
Vorton Tuning Systems were the only weapon damage mods that | Vorton Tuning Systems were the only weapon damage mods that did not have faction, officer and abyssal variants. | ||
}} | }} | ||
== Availability == | == Availability == | ||
BPC of EDENCOM ships, Vorton Projectors, Condenser Packs, Vorton Tuning Systems are solely available from LP store of DED, and Tech 2 BPC of them (if any) are only available from [[invention]]. Their production involves abyssal materials, and they are generally expensive. | BPC of EDENCOM ships, Vorton Projectors, Condenser Packs, Vorton Tuning Systems are solely available from LP store of DED, and Tech 2 BPC of them (if any) are only available from [[invention]]. Their production involves abyssal materials, and they are generally expensive. | ||
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EDENCOM ships and Vorton Projectors related skillbooks are available in CONCORD and DED, with the exception of Vorton specialization skillbooks are exclusive to LP store of DED. | EDENCOM ships and Vorton Projectors related skillbooks are available in CONCORD and DED, with the exception of Vorton specialization skillbooks are exclusive to LP store of DED. | ||
Faction and officer variants of the Vorton Tuning Systems | Faction and officer variants of the Vorton Tuning Systems and Vorton Tuning Systems mutaplasmids are available from aiding the empires against pirate insurgencies and turning in items at counter-insurgency operation facilities in their War HQs. | ||
Vorton Projectors, Condenser Packs, and Vorton Tuning Systems are known for their odds in item cost that their Tech 1 items are incredibly expensive compared to their corresponding Tech 2 items. While Tech 2 Vorton Projectors and Vorton Tuning Systems are just 10% more expensive than their corresponding Tech 1 modules, Tech 1 Condenser Packs are 110% to 140% more expensive than Tech 2 Condenser Packs of the same size. Due to the low price to use Tech 2 items, Tech 2 items are mostly the most cost-effective option to use. Tech 1 variants are somehow ridiculously expensive to buy due to very few capsuleers manufacturing them since Tech 2 items are better, and Tech 2 blueprints do not accept them as ingredients. | Vorton Projectors, Condenser Packs, and Vorton Tuning Systems are known for their odds in item cost that their Tech 1 items are incredibly expensive compared to their corresponding Tech 2 items. While Tech 2 Vorton Projectors and Vorton Tuning Systems are just 10% more expensive than their corresponding Tech 1 modules, Tech 1 Condenser Packs are 110% to 140% more expensive than Tech 2 Condenser Packs of the same size. Due to the low price to use Tech 2 items, Tech 2 items are mostly the most cost-effective option to use. Tech 1 variants are somehow ridiculously expensive to buy due to very few capsuleers manufacturing them since Tech 2 items are better, and Tech 2 blueprints do not accept them as ingredients. | ||