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m Working on Crystal damage.
m Coding and testing
 
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{{Update|Review for December 2021, Version 19.11 changes (Changes to mining crystals, and to boost strengths that may affect boosted mining crystal lifespan).
<onlyinclude><!--{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=User:Evon R'al/Sandbox template|#default=ShipBoxTooltip}}|ShipArticle}}-->
{{User:Evon R'al/Sandbox template <!--  Template marker : DON'T EDIT LINE -->
<!-----------------------------------------------------------
* SHIP ATTRIBUTES SECTION (last update : 2025-03-13)
-------------------------------------------------------------
* on editing the attributes, please make sure that you don't
* leave/mistype any tags required. please follow the same
* format below and edit only the values (after the = sign).
------------------------------------------------------------->
| shipid=22428
| shipimg=Redeemer.jpg
| shipname=Redeemer
| class= Black Ops
| grouping=Black Ops
| hulltype=Armageddon Class
| faction=Amarr Empire
| variations= {{Ship|Armageddon}},<br>
{{Ship|Armageddon Navy Issue}},<br>
{{Ship|Bhaalgorn}},<br>
{{Ship|Armageddon Imperial Issue}}
| tech=2
| powergrid=17,000 MW
| cpu=505 tf
| capacitor=5,912.5 GJ
| highs=8
| turrets=6
| launchers=0
| mediums=4
| lows=7
| mass=150,300,000 kg
| volume=486,000 m³
| cargohold=800 m³
| extrahold=2,150 m³
| extraholdtype=Fuel
| dronebay=125 m³
| bandwidth=125 Mbit/sec
| quote=Acts of faith performed in the dark still serve the light.
| quote_attribution=Empress Catiz Tash-Murkon I
| info=Black Ops battleships are designed for infiltration and espionage behind enemy lines. With the use of a short-range jump drive and a portal generator, they are capable of making a special type of jump portal usable only by covert ops vessels. This enables them to stealthily plant reconnaissance and espionage forces in enemy territory. For the final word in clandestine maneuvers, look no further.
| bonuses= <b>Amarr Battleship bonuses (per skill level):</b><br>
10% reduction in Large Energy Turret activation cost
<br>
10% bonus to Large Energy Turret rate of fire
<br>
'''Black Ops bonuses (per skill level):'''<br>
7.5% bonus to Large Energy Turret tracking speed<br>
10% bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>
'''Role Bonus:'''<br>
•&nbsp;Can fit Covert Cynosural Field Generator and Covert Jump Portal Generator<br>
•&nbsp;No targeting delay after Cloaking Device deactivation<br>
•&nbsp;Cloak reactivation delay reduced to 5 seconds<br>
75% reduction to effective distance traveled for jump fatigue<br>
50% reduction in Cynosural Field Generator duration<br>
650% bonus to ship max velocity when using Cloaking Devices<br>
100% bonus to Shield Extender hitpoints<br>
50% bonus to Armor Plate hitpoints<br>
5% Additional bonus to Reinforced Bulkhead hitpoints
| structurehp=4,968 HP
| shieldhp=4,375 HP
| shieldem=0
| shieldexp=68
| shieldkin=53
| shieldtherm=20
| armorhp=5,312 HP
| armorem=50
| armorexp=49
| armorkin=41
| armortherm=35
| maxvelocity=117 m/sec
| inertia=0.072
| warpspeed=3.0 AU/s
| warptime=15.00 s
| targetrange=70.60 km
| sigradius=333 m
| maxlockedtargets=7
| sensortype=RADAR
| sensorvalue=17 points
| scanres=220 mm
| reqskills=*{{RequiredSkill|Amarr Battleship|V}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Amarr Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Amarr Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Amarr Destroyer|III}}
***** {{RequiredSkill|Amarr Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Black Ops|I}}
** {{RequiredSkill|Cloaking|IV}}
*** {{RequiredSkill|CPU Management|IV}}
** {{RequiredSkill|Jump Drive Calibration|IV}}
*** {{RequiredSkill|Jump Drive Operation|V}}
**** {{RequiredSkill|Navigation|V}}
**** {{RequiredSkill|Warp Drive Operation|V}}
***** {{RequiredSkill|Navigation|I}}
**** {{RequiredSkill|Science|V}}
** {{RequiredSkill|Spaceship Command|V}}


Categorization needs to be looked at. This article is about the damage to crystals, both the mining and the laser turret type. Image needs updating.}}
| totaltraintime=120d 8h 6m 0s
| externallinks=
| highlights1=High Amount of High Slots
| highlights2=High Amount of Low Slots
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->


Frequency Crystals (used by [[Turrets#Energy_Turrets|laser turrets]]), and Mining Crystals, used by [[ORE_Basic_Ship_and_Skill_Guide#Mining_crystals|modulated mining modules]] <ref group=Note name=modulated /> in EVE Online may receive "damage" and eventually be consumed (or in common terms, ''shatter''). These crystals have a Hit Point value much like any other destructible object, and shattering occurs when enough damage is taken by the crystal to lower its hit points to zero. The life expectancy of a given crystal, i.e. the average amount of time it may be used before it shatters, may be calculated from its attributes.
<!-----------------------------------------------------------------------------------------
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************
------------------------------------------------------------------------------------------->


As with most transportable objects in EVE Online, one may right-click a combat or mining crystal and choose Show Info. The information in which we are interested are within the Attributes tab of the Show Info window.  
== Summary ==
The '''Redeemer''' is the Amarr [[Black Ops]]. Its strong rate of fire bonus leads to impressive DPS which makes it the most popular damage dealer among Black Ops. The [[capacitor warfare]] bonus is welcome to make the typical neut in the utility high more effective. Despite that bonus, full neuting fits like it is common for the [[Sin]] are not done with the Redeemer as the damage from its turrets is considered too valuable. The Redeemer is the Black Ops with the most low slots (seven), thus it’s not surprising that it’s usually armor tanked. It’s also a popular option for dedicated bridging fits because the high number of low slots allows fitting many expanded cargoholds.


== Attributes  ==
== Skills ==
<!--[[Image:ShowInfo PlagioclaseMiningCrystal1.jpg|thumb]]-->[[Image:ShowInfo-Simple Asteroid Mining Crystal Type A I.png|thumb]]
''Further information about additional or recommended skills to pilot Redeemer for a specific or its common role(s) can be written here.''
There are four different attributes that affect the life expectancy of a crystal. These attributes function identically for both combat and mining crystals.  


=== Structure Hitpoints ===
== Tactics ==
This is the total Hit Points of the crystal. All crystals in the game have exactly 1 HP.  
''No sub-article about Redeemer roles or piloting tactics. You can write them here.''


=== Volatility ===
== Notes ==
This attribute is the chance of the crystal taking damage upon every activation cycle. For example, a Volatility of 10% would mean that each activation cycle the crystal has a 10% (1 in 10) chance of receiving damage.  The actual amount of damage is fixed, and is given by the '''Volatility Damage''' attribute.
''You can write additional notes for Redeemer here.''
 
Some combat crystals have a 100% chance of damage per shot.  It also means that the life expectancy of these combat crystals may be calculated exactly, because every shot will always damage the crystal.  (Faction combat crystals have a 100% Volatility, i.e. a 100% chance of crystal damage inflicted per shot.)
 
=== Volatility Damage ===
This is the actual amount of damage the crystal may receive during an activation cycle based upon its Volatility.
 
=== Crystals Take Damage ===
This attribute is always either True or False. If it is True, then the crystal actually takes damage based upon the other attributes above, and it will eventually shatter.
 
The only crystals in the game whose Crystals Take Damage value is False are the Tech 1 combat crystals. These will never take damage and thus they may be used indefinitely. Note that if the value of this attribute is False, then it will not even be listed in the Attributes tab of the Show Info window.
 
=== Activation Cycles ===
In terms of Volatility, an Activation Cycle is a single cycled use of a crystal by the turret within which it is loaded. With combat crystals, each time the energy weapon is fired is considered one cycle.


With mining crystals, a cycle may begin with the activation of the mining laser and may end with either the deactivation of the laser or the acquisition of materials (ore or ice). This means that a cycle is completed even if a mining laser is turned off early. Repeatedly turning a mining laser on and off will risk damaging the crystal whether or not any actual materials were mined.
== Patch history ==
{{Expansion past|
'''Version 22.02 - Release 2025-03-12.1''' - ''Revenant Major Update'' ([https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes])


== Formula  ==
''The warp speeds of all ships have been adjusted to bring them all together for similar sizes of ships.''
The formula for determining average life expectancy of a crystal is simple:
: <math>\text{Life Expectancy (in cycles)} = \text{Structure Hitpoints} / \text{Volatility} / \text{Volatility Damage}</math>


One may then multiply the expected cycles by the cycle time to calculate a crystal's life expectancy over time. Remember that Volatility is a percentage, so for example, a crystal with a Volatility of 10% must use the value 0.10 in the equation.
* Warp speed reduced from 3.5 AU/s to 3.0 AU/s


== Examples ==
'''20.03 Release - Build: 2013787 - 2022-03-08''' - ''"Road to Fanfest" Update'' ([https://www.eveonline.com/news/view/patch-notes-version-20-03#Ship-Balancing Patch Notes])
As the volatility damage is chance based the following numbers are only an indication.


The Simple Asteroid Mining Crystal Type A I has a Volatility of 10%, which means that for every cycle there is a 10% chance that it will receive damage. The amount of damage it receives will be the Volatility Damage value of 0.05 HP. It will shatter when its total damage reaches the Structure Hitpoints value of 1 HP.  
Brand new Role bonuses have been added to all battleships (excluding the Praxis).


This means that, on the average, the crystal has a life expectancy of <math>1 / 0.10 / 0.05 = 200</math> cycles.  With a standard (unbonused) strip mining cycle time of 180 seconds, one may estimate that a crystal will endure approximately 36,000 seconds, or 10 hours, of constant mining before shattering.
* 50% bonus to HP from all Armor Plates
* 100% bonus to HP from all Shield Extenders
* 5% additive bonus to all Reinforced Bulkhead modules, for those with discerning tastes.


The Simple Asteroid Mining Crystal Type A II has a Volatility of 12%. It has the same 0.05 HP Volatility Damage, and 1 HP Structure Hitpoints as the tech I variant. As a result, the crystal has a life expectancy of <math>1 / 0.12 / 0.05 = 166</math> cycles, about 8 hours.
'''Version 19.05 - Build: 1913030 - 2021-06-22.1''' - ''Enter the Portal'' ([https://www.eveonline.com/news/view/patch-notes-version-19-05 Patch Notes])


However, a ship using these crystals will likely not be operating unbonused; it will likely be flying with significant improvements to its mining cycle time. So, while an unbonused strip miner cycle takes 180 seconds and a tech II A type crystal would last around 8 hours, strip miners fitted to a max-skilled [[Hulk]] <ref group=Note name=Hulk />, enhanced by a Mining Laser Optimization Charge from a [[Rorqual]] <ref group= Note name=Rorqual />, can cycle in as little as ~73 seconds, thus reducing the crystals lifespan to a mere 141 minutes.
*Increased the cargo capacity by 100m3.
*Increased maximum target range by 30%.
*New Role Bonus: 50% reduction in Covert Cynosural Generator duration
*New Role Bonus: 650% bonus to ships maximum velocity when using a Cloaking Device (this was previously a Black Ops ship bonus and has been moved into a role bonus).
*Increased role bonus to 75% for reduction to effective distance traveled for jump fatigue.


{{CollapseBox|The math for strip miner duration reduction
*Increased the Capacitor Capacity from 5312 to 5912 GJ
|Only using a [[Hulk]] <ref group=Note name=Hulk /> with all relevant skills to level V.
*Updated Amarr Battleship bonuses (per skill level):
* Role bonus for the Hulk - 15% strip miner duration reduction.
**Increased the bonus to Large Energy Turret rate of fire from 5% to 10%.
* Skill bonus for {{Sk|Exhumers|icon= yes}} - 3% strip miner duration reduction per level.
*Updated Black Ops bonuses (per skill level):
: <math>\text{duration} \times ( 1- \text{Hulk Role bonus}) \times (1-(\text{Exhumers skill bonus} \times \text{level}) )</math>
**Added: 10% bonus to Energy Nosferatu and Energy Neutralizer drain amount.
:: <math>180 \times (1-0.15) \times (1-(0.03 \times 5) )</math>
**Removed: 125% bonus to ship max velocity when using Cloaking Devices.
:: <math>180 \times (1-0.15) \times (1-0.15)</math>
:: <math>180 \times 0.85 \times 0.85 = 130.05 \text{ seconds}</math>




Using the Hulk above and a boosting [[Rorqual]] <ref group= Note name=Rorqual /> using a Tech 2 Mining Foreman Boost and Mining Foreman Mindlink with all relevant skills to level V.
'''18.09 Release - Build: 1810288 - 2020-09-22''' - ''"Rolling Thunder" Update'' ([https://www.eveonline.com/news/view/patch-notes-for-version-18-09 Patch Notes])
* Mining Foreman Burst with Mining Laser Optimization Charge - 15% strip miner duration reduction.
: The Mining Laser Optimization Charge bonus has its own bonuses
* Using a Mining Foreman Boost II(MFB II) - 25% bonus to the effect strength of charges launched
* Using a Mining Foreman Mindlink(MFM) - 25% bonus to Mining Foreman Burst strength and duration
* Skill bonus for {{Sk|Mining Director|icon= yes}} - 10% bonus to the strength of Mining Foreman Burst effects per level.
* Skill bonus for {{Sk|Capital Industrial Ships|icon= yes}} - 5% Mining Foreman Burst effect increase per level. (Ship bonus)


: <math>\text{base Mining Laser Optimization Charge bonus} \times (1+ \text{MFB II bonus}) \times (1+ \text{MFM bonus}) \times (1 + (\text{Mining Director skill bonus} \times \text{level}) ) \times (1 + (\text{Capital Industrial Ships skill bonus} \times \text{level})</math>
''Furthermore, all Black Ops ships are finally getting a Fuel Bay upgrade and there will be improved resistance profiles for Black Ops Battleships.'' - [https://www.eveonline.com/news/view/rolling-thunder-new-update-on-22-sep CCP Dopamine, Rolling Thunder News Post]
:: <math>15 \times (1+0.25) \times (1+0.25) \times (1+ (0.1 \times 5) \times (1+ (0.05 \times 5)</math>
:: <math>15 \times (1+0.25) \times (1+0.25) \times (1+ 0.5) \times (1+ 0.25)</math>
:: <math>15 \times 1.25 \times 1.25 \times 1.5 \times 1.25 = 43.9453125\%</math>
: The bonus can be even further increased by using an [[Industrial Core]]


* Fuel bay capacity increased from 1,250 m3 to 2,150 m3 (+900 m3, +72%)
* Resistances increased:
** Shield Resistances
***Kin - From 43% to 53%
***Exp - From 55% to 68%
**Armor Resistances
***Kin - From 29% to 41%
***Exp - From 28% to 49%


: <math>\text{base duration} \times (1- \text{Hulk Role bonus}) \times (1-(\text{Exhumers skill bonus} \times \text{level}) \times (1- \text{Mining Laser Optimization Charge bonus} )</math>
''(stats correspond to a T2 hull resist bonus increase from +10%/+5% primary/secondary resist to +36.25%/+21.33% for armor, +36%/+21.66% for shield.)
:: <math>180 \times (1-0.15) \times (1-(0.03 \times 5) \times (1-0.439453125)</math>
:: <math>180 \times 0.85 \times 0.85 \times 0.560546875 = 72.89912109375 \text{ seconds}</math>
}}




However, to compensate, if further enhanced by a Mining Equipment Preservation Charge, the crystals volatility can be reduced by up to ~44%, resulting in a new life expectancy of <math>1 / 0.067 / 0.05 = 298</math> cycles, which at ~73 seconds per cycle comes out to ~21,754 seconds, or ~6 hours of constant mining before shattering.
'''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/news/view/patch-notes-for-18-04-release Patch Notes])
* Increased Scan Resolution by 30% for Marauders and Black Ops


{{CollapseBox|The math for crystal volatility reduction
|Using a Tech 2 Mining Foreman Boost and all relevant skills to V.
* Mining Foreman Burst with Mining Equipment Preservation Charge - 15% volatility reduction.
: The Mining Equipment Preservation Charge bonus has its own bonuses
* Using a Mining Foreman Boost II(MFB II) - 25% bonus to the effect strength of charges launched
* Using a Mining Foreman Mindlink(MFM) - 25% bonus to Mining Foreman Burst strength and duration
* Skill bonus for {{Sk|Mining Director|icon= yes}} - 10% bonus to the strength of Mining Foreman Burst effects per level.
* Skill bonus for {{Sk|Capital Industrial Ships|icon= yes}} - 5% Mining Foreman Burst effect increase per level. (Ship bonus)


: <math>\text{base Mining Equipment Preservation Charge bonus} \times (1+ \text{MFB II bonus}) \times (1+ \text{MFM bonus}) \times (1 + (\text{Mining Director skill bonus} \times \text{level}) ) \times (1 + (\text{Capital Industrial Ships skill bonus} \times \text{level})</math>
'''October 2019 Release - 2019-10-15.1'''
:: <math>15 \times (1+0.25) \times (1+0.25) \times (1+ (0.1 \times 5) \times (1+ (0.05 \times 5)</math>
:: <math>15 \times (1+0.25) \times (1+0.25) \times (1+ 0.5) \times (1+ 0.25)</math>
:: <math>15 \times 1.25 \times 1.25 \times 1.5 \times 1.25 = 43.9453125\%</math>
: The bonus can be even further increased by using an [[Industrial Core]]


''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''


For a Simple Asteroid Mining Crystal Type A II
* Warp Speed increased from 2.2 AU/s to 3.5 AU/s (+1.3 AU/s)
: <math>\text{base volatility} \times (1- \text{Mining Equipment Preservation Charge bonus} )</math>
:: <math>12 \times (1- 0.439453125</math>
:: <math>12 \times 0.560546875 = 6.7265625\%</math>
}}
}}


== Quick reference ==
{{ShipsMatrix|expgroup=battleships}}
{| class="wikitable"
|-
! Crystal Type !! Volatility !! Volatility Damage !! Expected Cycles
|-
| Frequency Crystals (Tech I)<ref group=Note name=T1Crystal /> || N/A || N/A || (Infinite)
|-
| Frequency Crystals ([[Tech and meta levels#Faction Ammunition|Faction]]) || 100% || 0.00025HP || 4000
|-
| Frequency Crystals (Tech II) || 10% || 0.01HP || ~1000
|-
| Mining Crystals Type A (Tech I) || 10% || 0.05HP || ~200
|-
| Mining Crystals Type A (Tech II) || 12% || 0.05HP || ~166
|-
| Mining Crystals Type B (Tech I)<ref group=Note name=SimpleAstB /> || 15% || 0.05HP || ~133
|-
| Mining Crystals Type B (Tech II) || 19.6% || 0.05HP || ~102
|-
| Mining Crystals Type C (Tech I)<ref group=Note name=SimpleAstC /> || 24% || 0.05HP || ~83
|-
| Mining Crystals Type C (Tech II) || 30% || 0.05HP || ~66
|}
 
== Notes ==
<references group=Note>
<ref name=modulated>Tech 2 modules with "Modulated" in the name:
* Modulated Strip Miner II
* Modulated Deep Core Miner II
* Modulated Deep Core Strip Miner II</ref>
 
<ref name=Hulk>Applicable bonuses for the Hulk:
* Role bonus: 15% reduction in Strip Miner duration
* {{Sk|Exhumers}} bonus: 3% reduction in Strip Miner duration per level</ref>
 
<ref name=Rorqual>Applicable bonuses for the Rorqual:
* Mining Foreman Burst
** {{Sk|Capital Industrial Ships|icon= yes}} bonus: 5% bonus to Mining Foreman Burst effects strength and duration per level (Ship bonus)
** {{Sk|Mining Director|icon= yes}} - 10% bonus to the strength of Mining Foreman Burst effects per level.
** [[Command Bursts|Mining Foreman Burst II]] - 25% bonus to the effect strength of charges launched
** [[Command_Bursts#Command_Mindlink_implants|Mining Foreman Mindlink]] - 25% bonus to Mining Foreman Burst strength and duration
** [[Industrial Core]] - Tech I 30%, Tech II 36% bonus to Mining Foreman Burst strength
**  Mining Foreman Burst charges
*** Mining Laser Optimization Charge: 15% reduction in Strip Miner duration
*** Mining Equipment Preservation charge: 15% reduction in the Crystal Volatility</ref>
 
<ref name=T1Crystal>Crystals Take Damage is false so these crystals take no damage.</ref>
<ref name=SimpleAstB>As of 19 September 2022 the in-game info for the Simple Asteroid Mining Crystal B I gives the Volatility as 10%</ref>
<ref name=SimpleAstC>As of 19 September 2022 the in-game info for the Simple Asteroid Mining Crystal C I gives the Volatility as 10%</ref>
</references>


<!--[[Category:Mining]]-->
<!--[[Category:Ship Database]]
[[Category:Black Ops]]-->

Latest revision as of 07:32, 14 July 2025


Black Ops: INFORMATION
fittings
8
high slots
highs
0
launcher hardpoints
launchers
6
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
125 m³
drone capacity
drones
125 Mbit/sec
drone bandwidth
b/w
800 m³
cargo capacity
cargo
defense
4,375 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
53
shield explosive resistance
68
target & nav
70.60 km
max. targeting range
tgt. range
333 m
ship signature radius
sig. radius
117 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship bonuses (per skill level):
10% reduction in Large Energy Turret activation cost
10% bonus to Large Energy Turret rate of fire
Black Ops bonuses (per skill level):
7.5% bonus to Large Energy Turret tracking speed
10% bonus to Energy Nosferatu and Energy Neutralizer drain amount
Role Bonus:
• Can fit Covert Cynosural Field Generator and Covert Jump Portal Generator
• No targeting delay after Cloaking Device deactivation
• Cloak reactivation delay reduced to 5 seconds
75% reduction to effective distance traveled for jump fatigue
50% reduction in Cynosural Field Generator duration
650% bonus to ship max velocity when using Cloaking Devices
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Black Ops battleships are designed for infiltration and espionage behind enemy lines. With the use of a short-range jump drive and a portal generator, they are capable of making a special type of jump portal usable only by covert ops vessels. This enables them to stealthily plant reconnaissance and espionage forces in enemy territory. For the final word in clandestine maneuvers, look no further.


Summary

The Redeemer is the Amarr Black Ops. Its strong rate of fire bonus leads to impressive DPS which makes it the most popular damage dealer among Black Ops. The capacitor warfare bonus is welcome to make the typical neut in the utility high more effective. Despite that bonus, full neuting fits like it is common for the Sin are not done with the Redeemer as the damage from its turrets is considered too valuable. The Redeemer is the Black Ops with the most low slots (seven), thus it’s not surprising that it’s usually armor tanked. It’s also a popular option for dedicated bridging fits because the high number of low slots allows fitting many expanded cargoholds.

Skills

Further information about additional or recommended skills to pilot Redeemer for a specific or its common role(s) can be written here.

Tactics

No sub-article about Redeemer roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Redeemer here.

Patch history