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Sivaira Chen (talk | contribs) Post-Catalyst update, it seems mining module mutaplasmids got added in; filled in loot table |
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{{ | {{Abyssal Deadspace links}} | ||
'''Abyssal Deadspace''' is a mysterious area of isolated space which players can enter to try to complete time-limited PvE combat challenges in order to obtain lucrative rewards. | '''Abyssal Deadspace''' is a mysterious area of isolated space which players can enter to try to complete time-limited PvE combat challenges in order to obtain lucrative rewards. | ||
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{| class="wikitable" | {| class="wikitable" | ||
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! Security !! | ! Security !! No suspect flag !! Suspect flag | ||
|- | |- | ||
| {{ColorSecurityRating|1.0}} || - || - | | {{ColorSecurityRating|1.0}} || - || - | ||
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=== Time and space limits === | === Time and space limits === | ||
'''The deadspace instance is stable for only 20 minutes. If you are still in the pocket after 20 minutes your ship and your pod will be immediately destroyed'''. | '''The deadspace instance is stable for only 20 minutes. If you are still in the pocket after 20 minutes your ship and your pod will be immediately destroyed'''. | ||
Note: 3 May 2024 [https://www.eveonline.com/news/view/exploit-notification-extending-abyssal-timers Exploit Notification - Extending Abyssal Timers] | |||
You must clear the three pockets and exit within the allocated time, or you will lose both your ship and your pod. The third pocket gate returns you to the location in space where you activated the filament. To finish the Abyssal run within the 20-minute limit, you must achieve a faster average pocket clear time than 6.66 minutes. | You must clear the three pockets and exit within the allocated time, or you will lose both your ship and your pod. The third pocket gate returns you to the location in space where you activated the filament. To finish the Abyssal run within the 20-minute limit, you must achieve a faster average pocket clear time than 6.66 minutes. | ||
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[[File:Triglavian_gates.jpg|thumb|750px|center|Three types of gates you will encounter are: Triglavian Origin Conduit, Triglavian Transfer Conduit, and Triglavian Proving Conduit. These gates will be folded closed until all enemies have been destroyed, after which they will (quite spectacularly) open and energize. A gate with a triangle in the center means you still have more pockets to go! (Note that at the time of writing, fall 2021, the Proving Conduit does not appear; its mechanic has been replaced by the Triglavian Proving Grounds.)]] | [[File:Triglavian_gates.jpg|thumb|750px|center|Three types of gates you will encounter are: Triglavian Origin Conduit, Triglavian Transfer Conduit, and Triglavian Proving Conduit. These gates will be folded closed until all enemies have been destroyed, after which they will (quite spectacularly) open and energize. A gate with a triangle in the center means you still have more pockets to go! (Note that at the time of writing, fall 2021, the Proving Conduit does not appear; its mechanic has been replaced by the Triglavian Proving Grounds.)]] | ||
{| style="border: 1px solid #333333; padding: 0 | {| style="border: 1px solid #333333; padding: 0;" | ||
| style="padding: 0;" | [[image:Icon_warning.png|56px|link=]] | | style="padding: 0;" | [[image:Icon_warning.png|56px|link=]] | ||
| style="padding: 8px;" |'''WARNING:''' Any ship and capsule should be considered potentially lost the moment a player enters Abyssal Deadspace. Abyssals are unforgiving to inexperienced, ill-equipped or foolhardy pilots. If your ship is lost inside the site, you will lose your capsule, clone, and any implants equipped as well. Running Abyssals can be a fun and profitable challenge, but '''do not enter Abyssal Deadspace with a ship or with implants that you [[Golden_Rules#Be_able_to_afford_a_loss|cannot afford to lose]].''' | | style="padding: 8px;" |'''WARNING:''' Any ship and capsule should be considered potentially lost the moment a player enters Abyssal Deadspace. Abyssals are unforgiving to inexperienced, ill-equipped or foolhardy pilots. If your ship is lost inside the site, you will lose your capsule, clone, and any implants equipped as well. Running Abyssals can be a fun and profitable challenge, but '''do not enter Abyssal Deadspace with a ship or with implants that you [[Golden_Rules#Be_able_to_afford_a_loss|cannot afford to lose]].''' | ||
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|- | |- | ||
! Weather !! Penalty !! Bonus | ! Weather !! Penalty !! Bonus | ||
|- | |||
| '''Dark''' || [[File:Icon target range.png|32px]] -30/50/70% Turret Optimal and Falloff Range || [[File:Icon velocity.png|32px]] +50% Maximum Velocity | |||
|- | |- | ||
| '''Electrical''' || [[File:Icon resist em.png|32px]] -30/50/70% EM Resist || [[File:Icon capacitor capacity.png|32px]] -50% Capacitor Recharge Time | | '''Electrical''' || [[File:Icon resist em.png|32px]] -30/50/70% EM Resist || [[File:Icon capacitor capacity.png|32px]] -50% Capacitor Recharge Time | ||
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|- | |- | ||
| '''Gamma''' || [[File:Icon resist exp.png|32px]] -30/50/70% Explosive Resist || [[File:Icon shield.png|32px]] +50% Shield HP | | '''Gamma''' || [[File:Icon resist exp.png|32px]] -30/50/70% Explosive Resist || [[File:Icon shield.png|32px]] +50% Shield HP | ||
|} | |} | ||
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The Rogue Drone Battleship deals Kinetic and Thermal damage, and the Battleship found in Tier 5 and 6 sites also has a Stasis Webifier, which helps counteract its poor tracking. | The Rogue Drone Battleship deals Kinetic and Thermal damage, and the Battleship found in Tier 5 and 6 sites also has a Stasis Webifier, which helps counteract its poor tracking. | ||
Rogue Drone Battleships have a small exploitable gimmick - if a generic damage dealer frigate (e.g. ''Sparkneedle Tessella'') spawns, the battleship follows it in orbit and as a result will draw close to you, as Rogue Drone Frigates naturally orbit close to your ship (minus the repair frigates). This can greatly help afterburner-fit ships which normally can't easily get under the battleship's guns, but can also become problematic in high tier sites as it may put you within their webifier range. | |||
Rogue Drone Frigate names have the suffix '''Tessella'''. Rogue Drone Battlecruiser names have the suffix '''Tessera'''. | Rogue Drone Frigate names have the suffix '''Tessella'''. Rogue Drone Battlecruiser names have the suffix '''Tessera'''. | ||
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| Blast || [[File:Icon damage exp.png]]Explosive Damage | | Blast || [[File:Icon damage exp.png]]Explosive Damage | ||
|- | |- | ||
| (name) needle || [[File:Icon target frigate.png|16px]]Low damage | | (name) needle Tessella || [[File:Icon target frigate.png|16px]]Low damage | ||
|- | |- | ||
| (name) lance || [[File:Icon target frigate.png|16px]]Higher damage | | (name) lance Tessella || [[File:Icon target frigate.png|16px]]Higher damage | ||
|- | |- | ||
| (name) grip || [[File:Icon red battlecruiser.png]]Battlecruiser, short range but extreme damage | | (name) grip Tessera || [[File:Icon red battlecruiser.png]]Battlecruiser, short range but extreme damage | ||
|- | |- | ||
| Snarecaster || [[File:Icon stasis webifier i.png|32px]] Webbing | | Snarecaster || [[File:Icon stasis webifier i.png|32px]] Webbing | ||
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This can be very irritating, as it forces you to fly all the way back to the exit gate after the battleship finally dies. During the time spent chasing the battleship, you are vulnerable to its poorly-tracking but hard-hitting turrets. The strength of the battleship varies with the level of the Abyssal filament; higher-level filaments feature more damage and HP. Thankfully, the Drifter Battleship here does not come with either a Doomsday Weapon or any EWAR abilities. | This can be very irritating, as it forces you to fly all the way back to the exit gate after the battleship finally dies. During the time spent chasing the battleship, you are vulnerable to its poorly-tracking but hard-hitting turrets. The strength of the battleship varies with the level of the Abyssal filament; higher-level filaments feature more damage and HP. Thankfully, the Drifter Battleship here does not come with either a Doomsday Weapon or any EWAR abilities. | ||
Drifter battleships | The same gimmick that applies to Rogue Drone Battleships also applies to Drifter battleships, albeit even easier to exploit, which can greatly benefit afterburner-focused cruisers; if the pocket happens to spawn an '''Ephialtes Lancer''', the battleship will follow it in orbit and as a result move closer to you, making it significantly easier to get under its guns and save a lot of stress. This does not work with any other Sleeper/Drifter cruiser types. | ||
Drifter ships start the fight with heavily-damaged shields, armor, and hull. Drifter cruisers all use some form of EWAR in addition to dealing damage, but they also have large signature radii and are thus easy to finish off. | Drifter ships start the fight with heavily-damaged shields, armor, and hull. Drifter cruisers all use some form of EWAR in addition to dealing damage, but they also have large signature radii and are thus easy to finish off. | ||
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=== CONCORD === | === CONCORD === | ||
[[CONCORD]] rooms contain a mix of CONCORD and EDENCOM ship hulls. CONCORD hulls use Thermal or Explosive missiles, while EDENCOM ships use EM-Kinetic Vorton Projectors. | [[CONCORD]] rooms contain a mix of CONCORD and EDENCOM ship hulls. CONCORD hulls use Thermal or Explosive missiles, while EDENCOM ships use EM-Kinetic Vorton Projectors. Marshals start off with no shields and 28% armor, while EDENCOM Thunderchilds start off with about 8% shield, no armor and 40% structure. | ||
CONCORD rooms are generally feared by many Abyssal runners due to their high damage and heavy damage-application support. The sheer incoming DPS, combined with the multiple Webs and Target Painters, makes passive or active tanking in these rooms extremely difficult. Because of this, Marshal rats (especially Drainers) are often targeted first to reduce incoming DPS. | CONCORD rooms are generally feared by many Abyssal runners due to their high damage and heavy damage-application support. The sheer incoming DPS, combined with the multiple Webs and Target Painters, makes passive or active tanking in these rooms extremely difficult. Because of this, Marshal rats (especially Drainers) are often targeted first to reduce incoming DPS. | ||
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# they cannot land Wrecking Shots | # they cannot land Wrecking Shots | ||
# Vorton Projectors will chain their damage to ''any'' objects within 10km of your ship, and can thus be exploited into dealing friendly fire damage to other enemy CONCORD/EDENCOM ships | # Vorton Projectors will chain their damage to ''any'' objects within 10km of your ship, and can thus be exploited into dealing friendly fire damage to other enemy CONCORD/EDENCOM ships | ||
# CONCORD ships are not especially durable, which turns the CONCORD room into a pure DPS race to determine whether you die first or the Marshals die first. | # CONCORD ships are not especially durable, which turns the CONCORD room into a pure DPS race to determine whether you die first or the Marshals die first. | ||
All CONCORD and EDENCOM ships have the '''Disparu Troop''' suffix. | All CONCORD and EDENCOM ships have the '''Disparu Troop''' suffix. | ||
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|- | |- | ||
|} | |} | ||
{{expansion past| | |||
When the Depths of the Abyss expansion released and first introduced CONCORD spawns, Marshals used to spawn with full HP, resulting in said spawns being unfairly difficult to many players. In a later unknown update the Marshal NPCs were nerfed to provide slightly more balanced gameplay of CONCORD spawns in particular. | |||
}} | |||
=== Angel Cartel === | === Angel Cartel === | ||
[[Angel Cartel]] rooms are the bane of fast and evasive ships. Angel Cartel ships have extremely high flight speeds, rather small signature radii, good range, varied damage types, and varied EWAR. The Cynabal is especially problematic, as it features all of these abilities combined in one ship. | [[Angel Cartel]] rooms are the bane of fast and evasive ships. Angel Cartel ships have extremely high flight speeds, rather small signature radii, good range, varied damage types, and varied EWAR. The Cynabal is especially problematic, as it features all of these abilities combined in one ship. | ||
All Angel Cartel rats have the '''Lucifer''' prefix. | All Angel Cartel rats have the '''Lucifer''' prefix. The Cynabal and Dramiel can additionally spawn with an '''Elite''' prefix, with slightly increased damage and significantly stronger resist profile. The Elite Lucifer Dramiel also gains stasis web. | ||
{| class="wikitable" | {| class="wikitable" | ||
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| (Elite) Cynabal || Heavy damage dealer; high range & tracking || [[File:Icon stasis webifier i.png|32px]][[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage em.png|24px]][[File:Icon damage exp.png|24px]]<br> | | (Elite) Cynabal || Heavy damage dealer; high range & tracking || [[File:Icon stasis webifier i.png|32px]][[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage em.png|24px]][[File:Icon damage exp.png|24px]]<br> | ||
|- | |- | ||
| Ixion || Target Painting || [[File:Icon_target_painter_i.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | | Ixion || Target Painting, Missile Disruption || [[File:Icon_target_painter_i.png|32px]][[File:Icon_missile_guidance_computer_i.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]][[File:Icon damage exp.png|24px]] | ||
|- | |- | ||
| (Elite) Dramiel || Generic damage dealer || None || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] | | (Elite) Dramiel <ref group=Note> Elite Lucifer Dramiel has stasis webifiers.</ref> || Generic damage dealer || style="text-align: center;" | None || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] | ||
|- | |- | ||
| Fury || Energy Neutralizers || [[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] | | Fury || Energy Neutralizers || [[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] | ||
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| Medusa || Sensor Dampening || [[File:Icon_remote_sensor_dampening.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | | Medusa || Sensor Dampening || [[File:Icon_remote_sensor_dampening.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | ||
|- | |- | ||
| Burst || Remote repairs || [[File:Icon shield transporter i.png|32px]] || None | | Burst || Remote repairs || [[File:Icon shield transporter i.png|32px]] || style="text-align: center;" | None | ||
|- | |- | ||
| Swordspine || Target Painting || [[File:Icon_target_painter_i.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | | Swordspine || Target Painting || [[File:Icon_target_painter_i.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | ||
|- | |- | ||
|} | |} | ||
<references group=Note /> | |||
== Damage to deal == | == Damage to deal == | ||
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** '''Electrical''' sites can drop '''capacitor''' related mutaplasmids - S/M/L Cap Battery, S/M/L Energy Neutralizer, S/M/L Energy Nosferatu | ** '''Electrical''' sites can drop '''capacitor''' related mutaplasmids - S/M/L Cap Battery, S/M/L Energy Neutralizer, S/M/L Energy Nosferatu | ||
** '''Exotic''' sites can drop '''tackle''' related mutaplasmids - Stasis Webifier, Warp Disruptor, Warp Scrambler | ** '''Exotic''' sites can drop '''tackle''' related mutaplasmids - Stasis Webifier, Warp Disruptor, Warp Scrambler | ||
** '''All weathers''' can drop '''damage module''' mutaplasmids - Heat Sink, Gyrostabilizer, Magnetic Field Stabilizer, Ballistic Control System, Entropic Radiation Sink | ** '''All weathers''' can drop '''damage module''' mutaplasmids - Heat Sink, Gyrostabilizer, Magnetic Field Stabilizer, Ballistic Control System, Entropic Radiation Sink | ||
*** Additionally can drop '''harvesting''' mutaplasmids - Gas Cloud Harvester, Gas Cloud Scoop, Ice Harvester, Ice Mining Laser, Mining Laser, Deep Core Mining Laser, Modulated Deep Core (Strip) Miner, all other Strip Miner types | |||
** '''T6 filaments''' can drop '''capital module''' mutaplasmids - All capital-sized versions of the modules above, plus Ancillary Shield Booster/Armor Repairer, Heavy Warp Disruptor/Scrambler, and Siege Module | ** '''T6 filaments''' can drop '''capital module''' mutaplasmids - All capital-sized versions of the modules above, plus Ancillary Shield Booster/Armor Repairer, Heavy Warp Disruptor/Scrambler, and Siege Module | ||
* Precursor ship and weapon skill books, disintegrator specialization skill books | * Precursor ship and weapon skill books, disintegrator specialization skill books | ||
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* Triglavian Survey Database: often referred to as "red loot", this item is an ISK token item similar to Sleeper "blue loot" and Overseer's Personal Effects in that it can be sold to unlimited NPC buy orders for a fixed price, in this case, 100,000 ISK/ea | * Triglavian Survey Database: often referred to as "red loot", this item is an ISK token item similar to Sleeper "blue loot" and Overseer's Personal Effects in that it can be sold to unlimited NPC buy orders for a fixed price, in this case, 100,000 ISK/ea | ||
* Abyssal Filaments: | * Abyssal Filaments: | ||
** [[Exploration#Relic_and_Data_sites|data hacking sites]] are the only source for Abyssal filaments outside of Abyssal Deadspace, and they only provide Calm (Tier 1) filaments | ** [[Exploration#Relic_and_Data_sites|data hacking sites]] are the only source for Abyssal filaments outside of Abyssal Deadspace, and they only provide Tranquil (Tier 0) and Calm (Tier 1) filaments | ||
** the Bioadaptive/Biocombinative Caches in Abyssal Deadspace can drop filaments of all tiers | ** the Bioadaptive/Biocombinative Caches in Abyssal Deadspace can drop filaments of all tiers | ||
** it is therefore only by running Abyssals that the filaments for higher-tier Abyssal runs can be found, and there is a busy market in retrieved filaments | ** it is therefore only by running Abyssals that the filaments for higher-tier Abyssal runs can be found, and there is a busy market in retrieved filaments | ||