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Abyssal Deadspace: Difference between revisions

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{{expansion past|
{{expansion past|
Tier 4 and 5 (T6 didn't exist yet) abyssal filaments used to always give players a suspect timer by default when used, regardless of system security. The suspect flag mechanics were reworked following the Depths of the Abyss expansion to the security scaling system shown above.
Tier 4 and 5 (T6 didn't exist yet) abyssal filaments used to always give players a suspect timer by default when used, regardless of system security. The suspect flag mechanics were reworked following the Nov. 4, 2022 patch to the security scaling system shown above.
}}
}}




=== Abyssal layout ===
=== Abyssal layout ===
An Abyssal Deadspace instance is composed of three pockets, sometimes called "rooms" by players. Each pocket contains enemies and a gate to the next pocket; you will always spawn anywhere from 35-70 km away from the gate and the enemies will be sitting at 0 on it. The gate only unlocks once all enemies in the pocket are cleared.
An Abyssal Deadspace instance is composed of three pockets, frequently called "rooms" by players. Each pocket contains enemies and a gate to the next pocket; you will always spawn anywhere from 35-70 km away from the gate and the enemies will be sitting at 0 on it. The gate only unlocks once all enemies in the pocket are cleared.


The enemies in the pocket are randomly selected from a range of spawns appropriate to the tier of the filament used. Higher tier filaments take you to pockets with (much) more dangerous enemies. Some pockets may contain enemies who are in combat against each other in lore. However, none of these factions will be allied with you. You must fight your own way out.
The enemies in the pocket are randomly selected from a range of spawns appropriate to the tier of the filament used. Higher tier filaments take you to pockets with larger spawns, (much) more dangerous enemies and a larger variety of said enemies. Some pockets may contain enemies who are in combat against each other in lore. However, none of these factions will be allied with you. You must fight your own way out.


Abyssal NPCs leave no wrecks to loot or salvage.
Abyssal NPCs leave no wrecks to loot or salvage, and have no bounties.


=== Loot ===
=== Loot ===
[[File:Triglavian Bioadaptive Cache.jpg|thumb|200px|'''Triglavian Bioadaptive Cache''' contains the loot for each pocket.]]
[[File:Triglavian Bioadaptive Cache.jpg|thumb|200px|'''Triglavian Bioadaptive Cache''' contains the loot for each pocket.]]
[[File:Triglavian extractionNodes.jpg|thumb|200px|'''Triglavian Extraction Nodes''' also contains the loot.]]
[[File:Triglavian extractionNodes.jpg|thumb|200px|'''Triglavian Extraction Nodes''' also contains additional loot.]]
Each pocket also contains a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and which, once destroyed, drops most of the loot for that pocket.
Each pocket also contains a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and which, once destroyed, drops most of the loot for that pocket.


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While the EDENCOM ships offer no EWAR, they bring very high alpha damage on very slow fire rates, meaning that the combination of Marshal DPS and EDENCOM alpha can easily and unexpectedly break an Abyssal runner's buffer.
While the EDENCOM ships offer no EWAR, they bring very high alpha damage on very slow fire rates, meaning that the combination of Marshal DPS and EDENCOM alpha can easily and unexpectedly break an Abyssal runner's buffer.


The three saving graces when fighting CONCORD/EDENCOM ships are:
The few saving graces when fighting CONCORD/EDENCOM ships are:
# they always deal a constant amount of damage relative to signature radius and velocity, meaning they cannot land critical hits ("Wrecking Shots").
# they always deal a constant amount of damage relative to signature radius and velocity, meaning they cannot land critical hits ("Wrecking Shots").
# since their damage is completely based on [[Missile mechanics|missile damage mechanics]], maintaining transversal is a non-issue.
# 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 have poor tank relative to their damage, which turns the room into a pure DPS race to determine whether you die first or the Marshals die first.  
# CONCORD ships have poor tank relative to their damage, which turns the room into a pure DPS race to determine whether you die first or the Marshals die first.  
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** '''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
*** 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
*** '''Smartbomb''' mutaplasmids based on the weather being run (e.g. Electrical filament = EMP Smartbomb mutaplasmid)
** '''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
* Blueprint copies required for the production of Triglavian hulls, weapon systems, modules and ammunition:
* Blueprint copies required for the production of Triglavian hulls, weapon systems, modules and ammunition:
** [[#Triglavian Collective|Triglavian ship hulls]]
** T1 [[#Triglavian Collective|Triglavian ship hulls]]
** [[Entropic Disintegrators]]: Weapons with unique properties and only usable by the Triglavian ships
** [[Entropic Disintegrators]]: Weapons with unique properties and only usable by the Triglavian ships
** [[Turrets#Exotic_plasma|Exotic Plasma]]: Ammunition used by Entropic Disintegrators
*** T1, Meta and Faction (Veles) variants will drop; T2 weapons must be researched like normal.
** [[Turrets#Exotic_plasma|Exotic Plasma]]: Ammunition used by Entropic Disintegrators. Only Tech 1 BPCs will drop; Tech 2s must be researched like normal.
** Mutadaptive Remote Armor Repairer: A special remote armor repairer module used by the Triglavian Rodiva and Zarmazd logistics cruisers
** Mutadaptive Remote Armor Repairer: A special remote armor repairer module used by the Triglavian Rodiva and Zarmazd logistics cruisers
** Perun Heavy Mutadaptive Remote Armor Repairer - a faction version of the Mutadaptive Remote Armor Repairer
** Perun Heavy Mutadaptive Remote Armor Repairer - a faction version of the Mutadaptive Remote Armor Repairer
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* 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 Tranquil (Tier 0) and 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, though the pool of filament drops seems to be limited by the tier of the filament used. Example: if running a T3, any filament from T0-T3 can drop, plus any filament up to two tiers up (T4, T5). Running T4 is the bare minimum for dropping the highest tier (T6) filament.
** 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
* Abyssal Deadspace is also one source from which players can acquire crates for [[Ship SKINR|SKINR]] sequencers and design elements.
* Abyssal Deadspace is also one source from which players can acquire crates for [[Ship SKINR|SKINR]] sequencers and design elements.