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| ==System Effects== | | ==System Effects== |
| Certain W-Space systems have effects that change the nature of your ship's statistics and/or modules. These phenomena only affect capsuleer ships, so Sleepers or structures won't be affected. The only in-game ways of telling what type of system you're in are the visual markers on the horizon or checking your fitting window for statistics changes, such as armor resists in a Wolf-Rayet. Generally players use third-party websites to check systems for effects. | | Certain W-Space systems have effects that change the nature of your ship's statistics and/or modules. These phenomena only affect capsuleer ships, so Sleepers or structures won't be affected. The only in-game ways of telling what type of system you're in are the visual markers on the horizon or checking your fitting window for statistics changes, such as Armor HP in a Wolf-Rayet. Generally players use third-party websites to check systems for effects. |
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| On August 26th, 2014, with the Hyperion update, System Effects are being rebalanced. Additional tables added with new balance numbers. | | On August 26th, 2014, with the Hyperion update, System Effects were rebalanced. All tables are updated with these new balance numbers. [http://community.eveonline.com/news/dev-blogs/into-the-known-unknowns/ Dev Blog] |
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| [http://community.eveonline.com/news/dev-blogs/into-the-known-unknowns/ Dev Blog] | |
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| ====Pulsar==== | | ====Pulsar==== |
| Pulsar systems are very powerful when utilized correctly. They provide bonuses to shield amount and capacitor regeneration, effectively doubling the your shield hitpoints and halving your capacitor regeneration in C6s. Armor ships will suffer a resistance debuff, and should be used carefully or not at all. | | Pulsar systems are very powerful when utilized correctly. They provide bonuses to shield amount and capacitor recharge time, effectively doubling both stats' effectiveness in C6s. Armor ships will suffer a resistance debuff, and should be used carefully or not at all. NOSes and Neuts are also strengthened to help counter capital ship's massive tanks in these W-Space systems. |
| {| class="wikitable" style="text-align:center;"
| |
| | rowspan="6" style="padding:0px;" | [[File:WH_Pulsar.jpg|180px]]
| |
| |'''Effects'''
| |
| |'''Class 1'''
| |
| |'''Class 2'''
| |
| |'''Class 3'''
| |
| |'''Class 4'''
| |
| |'''Class 5'''
| |
| |'''Class 6'''
| |
| |- style="background:#0A2A0A;"
| |
| |'''Shield Capacity'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |- style="background:#3B0B0B;"
| |
| |'''Armor Resists'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#0A2A0A;"
| |
| |'''Capacitor Recharge Time'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#0A2A0A;"
| |
| |'''Targeting Range'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |- style="background:#3B0B0B;"
| |
| |'''Signature Radius'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |}
| |
| | |
| Effective August 26th, 2014: Increased Cap Warfare:
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| {| class="wikitable" style="text-align:center;" | | {| class="wikitable" style="text-align:center;" |
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| ====Black Hole==== | | ====Black Hole==== |
| Black Hole systems are unloved. While some extreme doctrines may work, the nerf to effective damage of all types and align times discourage most players to run sites or settle these systems. The velocity bonus however opens the possibility of reaching amazing speeds. | | If you love speed, you'll love Black Hole systems. The velocity bonus here allows the possibility of reaching amazing speeds, though increased Inertia and a Stasis Web penalty will make it hard to stop! Missile and Targeting bonuses make kiting missile platforms paramount in these now potentially habitable systems. |
| | |
| {| class="wikitable" style="text-align:center;"
| |
| | rowspan="7" style="padding:0px;" | [[File:WH_Black_Hole.jpg|180px]]
| |
| |'''Effects'''
| |
| |'''Class 1'''
| |
| |'''Class 2'''
| |
| |'''Class 3'''
| |
| |'''Class 4'''
| |
| |'''Class 5'''
| |
| |'''Class 6'''
| |
| |- style="background:#3B0B0B;"
| |
| |'''Missile Velocity'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#0A2A0A;"
| |
| |'''Ship Velocity'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100
| |
| |- style="background:#3B0B0B;"
| |
| |'''Drone Control Range'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#3B0B0B;"
| |
| |'''Inertia'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |- style="background:#3B0B0B;"
| |
| |'''Lock Range'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#3B0B0B;"
| |
| |'''Falloff'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |}
| |
| | |
| Effective August 26th, 2014:
| |
| Black Hole systems get some love. Extreme doctrines are no longer required, and the new effects make kiting missile platforms paramount in these now habitable systems. (Testing required)
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| {| class="wikitable" style="text-align:center;" | | {| class="wikitable" style="text-align:center;" |
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| ====Cataclysmic Variable==== | | ====Cataclysmic Variable==== |
| Cataclysmic Variable systems basically increase the logistics capabilities of your fleet. Self-repping won't be as viable, which might be a problem for triaging Carriers or sieging Dreadnoughts. These systems also have a bonus to capacitor amount. Don't let the capacitor recharge debuff fool you, your recharge amount stays the same so your cap stability won't be affected. | | Cataclysmic Variable systems basically increase the logistics capabilities of your fleet. Self-repping won't be as viable, which might be a problem for triaging Carriers or sieging Dreadnoughts. These systems also have a bonus to capacitor amount and a lesser debuff to capacitor recharge, overall giving you more stability. The Capacitor Transfer penalty discourages spider-tanking, especially in carriers. |
| | |
| {| class="wikitable" style="text-align:center;"
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| | rowspan="7" style="padding:0px;" | [[File:WH_Cataclysmic_Variable.jpg|180px]]
| |
| |'''Effects'''
| |
| |'''Class 1'''
| |
| |'''Class 2'''
| |
| |'''Class 3'''
| |
| |'''Class 4'''
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| |'''Class 5'''
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| |'''Class 6'''
| |
| |- style="background:#3B0B0B;"
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| |'''Local Armor Repair Amount'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#0A2A0A;"
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| |'''Remote Armor Repair Amount'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |- style="background:#3B0B0B;"
| |
| |'''Local Shield Repair Amount'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#0A2A0A;"
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| |'''Remote Shield Transfer Amount'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
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| |+85%
| |
| |+100%
| |
| |- style="background:#0A2A0A;"
| |
| |'''Capacitor Capacity'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |- style="background:#3B0B0B;"
| |
| |'''Capacitor Recharge Time'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |}
| |
| | |
| Effective August 26th, 2014: Reduced Remote Cap Transfers
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| {| class="wikitable" style="text-align:center;" | | {| class="wikitable" style="text-align:center;" |
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| ====Magnetar==== | | ====Magnetar==== |
| While Magnetars suffer from similar damage application reductions as black holes, they come with a massive straight-out damage bonus. Magnetars are generally liked. Running sites in them is faster. | | While Magnetars suffer from damage application reductions, they come with a massive straight-out damage bonus. Magnetars are generally liked. Running sites in them is faster. |
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| {| class="wikitable" style="text-align:center;"
| |
| | rowspan="7" style="padding:0px;" | [[File:WH_Magnetar.jpg|180px]]
| |
| |'''Effects'''
| |
| |'''Class 1'''
| |
| |'''Class 2'''
| |
| |'''Class 3'''
| |
| |'''Class 4'''
| |
| |'''Class 5'''
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| |'''Class 6'''
| |
| |- style="background:#0A2A0A;"
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| |'''Damage'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |- style="background:#3B0B0B;"
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| |'''Missile AOE Velocity'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
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| |-50%
| |
| |- style="background:#3B0B0B;"
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| |'''Drone Velocity'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#3B0B0B;"
| |
| |'''Targeting Range'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#3B0B0B;"
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| |'''Tracking Speed'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |}
| |
| | |
| Effective August 26th, 2014: Focus shifted to Tracking Speed
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| {| class="wikitable" style="text-align:center;" | | {| class="wikitable" style="text-align:center;" |
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| ====Red Giant==== | | ====Red Giant==== |
| Red Giants are very specialized. They're not sought after, not because they're bad but because they don't have much to offer. The bonus to smartbomb range and damage can be useful, especially when camping holes. The overheating bonus will allow your overheated modules to be even more effective, but they will burn out quicker. | | Red Giants are very specialized. They're not sought after, not because they're bad but because they don't have much to offer. The bonus to smartbomb range and damage can be useful, especially when camping holes. The overheating bonus will allow your overheated modules to be even more effective, but they will burn out quicker. Also, the Bomb Damage bonus provides more potential for Stealth Bomber effectiveness - though do note, the bombs don't have extra HP. |
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| {| class="wikitable" style="text-align:center;"
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| | rowspan="5" style="padding:0px;" | [[File:WH_Red_Giant.jpg|180px]]
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| |'''Effects'''
| |
| |'''Class 1'''
| |
| |'''Class 2'''
| |
| |'''Class 3'''
| |
| |'''Class 4'''
| |
| |'''Class 5'''
| |
| |'''Class 6'''
| |
| |- style="background:#3B0B0B;"
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| |'''Heat Damage'''
| |
| |+10%
| |
| |+19%
| |
| |+27%
| |
| |+34%
| |
| |+41%
| |
| |+50%
| |
| |- style="background:#0A2A0A;"
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| |'''Overload Bonus'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |- style="background:#0A2A0A;"
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| |'''Smart Bomb Range'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |- style="background:#0A2A0A;"
| |
| |'''Smart Bomb Damage'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |}
| |
| | |
| Effective August 26th: Rebalanced and added Bomb bonuses:
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| {| class="wikitable" style="text-align:center;" | | {| class="wikitable" style="text-align:center;" |
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| ====Wolf Rayet==== | | ====Wolf Rayet==== |
| Wolf Rayets are partially opposite to Pulsars. The obvious differences are the bonus to armor resists and the debuff to shield resists. There is also a bonus to signature radius which further enforces the armor doctrine fleets. The small gun damage bonus is largely ignored but opens interesting possibilities for gangs consisting of smaller sized ships. | | Wolf Rayets are partially opposite to Pulsars. The obvious differences are the bonus to Armor HP and the reduction to Shield Resists. There is also a bonus to signature radius which further enforces the armor doctrine fleets. The small gun damage bonus opens interesting possibilities for gangs consisting of smaller sized ships. |
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| {| class="wikitable" style="text-align:center;"
| |
| | rowspan="5" style="padding:0px;" | [[File:WH_Wolf_Rayet.jpg|180px]]
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| |'''Effects'''
| |
| |'''Class 1'''
| |
| |'''Class 2'''
| |
| |'''Class 3'''
| |
| |'''Class 4'''
| |
| |'''Class 5'''
| |
| |'''Class 6'''
| |
| |- style="background:#0A2A0A;"
| |
| |'''Armor Resist'''
| |
| |+10%
| |
| |+19%
| |
| |+27%
| |
| |+34%
| |
| |+41%
| |
| |+50%
| |
| |- style="background:#3B0B0B;"
| |
| |'''Shield Resist'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |- style="background:#0A2A0A;"
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| |'''Small Weapon Damage'''
| |
| |+25%
| |
| |+44%
| |
| |+55%
| |
| |+68%
| |
| |+85%
| |
| |+100%
| |
| |- style="background:#0A2A0A;"
| |
| |'''Signature Radius'''
| |
| |-10%
| |
| |-19%
| |
| |-27%
| |
| |-34%
| |
| |-41%
| |
| |-50%
| |
| |}
| |
| | |
| Effective August 26th, 2014: A space for Small Ships to dominate:
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| {| class="wikitable" style="text-align:center;" | | {| class="wikitable" style="text-align:center;" |