Difference between revisions of "Triglavian Collective"
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== Abyssal Deadspace == | == Abyssal Deadspace == | ||
+ | ==Basic concept== | ||
A new type of space can be accessed using filaments obtained from NPCs. Five tiers of increasing difficulty exists, with only the lower tier available for purchase via the market. The Abyss is limited to a single Tech I, Tech II, Navy Faction or Pirate Faction cruiser and is accessed by opening the info panel of a filament in your cargo and clicking the ‘Activate Filament’ button. Activation can be anywhere in space, likely at a minimum distance from celestial objects (TBD). A combat-probable beacon is created at your location that allows others to await your return from the deadspace. There might be increasing difficulties and/or rewards based on the space from which the filament is activated (high-sec, low-sec, null-sec, or wormhole space, this is yet to be determined). Within the Abyss, in each pocket is a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and contains all the loot for that pocket. | A new type of space can be accessed using filaments obtained from NPCs. Five tiers of increasing difficulty exists, with only the lower tier available for purchase via the market. The Abyss is limited to a single Tech I, Tech II, Navy Faction or Pirate Faction cruiser and is accessed by opening the info panel of a filament in your cargo and clicking the ‘Activate Filament’ button. Activation can be anywhere in space, likely at a minimum distance from celestial objects (TBD). A combat-probable beacon is created at your location that allows others to await your return from the deadspace. There might be increasing difficulties and/or rewards based on the space from which the filament is activated (high-sec, low-sec, null-sec, or wormhole space, this is yet to be determined). Within the Abyss, in each pocket is a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and contains all the loot for that pocket. | ||
Line 111: | Line 112: | ||
* Deviant Automata Suppressor: A Triglavian structure equipped with a light point-defense system that will target all drones and missiles within its field of fire. There are two sizes of these structures: the larger does about the same AOE damage to hostile drones as a single medium smartbomb. | * Deviant Automata Suppressor: A Triglavian structure equipped with a light point-defense system that will target all drones and missiles within its field of fire. There are two sizes of these structures: the larger does about the same AOE damage to hostile drones as a single medium smartbomb. | ||
* Multibody Tracking Pylon: A large Triglavian structure that appears to be designed to support ships in close proximity by increasing their tracking capabilities. | * Multibody Tracking Pylon: A large Triglavian structure that appears to be designed to support ships in close proximity by increasing their tracking capabilities. | ||
+ | |||
+ | {| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}" | ||
+ | ! style="text-align:left" | <span style="color:#44c055">Unstable Abyssal Depths</span> | ||
+ | |- | ||
+ | | style="font-size:90%; color:#FFFFFF" | {{{1|Roughly 10km from the boundary a red disk appears to mark the boundary. Beyond this point area of effect damage from Unstable Abyssal Depths (47465) increases with each second. It is omni damage and increases in a linear fashion until you either die, move out the boundary or the site timer runs out and you perish anyways. To put the damage to te test I sat in an Onyx like so: | ||
+ | |||
+ | {{ShipFitting | ||
+ | | ship=Onyx | ||
+ | | shipTypeID=11995 | ||
+ | | fitName=Onyx - Shield AB RLML X-L SB Regen -SISI Mk2 | ||
+ | | fitID=Onyx---Shield-AB-RLML-X-L-SB-Regen--SISI-Mk2 | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Capacitor Flux Coil II | ||
+ | | low2typeID=1248 | ||
+ | | low3name=Capacitor Flux Coil II | ||
+ | | low3typeID=1248 | ||
+ | | low4name=Capacitor Flux Coil II | ||
+ | | low4typeID=1248 | ||
+ | | mid1name=Republic Fleet 10MN Afterburner | ||
+ | | mid1typeID=15753 | ||
+ | | mid2name=Pithum B-Type Adaptive Invulnerability Field | ||
+ | | mid2typeID=4348 | ||
+ | | mid3name=Pith X-Type X-Large Shield Booster | ||
+ | | mid3typeID=19208 | ||
+ | | mid4name=Shield Boost Amplifier II | ||
+ | | mid4typeID=24443 | ||
+ | | mid5name=Pithum A-Type EM Ward Amplifier | ||
+ | | mid5typeID=19231 | ||
+ | | mid6name=Republic Fleet Large Cap Battery | ||
+ | | mid6typeID=41218 | ||
+ | | high1name=Rocket Launcher II, Dread Guristas Mjolnir Rocket | ||
+ | | high1typeID=10631 | ||
+ | | charge1name=Dread Guristas Mjolnir Rocket x1 | ||
+ | | charge1typeID=27323 | ||
+ | | high2name=Rocket Launcher II, Dread Guristas Inferno Rocket | ||
+ | | high2typeID=10631 | ||
+ | | charge2name=Dread Guristas Inferno Rocket x1 | ||
+ | | charge2typeID=27317 | ||
+ | | high3name=Rocket Launcher II, Dread Guristas Scourge Rocket | ||
+ | | high3typeID=10631 | ||
+ | | charge3name=Dread Guristas Scourge Rocket x1 | ||
+ | | charge3typeID=27335 | ||
+ | | high4name=Rocket Launcher II, Dread Guristas Nova Rocket | ||
+ | | high4typeID=10631 | ||
+ | | charge4name=Dread Guristas Nova Rocket x1 | ||
+ | | charge4typeID=27329 | ||
+ | | high5name=True Sansha Warp Disruption Field Generator | ||
+ | | high5typeID=37612 | ||
+ | | rig1name=Medium Capacitor Control Circuit II | ||
+ | | rig1typeID=31378 | ||
+ | | rig2name=Medium Capacitor Control Circuit II | ||
+ | | rig2typeID=31378 | ||
+ | | high6name=open | ||
+ | | charge5name=open | ||
+ | | skills=Add a full High Grade Crystal implant set, Strong Blue Pill and Agency 'Hardshell' TB7 Dose III.</li><li>Full implant set included SM-706, EM-806, SP-906 and NR-1005.</li><li>Rockets were intended to be used for resistance profile testing which was not conducted. | ||
+ | | showSKILLS=N | ||
+ | | notes= | ||
+ | | showNOTES=N | ||
+ | | difficulty=0 | ||
+ | | warsop=A | ||
+ | | warsopReason= | ||
+ | | version=LATEST | ||
+ | | showTOC=Y | ||
+ | | shipDNA=11995:2048;1:1248;3:15753;1:4348;1:19208;1:24443;1:19231;1:41218;1:10631;4:27323;1:27317;1:27335;1:27329;1:37612;1:31378;2:: | ||
+ | | fleetup= | ||
+ | | alphacanuse=N | ||
+ | }} | ||
+ | |||
+ | Near the end of time, I could not go on further because TiDi was kicking in and I wasn't sure when I would be registered as "Dead" so I bailed. With these high resists in a Calm Plasma Firestorm site, I registered in excess of 4200 DPS before I was able to bail (damage ticks for 630 DMG for awhile, then 631, then 632, seemed to slow down after awhile). I calculated this resistance by the following: | ||
+ | |||
+ | [Damage Tick] / ((EM Shield DMG Resonance + TH Shield DMG Resonance + KN Shield DMG Resonance + EX Shield DMG Resonance)/(4 shield types, averaging out each) = Approximate Damage Per Tick | ||
+ | 630 / (( .19 + .11 + .11 + .19)/4) = 4200 | ||
+ | |||
+ | I don't know what penalties I rolled but I didn't notice any towards capacitor capacity or shield capacity. I also went in with a flat resistance profile Maller and confirmed it's omnidamage, then went in with a ... Augoror Navy Issue with a bucketload of buffer and got some graphs, of which are shown below. | ||
+ | |||
+ | {| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;" | ||
+ | |[[File:3U94_UAD1.png|thumb|none|alt=A|Nearing the end of the timer]]||[[File:3U94_UAD2.png|thumb|none|alt=A|10 seconds before escaping]]||[[File:3U94_UAD3.png|thumb|none|alt=A|DPS Graphs]]|| | ||
+ | |} | ||
+ | }}} | ||
+ | |} | ||
+ | ==Running Abyssal Sites== | ||
+ | | style="padding:8px;" | '''WARNING:''' Any ship and capsule should be considered lost the moment a player enters Abyssal Deadspace. The atmosphere is rather unforgiving to inexperienced, ill-equipped or unfamiliar pilots. If your ship is lost inside the site, you will loose your capsule with implants (if equipped) as well. Do not run Abyssal Deadspace complexes with expensive implants installed or with excessively expensive ship setups which cannot be readily replaced.</span> | ||
+ | |} | ||
== Ships == | == Ships == |
Revision as of 17:53, 4 May 2018
This article or section is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well.
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The Triglavian Collective are a new faction introduced in the “Into the Abyss” expansion (May 2018), they can be found in a new type of space providing a unique solo PVE timed encounter and exotic new technologies, including their very own ships and new weapon system.
Triglavian Collective
Lore
The Triglavian Collective is a new faction that appeared in New Eden in early YC120. Fleets were following heavily damaged and incapacitated Drifter Fleets appeared around several locations around New Eden it was discovered that those fleets were engaged by a faction that was not known before. Data vaults salvaged from those damaged drifter fleets and Arataka Research Consortium managed to salvage data from those corrupted trinary data vaults that have video footage that shows that unknown faction, named as "Triglavian Collective" engaging Drifter Fleet with an exotic weapon system. One of their Battleship class hulls was also captured by CONCORD and further research was conducted to reveal more about those new faction. It was suggested that the Triglavian Collective is a formation of three entities. Those entities are Peruna Clade [CLPER], Svarov Clade [CLSVA] and Velesian Clade [CLVEL].
The Scope Video : The Scope - The Triglavian Collective Revealed
Full Introduction
While the "Into the Abyss" expansion adds a number of other changes, this new Triglavian faction is the primary focus of this page, with the related Abyssal Deadspace complexes on top.
Abyssal Deadspace
Basic concept
A new type of space can be accessed using filaments obtained from NPCs. Five tiers of increasing difficulty exists, with only the lower tier available for purchase via the market. The Abyss is limited to a single Tech I, Tech II, Navy Faction or Pirate Faction cruiser and is accessed by opening the info panel of a filament in your cargo and clicking the ‘Activate Filament’ button. Activation can be anywhere in space, likely at a minimum distance from celestial objects (TBD). A combat-probable beacon is created at your location that allows others to await your return from the deadspace. There might be increasing difficulties and/or rewards based on the space from which the filament is activated (high-sec, low-sec, null-sec, or wormhole space, this is yet to be determined). Within the Abyss, in each pocket is a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and contains all the loot for that pocket.
An Abyssal deadspace is composed of three pockets. Each pocket must be cleared of enemies for a gate to open to the next pocket. In addition to Triglavians, you may find rogue drones under their command. Drifters (without doomsday and rarely with overshield) may appear as well, accompanied by sleeper drones, engaged in combat with the Triglavians. However, no one will help you. You must fight your way out.
Each pocket is a 75km radius sphere. Flying out of the sphere will result in incrementally increasing damage to your ship leading to its destruction. Remaining more then 20 minutes (TBD) in the space will result in your destruction: a timer is visible on the upper left of the main display, with additional warnings at the 2 minute and 30 second mark near the capacitor HUD. NPCs also will pod you. Essentially, you must clear the three pockets and exit with the allocated time, or you will lose both your ship and pod. The third pocket gate returns you to the location in space you activated the filament from.
Further site restrictions: you can not be warped to within the Abyss, nor can you warp out of it. You can not cloak nor deploy a mobile depot. There is no local. Core Probes and Combat probes launched will be removed from space shortly after launching and cannot be recovered. The Directional Scanner will not function correctly until the third pocket. The map does not work. At the present moment, if a player is in Abyssal Deadspace when server downtime occurs, the player will still return to the Abyssal system, however the complex will have de-spawned and the player will be stuck in empty void space: the only way out is to self destruct.
Five types of environmental effects exist affecting both player and NPCs. The type is identified on the info of the filament and can be countered if desired by fitting choices. The name of the filament itself gives clues as to what tier and difficulty it is. A Raging Exotic Filament meands that it is a Class 4 site with Exotic Particle Storm effect. A Fierce Dark Filament is a Class 3 site with Dark Matter Field effect. The five Abyss-wide environmental effects are outlayed according to the site tier in this table below:
Tier | Required Filament | Filament Source | Difficulty | DMF Strength | ES Strength | EPS Strength | GRA Strength | PF Strength | Suggested Ship/Setup | Reward |
1 | Calm | NPC Sell Orders | Easy | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | Vexor / RLML Caracal | Decayed Mutaplasmids; BPCs; Filaments |
2 | Agitated | Sites | Minor | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | Vexor | unknown Mutaplasmids; BPCs; Filaments |
3 | Fierce | Sites | Moderate | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | Ishtar/Gila | unknown Mutaplasmids; BPCs; Filaments |
4 | Raging | Sites | Dangerous | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | Ishtar | unknown Mutaplasmids; BPCs; Filaments |
5 | Chaotic | Sites | Deadly | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | —XX% ; +50% | Ishtar | unknown Mutaplasmids; BPCs; Filaments |
- Dark Matter Field (DMF): Ships in this environment recieve a penalty to turret optimal range and falloff and a bonus to maximum velocity.
- Electrical Storm (ES): Ships in this environment receive a penalty to EM resistance and a bonus to capacitor recharge time reduction (net increase in GJ/sec).
- Exotic Particle Storm (EPS): Ships in this environment receive a penalty to kinetic resistance and a bonus to scan resolution.
- Gamma-Ray Afterglow (GRA): Ships in this environment receive a penalty to explosive resistance and a bonus to shield hit points.
- Plasma Firestorm (PF): Ships in this environment receive a penalty to thermal resistance and a bonus to armor hit points.
In addition to the environmental effect pervading all three pockets, dangerous localized storms will exist further affecting ships and electronic systems. These are small area of affect clouds that are visible in space and provide an icon near the player's capacitor HUD with their effect.
- Filament Cloud: Penalty to Shield Booster (including Ancillary Shield Booster) capacitor usage.
- Bioluminescence Cloud: +300% Signature Radius (4.0x signature radius multipler).
Triglavian structures also will be present either reducing, boosting tracking or damaging drones and missiles. There are small and medium sized .
- Deviant Automata Suppressor: A Triglavian structure equipped with a light point-defense system that will target all drones and missiles within its field of fire. There are two sizes of these structures: the larger does about the same AOE damage to hostile drones as a single medium smartbomb.
- Multibody Tracking Pylon: A large Triglavian structure that appears to be designed to support ships in close proximity by increasing their tracking capabilities.
Unstable Abyssal Depths |
---|
Roughly 10km from the boundary a red disk appears to mark the boundary. Beyond this point area of effect damage from Unstable Abyssal Depths (47465) increases with each second. It is omni damage and increases in a linear fashion until you either die, move out the boundary or the site timer runs out and you perish anyways. To put the damage to te test I sat in an Onyx like so:
EFT
[Onyx, Onyx - Shield AB RLML X-L SB Regen -SISI Mk2]
Rocket Launcher II, Dread Guristas Mjolnir Rocket Rocket Launcher II, Dread Guristas Inferno Rocket Rocket Launcher II, Dread Guristas Scourge Rocket Rocket Launcher II, Dread Guristas Nova Rocket True Sansha Warp Disruption Field Generator Republic Fleet 10MN Afterburner Pithum B-Type Adaptive Invulnerability Field Pith X-Type X-Large Shield Booster Shield Boost Amplifier II Pithum A-Type EM Ward Amplifier Republic Fleet Large Cap Battery Damage Control II Capacitor Flux Coil II Capacitor Flux Coil II Capacitor Flux Coil II Medium Capacitor Control Circuit II Medium Capacitor Control Circuit II FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
RECOMMENDED SKILLS
NOTES
[Damage Tick] / ((EM Shield DMG Resonance + TH Shield DMG Resonance + KN Shield DMG Resonance + EX Shield DMG Resonance)/(4 shield types, averaging out each) = Approximate Damage Per Tick 630 / (( .19 + .11 + .11 + .19)/4) = 4200 I don't know what penalties I rolled but I didn't notice any towards capacitor capacity or shield capacity. I also went in with a flat resistance profile Maller and confirmed it's omnidamage, then went in with a ... Augoror Navy Issue with a bucketload of buffer and got some graphs, of which are shown below. { |
Running Abyssal Sites
| style="padding:8px;" | WARNING: Any ship and capsule should be considered lost the moment a player enters Abyssal Deadspace. The atmosphere is rather unforgiving to inexperienced, ill-equipped or unfamiliar pilots. If your ship is lost inside the site, you will loose your capsule with implants (if equipped) as well. Do not run Abyssal Deadspace complexes with expensive implants installed or with excessively expensive ship setups which cannot be readily replaced. |}
Ships
The Expansion introduces a new ship skill called “Precursor” that leaves room for future races to fall under. What is known so far about the ships and is subject to change:
The Triglavian Ship Themes:
- Defense: Armor
- Speed: Medium
- Focus on Utility
- Drones
- Utility mod bonuses
The Triglavian Ship Role bonuses include:
- Remote repair range
- Remote repair cap use
- Neut and Nos cap use
- Smart bomb cap use
Demavik (Frigate)
- Slot Layout:
- 3 High
- 2 Mid
- 4 Low
- Precursor Frigate Bonuses:
- Disintegrator damage
- Disintegrator optimal range
Vedmak (Cruiser)
- Slot Layout:
- 4 High
- 4 Mid
- 6 Low
- Precursor Cruiser Bonuses:
- Disintegrator damage
- Disintegrator tracking speed
Leshak (Battleship)
- Slot Layout:
- 5 High
- 4 Mid
- 8 Low
- Precursor Battleship Bonuses:
- Disintegrator damage
- Disintegrator rate of fire
Entropic Disintegrator
A new weapon skill and specialization will allow the use of Entropic Disintegrators coming in T1 and T2 variants, and in three sizes. The new weapon system will occupy a single slot and only one can be fitted, limited to Triglavian ships. This opens many possibilities as a large number of utility highs remain free.
The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff. When a ship is out of range of the weapon, it will turn off. The weapon system uses tracking mechanics and is impacted by tracking modules. The damage type is explosive and thermal.
The optimal ranges are 6500/15500/28000 for small/medium/large variants. The rate of fire is 4s/6s/8s. The damage charge-up is 5% per cycle up to 50%. Ammo will have up to 80% extra range or down to as low as negative 50% for higher damage. Base turret damage 3/4/6 turrets equivalent.
Skills
New set of skills were introduced in order to use the new precursor ship hulls and weapons.
- Precursor Frigate (Requires Spaceship Command I)
- Precursor Cruiser (Requires Spaceship Command IV)
- Precursor Battleship (Requires Spaceship Command V)
- Small Precursor Turret (Requires Gunnery I)
- Medium Precursor Turret (Requires Small Precursor Turret III)
- Large Precursor Turret (Requires Medium Precursor Turret III)
Mutaplasmids
A new type of component can be found in the Abyssal Deadspace that can be used to mutate existing components into either improved or worse versions. Individual attributes can be randomly improved by up to 40% or reduced by 10%. The types of components that will initially be mutable are:
- Armor Repairers
- Shield Boosters
- Armor Plates
- Shield Extenders
- Warp Scramblers
- Warp Disruptors
- Stasis Webifiers
- Neutralizers
- Afterburners
- Microwarpdrives
The higher the meta of the module will produce the highest possible improvements, but be mindful that you may essentially ruin the item.
Three types of mutaplasmids:
- Decayed - Lower impact
- Gravid - Highest average result
- Unstable - Highest maximum return