Difference between revisions of "User:Bajo thellere"
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− | + | == Scanning info == | |
1 au = 149.000.000 km<br /> | 1 au = 149.000.000 km<br /> | ||
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Max Scanner Range = 14.413 AU (2.147.483.647/149.000.000)<br /> | Max Scanner Range = 14.413 AU (2.147.483.647/149.000.000)<br /> | ||
− | + | == Targeting systems == | |
Amarr - Radar<br /> | Amarr - Radar<br /> | ||
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Minmatar - Ladar<br /> | Minmatar - Ladar<br /> | ||
− | + | == Main Damage type to shoot at the enemy == | |
Guristas - Kinetic<br /> | Guristas - Kinetic<br /> | ||
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Corpum - EM & Thermal<br /> | Corpum - EM & Thermal<br /> | ||
− | + | == Damage types they shoot at you == | |
Guristas - Kinetic / Thermal <br /> | Guristas - Kinetic / Thermal <br /> | ||
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Sansha's Nation - EM<br /> | Sansha's Nation - EM<br /> | ||
− | + | == Stacking penalties == | |
1 mod 100%<br /> | 1 mod 100%<br /> | ||
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− | + | == Cosmic Anomalies == | |
Combat site anomalies are ranked in difficulty by 10 levels, these are: | Combat site anomalies are ranked in difficulty by 10 levels, these are: | ||
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|} | |} | ||
− | == Ore variants == | + | === Ore variants === |
Each asteroid type has two further subtypes, which yield more (+5% / +10%) minerals when [[refining|refined]]. Otherwise they are identical in every way to their base ore, and are found in the same regions (just in lower quantities). For instance, if an asteroid belt has Omber asteroids, it will also have some Silvery Omber asteroids and a few Golden Omber asteroids. If you get the chance, you should always mine the higher-yield variants before mining the base ore. | Each asteroid type has two further subtypes, which yield more (+5% / +10%) minerals when [[refining|refined]]. Otherwise they are identical in every way to their base ore, and are found in the same regions (just in lower quantities). For instance, if an asteroid belt has Omber asteroids, it will also have some Silvery Omber asteroids and a few Golden Omber asteroids. If you get the chance, you should always mine the higher-yield variants before mining the base ore. |
Latest revision as of 16:46, 2 August 2014
Scanning info
1 au = 149.000.000 km
3 au = 447.000.000 km
7 au = 1.043.000.000 km
48 au = 7.152.000.000 km
Max Scanner Range = 14.413 AU (2.147.483.647/149.000.000)
Targeting systems
Amarr - Radar
Caldari - Gravimetric
Gallente - Magnetometric
Minmatar - Ladar
Main Damage type to shoot at the enemy
Guristas - Kinetic
Serpentis - Thermal
Mordus - Thermal & Kinetic
Blood - EM & Thermal
Sansha - EM & Thermal
Angel - Explosive
Mercenary - Thermal
Corpum - EM & Thermal
Damage types they shoot at you
Guristas - Kinetic / Thermal
Serpentis - Thermal / Kinetic
Blood Raider - Thermal / EM
Sansha's Nation - EM
Stacking penalties
1 mod 100%
2 mod 86,9%
3 mod 57,1%
4 mod 28,3%
5 mod 10,6%
6 mod 3,0%
Cosmic Anomalies
Combat site anomalies are ranked in difficulty by 10 levels, these are:
- (Faction) Burrow / Drone Collection (easiest)
- (Faction) Hideaway / Drone Cluster
- (Faction) Refuge / Drone Assembly
- (Faction) Den / Drone Gathering
- (Faction) Yard / Drone Surveillance
- (Faction) Rally Point / Drone Menagerie
- (Faction) Port / Drone Herd
- (Faction) Hub / Drone Squad
- (Faction) Haven / Drone Patrol
- (Faction) Sanctum / Drone Horde (hardest)
The rank of the Anomaly you could find depends on the security status of the system you are searching in. Within HighSec (Security Status 1.0 to 0.5) the lowest third will be found. LowSec (Security Status of 0.4 to 0.1) contains the mid third of them and the highest third will be found within NullSec.
An anomaly may be further sub-divided into 3 more categories:
- (Faction) Hidden (anomaly) [easiest]
- (Faction) Forsaken (anomaly) [middle]
- (Faction) Forlorn (anomaly) [hardest]
Note that Ghost Sites also appear as Combat Anomaly sites in the scanner output. They are very different, and you should read that page, before even warping to any Combat site with a name starting with Lesser/Standard/Improved/Superior - at the risk of being unexpectedly blown up.
Formula Mining Crystals
The formula for determining average life expectancy of a crystal is simple:
Life Expectancy (in cycles) = Structure Hitpoints / Volatility / Volatility Damage
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.
Example
The Plagioclase Mining Crystal 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 0.025 HP. It will shatter when its total damage reaches the Structure Hitpoints value of 1 HP.
This means that, on the average, the crystal has a life expectancy of 1 / 0.10 / 0.025 = 400 cycles. With a standard (unbonused) strip mining cycle time of 180 seconds, one may estimate that a crystal will endure approximately 72,000 seconds, or 20 hours, of constant mining before shattering.
Tech 2 crystals will last, on average, 200 cycles or 10 hours of constant mining with the standard cycle time of 180 seconds. Note that bonuses from an Orca or Rorqual (which can reduces cycle time by up to ~33%) will cut this life span to 7.5 hours.
Mineral breakdown various ores
The following table lists the mineral content of each ore type, and the location(s) where they can be found. Compressed ores require 1 unit to refine, while uncompressed ores require 100 units.
Note that actual yields depend on reprocessing equipment, player skills, level of reprocessing implant (if any), and corporation standings if using an NPC station.
Ore Type | Uncompressed Volume | Compressed Volume | Tritanium | Pyerite | Mexallaon | Isogen | Nocxium | Megacyte | Zydrine | Morphite | Location |
Veldspar | 0.1 | 0.15 | 415 | 1.0 (All Space) | |||||||
Concentrated Veldspar (+5%) | 0.1 | 0.15 | 436 | 1.0 (All Space) | |||||||
Dense Veldspar (+10%) | 0.1 | 0.15 | 457 | 1.0 (All Space) | |||||||
Scordite | 0.15 | 0.19 | 346 | 173 | 1.0 (All Space) | ||||||
Condensed Scordite (+5%) | 0.15 | 0.19 | 363 | 182 | 1.0 (All Space) | ||||||
Massive Scordite (+10%) | 0.15 | 0.19 | 380 | 190 | 1.0 (All Space) | ||||||
Pyroxeres | 0.3 | 0.16 | 351 | 25 | 50 | 5 | 0.9 (Amarr, Caldari) | ||||
Solid Pyroxeres (+5%) | 0.3 | 0.16 | 368 | 26 | 53 | 5 | 0.9 (Amarr, Caldari) | ||||
Viscous Pyroxeres (+10%) | 0.3 | 0.16 | 385 | 27 | 55 | 5 | 0.9 (Amarr, Caldari) | ||||
Plagioclase | 0.35 | 0.15 | 107 | 213 | 107 | 0.9 (Gallente, Minmatar), 0.7 (Caldari) | |||||
Azure Plagioclase (+5%) | 0.35 | 0.15 | 112 | 224 | 112 | 0.9 (Gallente, Minmatar), 0.7 (Caldari) | |||||
Rich Plagioclase (+10%) | 0.35 | 0.15 | 117 | 234 | 117 | 0.9 (Gallente, Minmatar), 0.7 (Caldari) | |||||
Omber | 0.6 | 0.07 | 85 | 34 | 85 | 0.7 (Gallente, Minmatar) | |||||
Silvery Omber (+5%) | 0.6 | 0.07 | 89 | 36 | 89 | 0.7 (Gallente, Minmatar) | |||||
Golden Omber (+10%) | 0.6 | 0.07 | 94 | 38 | 94 | 0.7 (Gallente, Minmatar) | |||||
Kernite | 1.2 | 0.19 | 134 | 267 | 134 | 0.7 (Amarr), 0.4 (Caldari, Minmatar) | |||||
Luminous Kernite (+5%) | 1.2 | 0.19 | 140 | 281 | 140 | 0.7 (Amarr), 0.4 (Caldari, Minmatar) | |||||
Fiery kernite (+10%) | 1.2 | 0.19 | 147 | 294 | 147 | 0.7 (Amarr), 0.4 (Caldari, Minmatar) | |||||
Jaspet | 2 | 0.15 | 72 | 121 | 144 | 72 | 3 | 0.4 (Amarr, Gallente) | |||
Pure Jaspet (+5%) | 2 | 0.15 | 76 | 127 | 151 | 76 | 3 | 0.4 (Amarr, Gallente) | |||
Pristine Jaspet (+10%) | 2 | 0.15 | 79 | 133 | 158 | 79 | 3 | 0.4 (Amarr, Gallente) | |||
Hemorphite | 3 | 0.16 | 180 | 72 | 17 | 59 | 118 | 8 | 0.2 (Amarr, Gallente) | ||
Vivid Hemorphite (+5%) | 3 | 0.16 | 189 | 76 | 18 | 62 | 123 | 9 | 0.2 (Amarr, Gallente) | ||
Radiant Hemorphite (+10%) | 3 | 0.16 | 198 | 79 | 19 | 65 | 129 | 9 | 0.2 (Amarr, Gallente) | ||
Hedbergite | 3 | 0.14 | 81 | 196 | 98 | 9 | 0.2 (Amarr, Gallente) | ||||
Vitric Hedbergite (+5%) | 3 | 0.14 | 85 | 206 | 103 | 10 | 0.2 (Amarr, Gallente) | ||||
Glazed Hedbergite (+10%) | 3 | 0.14 | 89 | 216 | 108 | 10 | 0.2 (Amarr, Gallente) | ||||
Gneiss | 5 | 1.03 | 1278 | 1278 | 242 | 60 | -0.4 (Amarr, Minmatar) | ||||
Iridescent Gneiss (+5%) | 5 | 1.03 | 1342 | 1342 | 254 | 63 | -0.4 (Amarr, Minmatar) | ||||
Prismatic Gneiss (+10%) | 5 | 1.03 | 1406 | 1406 | 266 | 65 | -0.4 (Amarr, Minmatar) | ||||
Dark Ochre | 8 | 3.27 | 8804 | 173 | 87 | -0.2 (Caldari, Gallente) | |||||
Onyx Ochre (+5%) | 8 | 3.27 | 9245 | 182 | 91 | -0.2 (Caldari, Gallente) | |||||
Obsidian Ochre (+10%) | 8 | 3.27 | 9685 | 190 | 95 | -0.2 (Caldari, Gallente) | |||||
Spodumain | 16 | 16 | 39221 | 4972 | 78 | -0.5 (Amarr, Caldari) | |||||
Brige Spodumain (+5%) | 16 | 16 | 41182 | 5221 | 82 | -0.5 (Amarr, Caldari) | |||||
Gleaming Spodumain (+10%) | 16 | 16 | 43143 | 5496 | 86 | -0.5 (Amarr, Caldari) | |||||
Crokite | 16 | 7.81 | 20992 | 275 | 367 | -0.5 (Amarr, Caldari, Gallente) | |||||
Sharp Crokite (+5%) | 16 | 7.81 | 22041 | 290 | 385 | -0.5 (Amarr, Caldari, Gallente) | |||||
Crystalline Crokite (+10%) | 16 | 7.81 | 23091 | 309 | 403 | -0.5 (Amarr, Caldari, Gallente) | |||||
Bistot | 16 | 6.11 | 16572 | 118 | 236 | -0.6 (All Space) | |||||
Triclinic Bistot (+5%) | 16 | 6.11 | 17402 | 124 | 248 | -0.6 (All Space) | |||||
Monoclinic Bistot (+10%) | 16 | 6.11 | 18230 | 130 | 259 | -0.6 (All Space) | |||||
Arkonor | 16 | 3.08 | 6905 | 1278 | 230 | 115 | -0.6 (All Space) | ||||
Crimson Arkonor (+5%) | 16 | 3.08 | 7251 | 1342 | 242 | 121 | -0.7 (All Space) | ||||
Prime Arkonor (+10%) | 16 | 3.08 | 7596 | 1406 | 253 | 127 | -0.7 (All Space) | ||||
Mercoxit | 40 | 0.1 | 293 | -0.8 (All Space) | |||||||
Magma Mercoxit (+5%) | 40 | 0.1 | 308 | -0.8 (All Space) | |||||||
Vitreous Mercoxit (+10%) | 40 | 0.1 | 323 | -0.8 (All Space) | |||||||
Ore Type | Uncompressed Volume | Compressed Volume | Tritanium | Pyerite | Mexallaon | Isogen | Nocxium | Megacyte | Zydrine | Morphite | Location |
Ore variants
Each asteroid type has two further subtypes, which yield more (+5% / +10%) minerals when refined. Otherwise they are identical in every way to their base ore, and are found in the same regions (just in lower quantities). For instance, if an asteroid belt has Omber asteroids, it will also have some Silvery Omber asteroids and a few Golden Omber asteroids. If you get the chance, you should always mine the higher-yield variants before mining the base ore.