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Damage report: 28000 damage flat, with the Adaptive Invulnerability Field overloaded, which almost completely drained the shields. The damage type is unclear. There have also been tests reporting over 50,000 damage: see below for a Hyperion that was blown up. An Abaddon was tossed inside with 385841 EHP (78/85/83/82 armor resist profile, shield were full) and ate 23547 damage. | Damage report: 28000 damage flat, with the Adaptive Invulnerability Field overloaded, which almost completely drained the shields. The damage type is unclear. There have also been tests reporting over 50,000 damage: see below for a Hyperion that was blown up. An Abaddon was tossed inside with 385841 EHP (78/85/83/82 armor resist profile, shield were full) and ate 23547 damage. It's not wholly Kinetic damage (despite the text in Local) as a Hurricane with 542k EHP against Kinetic damage (2 1600mm, 1 800mm plates, 2 T2 overloaded Kinetic Hardeners, and T2 Trimark rigs) was instantly vaporized. | ||
The explosion radius itself is also extremely large. Extensive testing places the explosion radius at 250km. My initial guess is that it's explosive damage based on the Maelstrom's damage numbers (28000 = 100000 * (1-.72)); the Hyperion died handily even though they had similar EHP numbers and the Maelstrom had a slightly higher average resistance profile.}}} | The explosion radius itself is also extremely large. Extensive testing places the explosion radius at 250km. My initial guess is that it's explosive damage based on the Maelstrom's damage numbers (28000 = 100000 * (1-.72)); the Hyperion died handily even though they had similar EHP numbers and the Maelstrom had a slightly higher average resistance profile.}}} | ||
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The Vessel Rejuvenation Batteries are ejected periodically. When they are hacked, they generate a cloud which provides ''serious'' repping power. It was enough for a [[Hyperion]] to tank a colossal wave (and more) and not sustain any shield damage. The shield remained at 100% regardless of the shockwave damage, and it also fixed armor as well. These repping clouds last for about 90 seconds before they expire. | The Vessel Rejuvenation Batteries are ejected periodically. When they are hacked, they generate a cloud which provides ''serious'' repping power. It was enough for a [[Hyperion]] to tank a colossal wave (and more) and not sustain any shield damage. The shield remained at 100% regardless of the shockwave damage, and it also fixed armor as well. These repping clouds last for about 90 seconds before they expire. | ||
The damage radius for the shockwaves is ~56km from the Central Archive Cerebrum. Orbiting the Cerebrum at 60km will avoid all damage. | The damage radius for the shockwaves is ~56km from the Central Archive Cerebrum. Orbiting the Cerebrum at 60km will avoid all damage. A timeline of events in the site: | ||
Now. You may curious as to why I used a dual rep shield booster Maelstrom. The first was because that's all I had (at the time the images were made), and the second was that was the best candidate I could use. Now away from the experimental fits and concepts to the real stuff. | T 0: Intravenous Oscillation Fluid added to Central Archive Cerebrum | ||
T +5sec: First ejection of Storage Depots | |||
T +14sec: First Rejuvenation Battery Ejected | |||
T +45sec: Forced Ejection attempted: Massive Shockwaves may begin soon | |||
T +2min 19ssec: Second Rejuvenation Battery Ejected | |||
T +4min 36sec: Third Rejuvenation Battery Ejected | |||
T +6min 31sec: Colossal Shockwaves may commence | |||
Now. You may curious as to why I used a dual rep shield booster Maelstrom in the images. The first was because that's all I had (at the time the images were made), and the second was that was the best candidate I could use, as I had no deadspace modules to use. Now away from the experimental fits and concepts to the real stuff. | |||
Recall as before that the minimum specified is 2000 EHP/sec cap stable active reps (10 minutes or so is good enough, you can turn it off when there is no damage and single massive shockwaves aren't that bad) and 50K EHP of buffer in the designated tank method. The reason is that 2000 EHP/sec allows for a comfortable margin of tank to tank most of the incoming damage (but not tank against it), not bleed into armor (or hull for armor ships) and fix all the damage before the next wave comes in. It's not the single massives, or even the double massives that are the problem, it's the Colossal waves and especially a Colossal with a pair of massives at the same time. | Recall as before that the minimum specified is 2000 EHP/sec cap stable active reps (10 minutes or so is good enough, you can turn it off when there is no damage and single massive shockwaves aren't that bad) and 50K EHP of buffer in the designated tank method. The reason is that 2000 EHP/sec allows for a comfortable margin of tank to tank most of the incoming damage (but not tank against it), not bleed into armor (or hull for armor ships) and fix all the damage before the next wave comes in. It's not the single massives, or even the double massives that are the problem, it's the Colossal waves and especially a Colossal with a pair of massives at the same time. | ||