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Abyssal Deadspace: Difference between revisions

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Damage to deal: filled in the missing ship groups
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==Damage to deal==
==Damage to deal==
The Abyssal Deadspace resist penalties apply to both the player ship and to the rats inside Abyssal Deadspace. Due to how [[Tanking#Negative_resists|resist penalties]] are calculated this means that damage matching with the penalized resist will effectively receive damage bonus equal to the resist penalty (smaller damage increase if the target has too low resist). So in general you should select your damage to match the weather.  
The Abyssal Deadspace resist penalties apply to both the player ship and to the NPCs inside Abyssal Deadspace. Due to how [[Tanking#Negative_resists|resist penalties]] are calculated this means that damage matching with the penalized resist will effectively receive damage bonus equal to the resist penalty (smaller damage increase if the target has too low resist). So in general you should select your damage to match the weather.  


However, in some cases, the natural resist hole of the rat is equal or even greater than the resist hole caused by the weather. As most Abyssal enemies are armor-tanked, this is generally relevant in tier 0-3 Electrical filaments, or in Dark filaments (which have no resist modifier).
However, in some cases, the natural resist hole of the NPC is equal or even greater than the resist hole caused by the weather. This is especially true in Dark filaments, which have no resist penalty.


Drifter ships, seeker drones, and sleeper drones have uniform resists.
Drifter ships, Seeker drones, and Sleeper drones have uniform resists.


{|class="wikitable"
Sansha's Nation ships ''other'' than the Devoted Night are weak to EM and Thermal and strong against Kinetic and Explosive. The Devoted Knight is weak to EM, then Explosive, and strong against Thermal and Kinetic.
!colspan="4"|Damage to deal to Triglavian ships
|-
!Worst
!
!
!Best
|-
|[[File:Icon damage em.png]] EM || [[File:Icon damage kin.png]] Kinetic || [[File:Icon damage therm.png]] Thermal ||[[File:Icon damage exp.png]] Explosive
|}


Angel Cartel ships are the opposite of Sansha's Nation: strong against EM and Thermal, weak to Explosive and Kinetic.


The rogue drone ships have wildly varying resists. Frigates have the same natural resists as a tech 1 Gallente hull. Battlecruisers are slightly weak to EM/EX, and slightly more resistant to TH/KIN. And then the Battleship is completely different at every different tier. Generally, the weather induced weakness is the greatest resist hole to hit, however hitting the battleship's natural resist hole deals approximately 10%-20% more damage than not hitting any weakness. Rogue drone battleship weaknesses are:
CONCORD ships have uniform resists. EDENCOM ships are weak to Thermal and EM.
 
Triglavian ships are weak to Explosive, then Thermal, and strong against Kinetic and EM. In a -30% Electrical filament, EM resist is equal to Explosive resist.
 
Rogue drone ships have wildly varying resists. Damaging and EWAR frigates have the same natural resists as a tech 1 hull from some race. Repair frigates have 0 resists. Battlecruisers are slightly weak to EM/EX, and slightly more resistant to TH/KIN. And then the Battleship is completely different at every different tier. Generally, the weather induced weakness is the greatest resist hole to hit, however hitting the battleship's natural resist hole deals approximately 10%-20% more damage than not hitting any weakness. Rogue drone battleship weaknesses are:


{|class="wikitable"
{|class="wikitable"