Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Wormhole space: Difference between revisions

From EVE University Wiki
ArinBot (talk | contribs)
m Bot: Automated text replacement (-Wormhole Campus +Wormhole Community); cosmetic changes
Hirmuolio Pine (talk | contribs)
System Effects: Revert broken table formatting
Line 158: Line 158:
}}
}}


== 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 buff bar (above your capacitor) shows the wormhole effect in game. Third-party websites related to wormholes typically also list 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 buff bar (above your capacitor) shows the wormhole effect in game. Third-party websites related to wormholes typically also list effects.


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]
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]


==== Pulsar ====
====Pulsar====
Pulsar systems are very powerful when utilized correctly. They provide large improvements to shield hitpoints and capacitor recharge time. They also greatly increase ship signature radii, enabling the effective use of much larger weapons than would be available in ordinary systems. Armor ships will suffer a resistance debuff, and should be used carefully or not at all. And finally, as a partial countermeasure to the capacitor recharge bonus (especially against capital ships), [[Capacitor Warfare|Energy Neutralizers and Noferatus]] are also greatly strengthened.
Pulsar systems are very powerful when utilized correctly. They provide large improvements to shield hitpoints and capacitor recharge time. They also greatly increase ship signature radii, enabling the effective use of much larger weapons than would be available in ordinary systems. Armor ships will suffer a resistance debuff, and should be used carefully or not at all. And finally, as a partial countermeasure to the capacitor recharge bonus (especially against capital ships), [[Capacitor Warfare|Energy Neutralizers and Noferatus]] are also greatly strengthened.


Line 177: Line 177:
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Shield Capacity'''
|'''Shield Capacity'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Armor Resists'''
|'''Armor Resists'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Capacitor Recharge Time'''
|'''Capacitor Recharge Time'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Signature Radius'''
|'''Signature Radius'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''NOS & Neut Drain Amount'''
|'''NOS & Neut Drain Amount'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|}
|}


==== Black Hole ====
====Black Hole====
Black Holes are systems for enthusiasts of high-speed, long-ranged missile ships. These systems feature an enormous bonus to ship velocity, missile velocity, and targeting range, and a further penalty to Stasis Webifier strength, making it difficult to hold down a speeding enemy even if you can catch them. However, they also greatly increase the inertia of ships in them, making it much slower to accelerate, change course, or align to warp.
Black Holes are systems for enthusiasts of high-speed, long-ranged missile ships. These systems feature an enormous bonus to ship velocity, missile velocity, and targeting range, and a further penalty to Stasis Webifier strength, making it difficult to hold down a speeding enemy even if you can catch them. However, they also greatly increase the inertia of ships in them, making it much slower to accelerate, change course, or align to warp.


Line 231: Line 231:
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Missile Velocity'''
|'''Missile Velocity'''
|+15%
|+15%
|+22%
|+22%
|+29%
|+29%
|+36%
|+36%
|+43%
|+43%
|+50%
|+50%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Missile Explosion Velocity'''
|'''Missile Explosion Velocity'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Ship Velocity'''
|'''Ship Velocity'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Stasis Webifier Strength'''
|'''Stasis Webifier Strength'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Inertia'''
|'''Inertia'''
|+15%
|+15%
|+22%
|+22%
|+29%
|+29%
|+36%
|+36%
|+43%
|+43%
|+50%
|+50%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Targeting Range'''
|'''Targeting Range'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|}
|}


==== Cataclysmic Variable ====
====Cataclysmic Variable====
Cataclysmic Variable systems are an interesting paradox. On the one hand, they enormously increase the strength of remote repair modules, and the capacitor volume of the ships using them. (And while they also slow capacitor recharge times, the larger increase in volume results in increased stability.) On the other hand, they also greatly reduce the strength of local repair modules, and remote cap transmitters. The result is a system type which encourages group play with either spidertanked ships or heavy logistics support, but forces the use of locally cap-stable logistics ships and discourages capital warfare.
Cataclysmic Variable systems are an interesting paradox. On the one hand, they enormously increase the strength of remote repair modules, and the capacitor volume of the ships using them. (And while they also slow capacitor recharge times, the larger increase in volume results in increased stability.) On the other hand, they also greatly reduce the strength of local repair modules, and remote cap transmitters. The result is a system type which encourages group play with either spidertanked ships or heavy logistics support, but forces the use of locally cap-stable logistics ships and discourages capital warfare.


Line 293: Line 293:
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Local Armor Repair Amount'''
|'''Local Armor Repair Amount'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Remote Armor Repair Amount'''
|'''Remote Armor Repair Amount'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Local Shield Repair Amount'''
|'''Local Shield Repair Amount'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Shield Transfer Amount'''
|'''Shield Transfer Amount'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Capacitor Capacity'''
|'''Capacitor Capacity'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Capacitor Recharge Time'''
|'''Capacitor Recharge Time'''
|+15%
|+15%
|+22%
|+22%
|+29%
|+29%
|+36%
|+36%
|+43%
|+43%
|+50%
|+50%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Remote Cap Transmitter Amount'''
|'''Remote Cap Transmitter Amount'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|}
|}


==== Magnetar ====
====Magnetar====
Magnetars are among the most dangerous and sought-after systems in wormhole space. While they greatly penalize weapon accuracy and damage application, those penalties come as trade-offs for an enormous bonus to raw damage. Ships, both NPC and Capsuleer, die very fast in Magnetars.
Magnetars are among the most dangerous and sought-after systems in wormhole space. While they greatly penalize weapon accuracy and damage application, those penalties come as trade-offs for an enormous bonus to raw damage. Ships, both NPC and Capsuleer, die very fast in Magnetars.


Line 363: Line 363:
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Damage'''
|'''Damage'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Missile Explosion Radius'''
|'''Missile Explosion Radius'''
|+15%
|+15%
|+22%
|+22%
|+29%
|+29%
|+36%
|+36%
|+43%
|+43%
|+50%
|+50%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Drone Tracking'''
|'''Drone Tracking'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Targeting Range'''
|'''Targeting Range'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Tracking Speed'''
|'''Tracking Speed'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Target Painter Strength'''
|'''Target Painter Strength'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|}
|}


==== Red Giant ====
====Red Giant====
Red Giants are very specialized. While their main bonuses may not affect many commonly-used modules, the large bonus to [[Smartbomb]] damage and range opens up several combat strategies related to using dedicated smartbomb ships to clear fields of enemies. The other major effects, [[Overheating|Overheat]] Effects and Overheat Damage, promote life on the edge (and training {{sk|Thermodynamics}}...), as overheated modules become far more powerful than they would be normally, but also far more likely to burn out.
Red Giants are very specialized. While their main bonuses may not affect many commonly-used modules, the large bonus to [[Smartbomb]] damage and range opens up several combat strategies related to using dedicated smartbomb ships to clear fields of enemies. The other major effects, [[Overheating|Overheat]] Effects and Overheat Damage, promote life on the edge (and training {{sk|Thermodynamics}}...), as overheated modules become far more powerful than they would be normally, but also far more likely to burn out.


Line 425: Line 425:
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Heat Damage'''  
|'''Heat Damage'''  
|+15%
|+15%
|+22%
|+22%
|+29%
|+29%
|+36%
|+36%
|+43%
|+43%
|+50%
|+50%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Overload Bonus'''
|'''Overload Bonus'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Smart Bomb Range'''
|'''Smart Bomb Range'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Smart Bomb Damage'''
|'''Smart Bomb Damage'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Bomb Damage'''
|'''Bomb Damage'''
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|}
|}


==== Wolf Rayet ====
====Wolf Rayet====
Wolf Rayets are partially opposite to Pulsars, penalizing shields, enhancing armor, and reducing signature radii to reduce the strength of large weapons. However, the most striking aspect of the Wolf Rayet effect is the unbelievably huge bonus to ''Small'' weapon damage. This damage bonus means that the rulers of Wolf Rayet combat are Frigates, [[Tactical Destroyers]], and Cruisers fitted with Rapid Light Missile Launchers (as Rapid Lights are also considered "small" weapons, and are one of the few weapons systems that can effectively damage extremely-small-signature Frigates and Destroyers).
Wolf Rayets are partially opposite to Pulsars, penalizing shields, enhancing armor, and reducing signature radii to reduce the strength of large weapons. However, the most striking aspect of the Wolf Rayet effect is the unbelievably huge bonus to ''Small'' weapon damage. This damage bonus means that the rulers of Wolf Rayet combat are Frigates, [[Tactical Destroyers]], and Cruisers fitted with Rapid Light Missile Launchers (as Rapid Lights are also considered "small" weapons, and are one of the few weapons systems that can effectively damage extremely-small-signature Frigates and Destroyers).


As an aside, Wolf Rayet systems in general are not to be confused with the so-called C13 [[Shattered wormhole systems#Small Ship Shattered Wormhole Systems|Small Ship Shattered wormholes]], which use C6-strength Wolf Rayet effects.
As an aside, Wolf Rayet systems in general are not to be confused with the so-called C13 [[Shattered wormhole systems#Small Ship Shattered Wormhole Systems|Small Ship Shattered wormholes]], which use C6-strength Wolf Rayet effects.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
Line 481: Line 481:
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Armor HP'''  
|'''Armor HP'''  
|+30%
|+30%
|+44%
|+44%
|+58%
|+58%
|+72%
|+72%
|+86%
|+86%
|+100%
|+100%
|- style="background:#3B0B0B;"
|- style="background:#3B0B0B;"
|'''Shield Resist'''
|'''Shield Resist'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Small Weapon Damage'''
|'''Small Weapon Damage'''
|+60%
|+60%
|+88%
|+88%
|+116%
|+116%
|+144%
|+144%
|+172%
|+172%
|+200%
|+200%
|- style="background:#0A2A0A;"
|- style="background:#0A2A0A;"
|'''Signature Radius'''
|'''Signature Radius'''
|-15%
|-15%
|-22%
|-22%
|-29%
|-29%
|-36%
|-36%
|-43%
|-43%
|-50%
|-50%
|}
|}