Difference between revisions of "User:Bajo thellere"

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'''Scanning info'''<br />
+
=== Scanning info ===
 +
 
 
1 au = 149.000.000 km<br />
 
1 au = 149.000.000 km<br />
 
3 au = 447.000.000 km<br />
 
3 au = 447.000.000 km<br />
Line 6: Line 7:
 
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'''<br />
+
=== Targeting systems ===
 +
 
 
Amarr - Radar<br />
 
Amarr - Radar<br />
 
Caldari - Gravimetric<br />
 
Caldari - Gravimetric<br />
Line 12: Line 14:
 
Minmatar - Ladar<br />
 
Minmatar - Ladar<br />
  
'''Main Damage type to shoot at the enemy'''<br />
+
=== Main Damage type to shoot at the enemy ===
 +
 
 
Guristas - Kinetic<br />
 
Guristas - Kinetic<br />
 
Serpentis - Thermal<br />
 
Serpentis - Thermal<br />
Line 22: Line 25:
 
Corpum - EM & Thermal<br />
 
Corpum - EM & Thermal<br />
  
'''Damage types they shoot at you''' <br />
+
=== Damage types they shoot at you ===
 +
 
 
Guristas - Kinetic / Thermal <br />
 
Guristas - Kinetic / Thermal <br />
 
Serpentis - Thermal / Kinetic <br />
 
Serpentis - Thermal / Kinetic <br />
Line 28: Line 32:
 
Sansha's Nation - EM<br />
 
Sansha's Nation - EM<br />
  
'''Stacking penalties'''<br />
+
=== Stacking penalties ===
 +
 
 
1 mod 100%<br />
 
1 mod 100%<br />
 
2 mod 86,9%<br />
 
2 mod 86,9%<br />
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Small>Large
+
=== Combat Anomalies Small>Large
 
Burrow > Hideaway > Refuge > Rally Point > Den > Yard > Port > Hub > Haven > Sanctum
 
Burrow > Hideaway > Refuge > Rally Point > Den > Yard > Port > Hub > Haven > Sanctum
  

Revision as of 16:33, 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%


=== Combat Anomalies Small>Large Burrow > Hideaway > Refuge > Rally Point > Den > Yard > Port > Hub > Haven > Sanctum

Easy>Hard Hidden > Forsaken > Forlorn


Formula

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.