Difference between revisions of "User:Arin Mara/Sandbox/Draft"

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(Drafting Abyssal modules)
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{{Triglavian links}}
 
{{Triglavian links}}
[[image:Abyssal module tooltip.png|thumb|Tooltip of an abyssal module, showing the original module and mutaplasmid, the attributes which were modified, and how great the modifications were]]
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[[image:Abyssal module tooltip.png|thumb|Tooltip of an abyssal module, showing the original module and mutaplasmid, the attributes which were mutated, and how great the mutations were]]
'''Abyssal modules''' are modules that have been modified with mutaplasmids. The result is that some of their stats have been modified positively or negatively. Abyssal modules have same skill requirements as T2 module of  that type even if the base module had easier skill requirements.
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'''Abyssal modules''' are modules that have been mutated with mutaplasmids. The result is that some of their stats have been mutated positively or negatively. Abyssal modules have same skill requirements as T2 module of  that type even if the base module had easier skill requirements.
  
 
Abyssal modules can be identified from the "Abyssal" in their name and from the [[File:CornerTAbs.png]] symbol at the corner of the module icon.
 
Abyssal modules can be identified from the "Abyssal" in their name and from the [[File:CornerTAbs.png]] symbol at the corner of the module icon.
  
 
== Creating abyssal modules ==
 
== Creating abyssal modules ==
 +
 
[[File:Mutating widnow.png|thumb|450px|The abyssal module creation window will show the possible range for modified stats. Hovering over the module slot will show what modules are compatible with this mutaplasmid.]]
 
[[File:Mutating widnow.png|thumb|450px|The abyssal module creation window will show the possible range for modified stats. Hovering over the module slot will show what modules are compatible with this mutaplasmid.]]
Two items are required to create an abyssal module: a Mutaplasmid, and another module that is compatible with that mutaplasmid. The module used can be of any tech or meta level, and will determine the resulting abyssal module's base stats.
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Two items are required to create an abyssal module:
 +
* a Mutaplasmid
 +
* a module that is compatible with that mutaplasmid
  
Mutaplasmids are acquired either from Triglavian Bioadaptive Caches found in [[Abyssal Deadspace]], or in the wrecks of Invading Precursors found in [[Triglavian Invasion]] systems. Each mutaplasmid comes in three strengths: decayed, gravid and unstable.  
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The module used can be of any tech or meta level, and will determine the resulting abyssal module's base stats.
* Decayed mutaplasmids are the most common, and offer the smallest possible benefits but also have the lowest possible penalties
 
* Gravid mutaplasmids are intermediate, offering greater possible benefits and marginally greater possible penalties
 
* Unstable mutaplasmids are the most in-demand, offering both the largest possible benefits and by far the largest possible penalties
 
  
Drone Damage Amplifier mutaplasmids and Fighter Support Unit mutaplasmids currently only have a 'Radical' version.
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To create (or "Roll" or "Mutate") the abyssal module:
 +
# Either double-click on or right-click and Use the mutaplasmid. This will open a window with a slot that can accept a module.
 +
# Drag and drop the chosen module into the slot, or hover over the slot to view a list of all compatible modules. Modules in that list that are in the same hangar as the mutaplasmid are highlighted and can be selected from the list.
 +
# The right side of the window will then display a list of the possible stat changes the module can receive.
 +
# Pressing the Mutate button will combine the module and mutaplasmid to create a new abyssal module. The window will display the module's newly adjusted stats.
  
To create (or "Roll" as it is often said) the abyssal module, either double-click on or right-click and Use the mutaplasmid. This will open a window with a slot that can accept a module. Drag and drop the chosen module into the slot, or hover over the slot to view a list of all compatible modules. (Modules in that list that are in the same hangar as the mutaplasmid are highlighted and can be selected from the list.) The right side of the window will then display a list of the possible stat changes the module can receive. At this point, pressing the Mutate button will combine the module and mutaplasmid to create a new abyssal module, and the window will display the module's newly adjusted stats.
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Each stat that is modified by the mutaplasmid is modified independently, from a flat random distribution across the possible range. This means that:
 
+
* Unstable mutaplasmids have the highest possible bonuses, but they also have the highest chances of getting penalties
Each stat that is modified by the mutaplasmid is modified independently, from a flat random distribution across the possible range. This means that, while Unstable mutaplasmids have the highest possible bonuses, they also have the highest chances of getting penalties; and that Gravid mutaplasmids have the best odds of creating some degree of positive effect on a module.
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* Gravid mutaplasmids have the best odds of creating some degree of positive effect on a module
  
 
Mutating a module can only be done once, and cannot be undone. Once mutated, the new module is a unique Abyssal module, and cannot be repackaged or sold on the market (although it can be Reprocessed into the minerals of a T1 variant). Abyssal modules can, however, be traded via [[Contracts]], and the Contract window specifically allows for viewing the stats of mutated modules by hovering the mouse over the contract. There are also out-of-game websites and servers, such as [https://mutaplasmid.space/ mutaplasmid.space], which allow for better searching and comparing available contracts for abyssal modules. This all also means that Abyssal modules have no inherent ISK value, and so for any killmails which include Abyssal modules there is no good way of knowing how strong, weak, cheap, or valuable those modules were.
 
Mutating a module can only be done once, and cannot be undone. Once mutated, the new module is a unique Abyssal module, and cannot be repackaged or sold on the market (although it can be Reprocessed into the minerals of a T1 variant). Abyssal modules can, however, be traded via [[Contracts]], and the Contract window specifically allows for viewing the stats of mutated modules by hovering the mouse over the contract. There are also out-of-game websites and servers, such as [https://mutaplasmid.space/ mutaplasmid.space], which allow for better searching and comparing available contracts for abyssal modules. This all also means that Abyssal modules have no inherent ISK value, and so for any killmails which include Abyssal modules there is no good way of knowing how strong, weak, cheap, or valuable those modules were.
  
 
Multiple modules cannot be mutated simultaneously, however, if there are multiple available mutaplasmids of the same type the mutation window will give the option to immediately use another.
 
Multiple modules cannot be mutated simultaneously, however, if there are multiple available mutaplasmids of the same type the mutation window will give the option to immediately use another.
 +
 +
== Mutaplasmids ==
 +
 +
Mutaplasmids are acquired either from Triglavian Bioadaptive Caches found in [[Abyssal Deadspace]], or in the wrecks of Invading Precursors found in [[Triglavian Invasion]] systems.
 +
 +
Mutaplasmids come in three strengths:
 +
* Decayed mutaplasmids are the most common, and offer the smallest possible benefits but also have the lowest possible penalties
 +
* Gravid mutaplasmids are intermediate, offering greater possible benefits and marginally greater possible penalties
 +
* Unstable mutaplasmids are the most in-demand, offering both the largest possible benefits and by far the largest possible penalties
 +
 +
Two special types of mutaplasmids have only one strength:
 +
* Radical mutaplasmids mutates Drone Damage Amplifiers and Fighter Support Units
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* Exigent mutaplasmids mutates [[Drones]]
  
 
== Modifiable modules ==
 
== Modifiable modules ==
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|}
 
|}
  
== Mutated drones ==
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=== Mutated drones ===
 
{{main|Drones#Mutated (Abyssal) Drones|Mutated drones}}
 
{{main|Drones#Mutated (Abyssal) Drones|Mutated drones}}
The process of combining a mutaplasmid and an existing T1, T2, or Faction combat drone "mutates" it into a unique Abyssal drone with the original drone's stats randomly modified (for better or worse). The new drone will have the word Mutated inserted into its name such as Sentry Mutated Drone, and it will have unique stats and thus cannot be traded on the Market (you can trade them via Contracts etc.)  
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The process of combining a mutaplasmid and an existing T1, T2, or Faction combat drone mutates it into a unique Abyssal drone with the original drone's stats randomly mutated (for better or worse). The new drone will have the word Mutated inserted into its name such as Sentry Mutated Drone, and it will have unique stats and thus cannot be traded on the Market (you can trade them via Contracts etc.)  
 
 
The mutaplasmids follow the standard nomenclature reflecting size and type:
 
  
Exigent [size] Drone [attribute] Mutaplasmid
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The mutaplasmids follow the standard nomenclature reflecting size and type: '''Exigent [size] Drone [attribute] Mutaplasmid'''

Revision as of 07:59, 14 September 2023

Tooltip of an abyssal module, showing the original module and mutaplasmid, the attributes which were mutated, and how great the mutations were

Abyssal modules are modules that have been mutated with mutaplasmids. The result is that some of their stats have been mutated positively or negatively. Abyssal modules have same skill requirements as T2 module of that type even if the base module had easier skill requirements.

Abyssal modules can be identified from the "Abyssal" in their name and from the CornerTAbs.png symbol at the corner of the module icon.

Creating abyssal modules

The abyssal module creation window will show the possible range for modified stats. Hovering over the module slot will show what modules are compatible with this mutaplasmid.

Two items are required to create an abyssal module:

  • a Mutaplasmid
  • a module that is compatible with that mutaplasmid

The module used can be of any tech or meta level, and will determine the resulting abyssal module's base stats.

To create (or "Roll" or "Mutate") the abyssal module:

  1. Either double-click on or right-click and Use the mutaplasmid. This will open a window with a slot that can accept a module.
  2. Drag and drop the chosen module into the slot, or hover over the slot to view a list of all compatible modules. Modules in that list that are in the same hangar as the mutaplasmid are highlighted and can be selected from the list.
  3. The right side of the window will then display a list of the possible stat changes the module can receive.
  4. Pressing the Mutate button will combine the module and mutaplasmid to create a new abyssal module. The window will display the module's newly adjusted stats.

Each stat that is modified by the mutaplasmid is modified independently, from a flat random distribution across the possible range. This means that:

  • Unstable mutaplasmids have the highest possible bonuses, but they also have the highest chances of getting penalties
  • Gravid mutaplasmids have the best odds of creating some degree of positive effect on a module

Mutating a module can only be done once, and cannot be undone. Once mutated, the new module is a unique Abyssal module, and cannot be repackaged or sold on the market (although it can be Reprocessed into the minerals of a T1 variant). Abyssal modules can, however, be traded via Contracts, and the Contract window specifically allows for viewing the stats of mutated modules by hovering the mouse over the contract. There are also out-of-game websites and servers, such as mutaplasmid.space, which allow for better searching and comparing available contracts for abyssal modules. This all also means that Abyssal modules have no inherent ISK value, and so for any killmails which include Abyssal modules there is no good way of knowing how strong, weak, cheap, or valuable those modules were.

Multiple modules cannot be mutated simultaneously, however, if there are multiple available mutaplasmids of the same type the mutation window will give the option to immediately use another.

Mutaplasmids

Mutaplasmids are acquired either from Triglavian Bioadaptive Caches found in Abyssal Deadspace, or in the wrecks of Invading Precursors found in Triglavian Invasion systems.

Mutaplasmids come in three strengths:

  • Decayed mutaplasmids are the most common, and offer the smallest possible benefits but also have the lowest possible penalties
  • Gravid mutaplasmids are intermediate, offering greater possible benefits and marginally greater possible penalties
  • Unstable mutaplasmids are the most in-demand, offering both the largest possible benefits and by far the largest possible penalties

Two special types of mutaplasmids have only one strength:

  • Radical mutaplasmids mutates Drone Damage Amplifiers and Fighter Support Units
  • Exigent mutaplasmids mutates Drones

Modifiable modules

Mutaplasmids exist only for certain module types and only certain module attributes are modified by mutaplasmids.

Modules with multiple size variations will have separate mutaplasmid for each size class. For example 1MN. 10MN and 100MN afterburners have separate mutaplasmids.

The table below lists different types of mutaplasmids and what stats each mutaplasmid modifies.

Armor mutaplasmids
Icon armor plate.png Armor plate mutaplasmid
  • Armor HP bonus
  • Mass
  • CPU usage
  • PG usage
Icon armor repairer i.png Armor repairer mutaplasmid
  • Activation cost
  • Activation duration
  • Armor hitpoints repaired
  • CPU usage
  • PG usage
Icon armor repairer i.png Ancillary armor repairer mutaplasmid
  • Activation cost
  • Activation duration
  • Armor hitpoints repaired
  • Reload time
  • CPU usage
  • PG usage
Shield mutaplasmids
Icon shield extender.png Shield extender mutaplasmid
  • Shield hitpoint bonus
  • Signature radius modifier
  • CPU usage
  • PG usage
Icon shield glow.png Shield booster mutaplasmid
  • Activation cost
  • Activation duration
  • Shield hitpoints repaired
  • CPU usage
  • PG usage
Icon ancillary shield booster.png Ancillary shield booster mutaplasmid
  • Activation cost
  • Activation duration
  • Shield hitpoints repaired
  • Reload time
  • CPU usage
  • PG usage
Hull mutaplasmids
Icon module damage control.png Damage control mutaplasmid
  • Structure EM resist
  • Structure thermal resist
  • Structure kinetic resist
  • Structure explosive resist
  • CPU usage
Icon assault damage control.png Assault Damage control mutaplasmid
  • Cycle duration
  • Structure EM resist
  • Structure thermal resist
  • Structure kinetic resist
  • Structure explosive resist
  • CPU usage
Astronautics mutaplasmids
Module icon afterburner tech1.png Afterburner mutaplasmid
  • Activation cost
  • Velocity bonus
  • PG usage
  • CPU usage
Module icon microwarpdrive tech1.png Microwarpdrive mutaplasmid
  • Activation cost
  • Velocity bonus
  • Signature radius modifier
  • PG usage
  • CPU usage
Capacitor mutaplasmids
Icon cap battery.png Capacitor battery mutaplasmid
  • Capacitor bonus
  • Capacitor warfare resistance bonus
  • PG usage
  • CPU usage

Note: Mutaplasmids can not be used with a 'Micro' Cap Battery

Icon energy neutralizer i.png Energy neutralizer mutaplasmid
  • Activation cost
  • Neutralization amount
  • Optimal range
  • PG usage
  • CPU usage
Special module mutaplasmids
Icon siege.png Siege Module mutaplasmid
  • Turret Damage bonus
  • Armor Repairer / Shield Booster Duration bonus
  • Armor Repairer / Shield Booster Amount bonus
  • Missile Damage bonus
  • PG usage
Tackling mutaplasmids
Icon stasis webifier i.png Stasis webifier mutaplasmid
  • Activation cost
  • Maximum velocity penalty
  • Optimal range
  • PG usage
  • CPU usage
Icon warp disruptor i.png Warp disruptor mutaplasmid
  • Optimal range
  • PG usage
  • CPU usage
Icon warp scrambler i.png Warp scrambler mutaplasmid
  • Optimal range
  • PG usage
  • CPU usage
Weapon upgrade mutaplasmids
Icon ballistic control system.png Ballistic control system mutaplasmid
  • Missile damage bonus
  • Missile launcher rate of fire bonus
  • CPU usage
Icon gyrostablizer.png Gyrostabilizer mutaplasmid
  • Projectile turret damage modifier
  • Projectile turret rate of fire bonus
  • CPU usage
Icon gyrostablizer.png Heatsink mutaplasmid
  • Energy turret damage modifier
  • Energy turret rate of fire bonus
  • CPU usage
Icon gyrostablizer.png Magnetic field stabilizer mutaplasmid
  • Hybrid turret damage modifier
  • Hybrid turret rate of fire bonus
  • CPU usage
Icon gyrostablizer.png Entropic radiation sink mutaplasmid
  • Entropic Disintegrator damage modifier
  • Entropic Disintegrator rate of fire bonus
  • CPU usage
Drone mutaplasmids
Icon drone damage amplifier.png Drone damage amplifier mutaplasmid
  • Drone damage bonus
  • CPU usage
Icon fighter support unit.png Fighter support unit mutaplasmid
  • CPU usage
  • Fighter ROF Bonus
  • Fighter Shield Bonus
  • Fighter Shield Recharge Bonus
  • Fighter Velocity Bonus
  • Powergrid Usage

Mutated drones

Main article: Mutated drones

The process of combining a mutaplasmid and an existing T1, T2, or Faction combat drone mutates it into a unique Abyssal drone with the original drone's stats randomly mutated (for better or worse). The new drone will have the word Mutated inserted into its name such as Sentry Mutated Drone, and it will have unique stats and thus cannot be traded on the Market (you can trade them via Contracts etc.)

The mutaplasmids follow the standard nomenclature reflecting size and type: Exigent [size] Drone [attribute] Mutaplasmid