User:Arin Mara/Sandbox/Draft

From EVE University Wiki
< User:Arin Mara‎ | Sandbox
Revision as of 08:32, 14 September 2023 by Arin Mara (talk | contribs) (Experimented with background-color of tabs-label)
Jump to: navigation, search
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

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.

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 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.

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

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