Capsuleer Day Clash - EDENCOM Production Facility

I have one general can “mutafails” in which I put the mutations that are red. And then I have one can per combination of mutaplasmid and module, so I have one can for fed web + gravid, one can for fed web + unstable, one can for CN web + gravid, one can for CN web+unstable, …
I have like 50 cans just for mutations. and sometimes I missclick and move an item in the wrong can. good luck finding it. (last time I placed a 10MN from the wrong faction in the can of 10mn)

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RoF implant? Which one, I thought they are not working with Trig weapons.

Also when I simulate my Drek with 3x Officer mods, Officer gun, Occult, plus 5% I get to 595 … never 640 on the gun. So your Abyssals must be god like, or you are cheating and counting the drones in.

RF-905 Just checked the module info screen and it is the same as what pyfa says it should be. Haven’t heard anything about the RoF implants not working with Trig guns. Perhaps it was an early bug that has since been fixed?

type is
https://esi.evetech.net/latest/universe/types/19693
effect is
https://esi.evetech.net/latest/dogma/effects/414

it applies to all locations on our own ship (I guess that require the skill gunnery, so all turrets) and modify those location by “postpercent” with on the attribute
https://esi.evetech.net/v1/dogma/attributes/51
In that case the modifiying value is -5 so the attribute rof is multiplied by (100-5)/100 .
Now the question is : does the disintegrator require gunnery ? Yes it requires gunnery III so it should be affected by now.
However that’s a guess from the name of the effect. Maybe the filter is another one and they did let the name reference gunnery.

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I do them in a T2 fit Cyclone, without any issue…

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Hey Georgiy, I don’t intend to be condescending or anything with a negative connotation. But I don’t understand how what you are experiencing is possible. My character has 34M SP, and very low missile skills. Here is my fit:

[Gnosis]
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Reactive Armor Hardener
Ballistic Control System II
Medium Armor Repairer II

Peripheral Compact Target Painter
Republic Fleet Large Cap Battery
Missile Guidance Computer II
Cap Recharger II
Initiated Compact Warp Disruptor
Fleeting Compact Stasis Webifier

Prototype ‘Arbalest’ Heavy Assault Missile Launcher I
Prototype ‘Arbalest’ Heavy Assault Missile Launcher I
Prototype ‘Arbalest’ Heavy Assault Missile Launcher I
Prototype ‘Arbalest’ Heavy Assault Missile Launcher I
Prototype ‘Arbalest’ Heavy Assault Missile Launcher I
Salvager II

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit II
Medium Auxiliary Nano Pump II

Hammerhead II x7

Nova Heavy Assault Missile x930
Nanite Repair Paste x200
Missile Precision Script x1

The fit is about 150M and I just got my dps to 399 by spending some free SP from the Abyss sites, I ran in the past 3 days. Lastly, EHP is 25k. I have not lost a single ship and I’ve been flying the HighSec site for the past 3 days. The drops are scarce but this event is, by no means, as difficult as you are all making it out to be. Maybe you’re just trolling and I’m just wasting my time. vOv

I hope the fit and my information gives you, or anyone else who reads your comment, some clarity. Maybe watch a youtube video and see how people are running the site.

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Drop the boost amp for a cap booster?

out of 50 try,

  • 28 good enough( either less CPU than T1/1.1, or more dmg than T2*1.1, or emult^2+cpugain >1 ).
    (after checking them all manually only kept half)
  • 8 with more dmg than a veles
  • total cost 1b4
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T2 ERS https://imgur.com/MGiTMb4
abyssal ERS https://imgur.com/qAwH2bW (best 4 ERS from those I had)

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Assault missiles have horrible application against small and fast targets, so you need like 2 webs for this fit, otherwise forget it.

extended capsuleer booster droped in HS.

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These event rats have fat sigs and slow down considerably once they reach orbit range, and I was trying to suggest something he could fly. Anyway, it does apply well enough with max skills, but he probably doesn’t have max skills. So, I probably should have taken that into consideration.

I tried a drake with precision HM and it was very bad.

Here are their ehp per damage type :

name id group EMEHP THEHP KIEHP EXEHP
Liminal Jarognik Damavik 54661 Irregular Frigate 5530 4910 5676 5047
Anchoring Jarognik Damavik 54665 Irregular Frigate 5530 4910 5676 5047
Voivode Jarognik Damavik 54674 Irregular Frigate 7481 6510 7619 6707
Starving Jarognik Damavik 54677 Irregular Frigate 5530 4910 5676 5047
Tangling Jarognik Damavik 54680 Irregular Frigate 5530 4910 5676 5047
Liminal Jarognik Kikimora 54663 Irregular Destroyer 7330 6538 7590 6794
Anchoring Jarognik Kikimora 54666 Irregular Destroyer 7330 6538 7590 6794
Blinding Jarognik Kikimora 54668 Irregular Destroyer 7330 6538 7590 6794
Ghosting Jarognik Kikimora 54669 Irregular Destroyer 7330 6538 7590 6794
Voivode Jarognik Kikimora 54673 Irregular Destroyer 8775 7645 8958 7901
Starving Jarognik Kikimora 54678 Irregular Destroyer 7330 6538 7590 6794
Tangling Jarognik Kikimora 54689 Irregular Destroyer 7330 6538 7590 6794
Liminal Jarognik Vedmak 54662 Irregular Cruiser 27795 24466 28602 25522
Anchoring Jarognik Vedmak 54670 Irregular Cruiser 27795 24466 28602 25522
Voivode Jarognik Vedmak 54672 Irregular Cruiser 30330 26047 30909 26937
Renewing Jarognik Rodiva 54675 Irregular Cruiser 21590 18858 22098 19550
Voivode Jarognik Rodiva 54676 Irregular Cruiser 23629 20131 23954 20688
Starving Jarognik Vedmak 54679 Irregular Cruiser 27795 24466 28602 25522
Tangling Jarognik Vedmak 54681 Irregular Cruiser 27795 24466 28602 25522
Voivode Jarognik Drekavac 54664 Irregular Battlecruiser 41160 35955 42451 37710

so shoot hem in thermal, explosive. Drake NAVY should therefore be much better than drake standard.

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DNI is better also because of application bonus.

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I meant the typical wave’s outgoing damage profile (i.e. what the player should tank against). As for my numbers, I just guessed that it would be similar to invasion content. I didn’t actually check.

BTW, I couldn’t find a website that broke down incoming damage logs into damage profiles. Thus, in order to get my invasion damage profile, I: (1) pasted my combat log into excel, (2) used the text to columns function to break the long log entries into individual cells, (3) Deleted the cells I didn’t need, (4) then used a little bit of math to calculate the rat fleet’s outgoing damage profile based upon the damage I received, the source of the damage, the individual rat’s/missile’s damage profile, and my ship’s resists.

I tried setting up text to column formulas so that it would automatically parse my damage logs in the future (instead of manually using the text to column tool), but I couldn’t figure it out. So, that’s why I was being lazy with this event.

Yes I understand that am checking the values right now. I just found it faster to get the EHP values because that’s something I already have ready :slight_smile:

ATM I am working on conveniently making a table of the rats orbit tracking, rats minimal em/th/ki/ex damage, as well as maximum, and the EHP that I already provided.

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Curious - The few times I’ve used a DNI and not the Brutix, I’ve been using EM because they rep each other and themselves, so I prefer to target the weakest Armor.

e.g. the Voivode Jarognik Drekavac has 11k armor hitpoints but reps itself at 80/sec and if you don’t kill the Voivode Jarognik Rodiva another 15/sec so let’s say 95/sec, if you take 30 seconds to kill that’s nearly another 30% armor, which I think tips the balance?

What do you think?

Garth

I gave he total EHP, assuming most of the ehp comes from the layer they are repped that means shooting them in their lowest EHP is still better.

Yeah, thermal and explosive should be their lowest resists. And do note that if you look up raw stats on hoboleaks, or whatnot, then the numbers are ass backwards. So these following stats would translate from:

Armor EM Damage Resistance: 0.49
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.51
Armor Thermal Damage Resistance: 0.6

to:
51% EM
36% Exp
49% Kin
40% Therm

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that’s because the attributes resonnance has a “display name” of “resistance” but ingame the value is showed as resistance = 100-100*resonnance.

see https://esi.evetech.net/v1/dogma/attributes/274

Ingame, if I shoot you for 100 damage, the damage is multiplied by the resonnance of the layer, applied to that layer, and goes below if there is remaining damage. It’s just faster to directly have the multiplier (resonnance) than to have a % value of resistance, which needs to be converted to multiplier each time damage is applied.

that’s also easier to use to compute the EHP : EXEHP = shieldhp/shieldexresonance +armorhp/armorexresonnance + hullhp/hullexresonnance.

Other attributes have the same kind of weird translation between the interface and the engine.

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