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)
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.
I do them in a T2 fit Cyclone, without any issue…
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.
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
T2 ERS https://imgur.com/MGiTMb4
abyssal ERS https://imgur.com/qAwH2bW (best 4 ERS from those I had)
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.
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.
DNI is better also because of application bonus.
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
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.
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
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.