No, multiplasmids are a great way to make the game more unbalanced and more impossible to balance, while at the same time giving CCP the opportunity to start selling boosters on the NES that improve your chances of getting a good roll.
You can use mutaplasmids two ways, for improvement of ship parameters or decrease them to give others a chance
As someone who runs abyss, flies trig ships and uses mutaplasmids all quite extensively, I’ll chime in here a bit. So this is how I feel in general about these things:
Using decayed mutaplasmids is worthless. Your chances of a good roll vs bad roll are just too slim, so slim that the good rolled items on average will not be able to cover the costs of the items you destroyed to get that good roll. If you get a really good roll using a decayed it is extremely lucky, and I do mean extremely.
Using Gravid and Unstable mutaplasmids is OK, sooner or later you will get enough good rolls to not only cover the costs of what you ended up putting in but will be left over with a juicy module to either use or sell.
I usually use T2 modules and occasionally a faction ones if I farm LP and get them cheap. I have had many rolls which mutate the T2 modules to deadspace quality, which is good because as pointed above, I can sell or use them as I please.
Also, sometimes you need a specific module for a fit, lets say armor rep for example. Sometimes I don’t care if I get a PG/CPU penalty on it as long as it bumps HPS per cap. I can usually make it work with its penalties. Or as above mentioned, web / scram range, yea you take some penalty, but as long as your ship/fit can function fine with those penalties and the strength isn’t affected too badly (for me, 3-5% one way or another doesn’t make much difference), but I get way more range out of it, its a usable module.
So it all depends on each players individual need, one person will be after one thing for a certain fit, another will be after something different.
@Fluffy_Moe
Thanks for the information. It actually makes sense now .
Yeah…let us never forget the Leshak/Vedmak deathspawn that killed you (that doesn’t exist.)
Let us never forget that you claim there is a deathspawn that kills anyone 100% of the time (there isn’t)
Not to mention the many other lies and false claims you have made.
@Trey-Gowdy don’t listen to this guy. He will get you killed or keep you as ignorant as he is.
Really?
Yea. He makes up ■■■■ and when you corner him with facts he makes up a new excuse.
He was whining about some “deathspawn” that doesn’t exist and never existed and when i showed him a fit that could ignore neuts he claimed it wouldn’t work. Then when i explained how it worked he said he doesn’t even do the Abyss any more because the market tanked.
There are several instances of him doing similar things. It’s funny to watch him backpedal and make excuses for why he sucks.
Thanks for the heads up.
This guy is the idiot, I specifically stated in the post hes referring to that it was something like all neuting Leshaks and Vedmaks, and him and one otehr troll took partial sentence out of a big ass post and latched onto it like toddlers on legs. Completely out of context.
Anyways, there is a very easy way for you to check out in the game and verify everything.
Go to Jita. Open up the contracts menu and move it someplace comfy on your screen, then open up the ingame simulator, pop your fit into it and keep them both open.
Search “Want to sell” contracts for “Abyssal” and all the available Abyssal modules will come up. Unfortunately if you sort by “price low to high” you’ll end up with a large number of pages of crap coming up 1st before you get to any of the good ones.
You can sort by price and start upping the minimum price, until you get some decent ones.
Mouse over the item in the contract, you can hit show info on it and it will tell you exactly and precisely what was mutaded, what stats are affected, what was the original module, and which mutaplasmid was used on it.
Then you can also drag and drop that particular mutated module right into your fit, in the simulator and see what difference it makes. In case of an armor rep for example, makes it very easy to check if you can still fit it into your ship if it has PG/CPU penalties, see if your cap consumption goes up / down, see if you get more or less HPS while using it vs your current or other module.
When deciding if its worth to buy / sell them, basically price check, compare the stats of the module to what is available on the market, T2, faction, deadspace. You can simply hit “variants” tab on show info and select which one you want and hit “view on market” or just browse the original via the modules tab in the simulator.
So that will tell you where the mutated module stands stat wise as well as what its worth and its really easy do check while ingame, no external tools necessary.
It’s all good. I’m not here to judge anyone, I just wanted more information on Mutaplasmids…which I got. Thanks to everyone who contributed.
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