Mutaplasmids and Abyssal Tech:
Mutaplasmids are a new type of item which can be used to permanently alter specific attributes on existing modules.- Mutaplasmids can be found in Abyssal Deadspace
- All quality levels can be found in any difficulty tier, though the chances improve dramatically at higher difficulties
- When a Mutaplasmid is used on a module, both the Mutaplasmid and input module are consumed and an Abyssal Tech module is created
- Decayed: Lowest range of effect
- Gravid: Best average resulting effect
- Unstable: Largest range of effect
- Warp Scramblers
- Warp Disruptors
- Stasis Webifiers
- Armor Repairers
- Armor Plates
- Shield Boosters
- Shield Extenders
- Energy Neutralizers
- Microwarpdrives
-
Afterburners
- Mutaplasmids alter attributes unpredictably by a percent value that falls within a specific range described on the Mutaplasmid
- Once an Abyssal Tech module is created, it cannot be reverted to its components or rerolled with additional Mutaplasmids
- Mutaplasmids can be traded on the market under the Ship and Module modifications section
- Abyssal Tech modules cannot be traded on the market but can be traded in contracts or trade windows.
- run the sites in a cruiser.
- buy faction, deadspace and officer modules. Enhance these modules using the new process.
- sell enhanced modules on contract and on forum wts boards.
- buy underpriced modules off contract.
Instead of covering all enhanced modules I'm going to focus on that subsection of modules that can be used on Alliance Tournament flagships. The obvious uses for expensive over-priced modules are AT flagships, supers and titans and the subsection I'll be covering is of interest to both user groups. After the AT I'll probably broaden my coverage.
These are the modules permitted on AT flagships as per the new rules.
- Flagships may ignore meta level restrictions for the following module types (this means they may fit faction, officer, cosmos, deadspace, and abyssal (mutated) versions):
- Turrets and Missile Launchers
- Smartbombs
- Afterburners and Microwarpdrives
- Warp Scramblers, Warp Disruptors, and Stasis Grapplers
- Target Painters
- Sensor Boosters and Signal Amplifiers
- Overdrives, Nanofiber Internal Structures, and Inertial Stabilizers
- Weapon and Drone Upgrade Modules
- Armor Plates and Shield Extenders
- Damage Controls
- ONE Shield Booster or up to TWO Armor Repairers
- Warp Scramblers
- Armor Repairers
- Armor Plates
- Shield Boosters
- Shield Extenders
- Microwarpdrives
- Afterburners
What I now have to figure out is how to value each module. For some modules I think cap is the only thing that matters. No one's going to care too much about the CPU or capacitator usage on an 18km range scram that is destined for a Barghest flagship. For an armour repper though a module might be less valuable if it gets a bad roll on a secondary stat even though what most people will care about is amount repaired.
I'm going to start my spreadsheet by using the Jita sell values for the various modules that exist unmodified. I anticipate that people will value based on the number regardless of how it got there, eg all 15km scrams are worth about the same even if one is Officer and one is Abyssally enhanced deadspace.
I'd love feedback on this project.
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