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The Easy Way Out - Alliance

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Information and Help


INDEX
Damage table
Security Status
Ore Info
Modules Drawback
Sovereignty map

Damage Table

Faction Names Electronic Warfare (uses) EM Damage Thermal Damage Kinetic Damage Explosive Damage Suggestion for Damage to resist (tank) Sueggestion for Damage to deal (shoot)
Amarr Empire Amarr NOS/Neut, Tracking Disruptor
55.1% 43.7% 1.2% 0% EM and Thermal EM and Thermal
Angel Cartel (Belt) Angel
Domination
Gist
Gistatis
Gistii
Gistior
Gistum
Target Painters
21.7% 6.6% 26.2% 45.4% Explosive and Kinetic, maybe some EM Explosive and Kinetic
Angel Cartel (Deadspace) Same as ^ Target Painters
6.6% 9.5% 24.9% 59% Explosive Explosive and Kinetic
Blood Raiders (Belt) Blood
Corpii
Corpior
Corpum
Corpus
NOS/Neut, Tracking Disruptor
54.6% 45.4% 0% 0% EM and Thermal EM and Thermal
Blood Raiders (Deadspace) Same as ^ NOS/Neut, Tracking Disruptor
54.3% 45.4% 0.1% 0.1% EM and Thermal EM and Thermal
Caldari State Caldari ECM 0% 30.5% 69.5% 0% Kinetic and Thermal Kinetic and Thermal
CONCORD CONCORD 30.7% 12.2% 19.4% 37.7% You will die anyway, but Explosive and EM Kinetic and Thermal
Gallente Federation Gallente Sensor Dampener
0.1% 57.3% 42.6% 0% Thermal and Kinetic Kinetic and Thermal
Guristas Pirates (Belt) Guristas
Pith
Pithatis
Pithi
Pithior
Pithum
ECM
0% 19.8% 80.2% 0% Kinetic
Guristas Pirates (Deadspace) Same as ^ ECM 0% 13.7% 86.3% 0% Kinetic
Khanid Kingdom 53.5% 42.2% 3.8% 0.5% EM and Thermal EM and Thermal
Mercenaries Mercenary low high high low Kinetic and Thermal
Kinetic and Thermal
Minmatar Republic Minmatar 13.9% 5.3% 22.5% 58.3% Explosive and Kinetic Explosive and Kinetic
Mordu's Legion Mordus 2.7% 28.7% 68.5% 0% Kinetic and Thermal Kinetic and EM
Rogue Drone (Belt) Alvatis
Alvi
Alvior
Alvus
Alvum
10.3% 17.4% 28.4% 44% VARIES EM and Thermal
Rogue Drone (Deadspace) Same as ^ 8.4% 32.6% 32.5% 26.5% Thermal, Kinetic and Explosive EM and Thermal
Sansha Incursion ALL 16.2% 13% 35.4% 35.4% OMNI OMNI
Sanshas Nation (Belt) Sansha
Centatis
Centii
Centior
Centum
Centus
ALL 57.6% 42% 0% 0% EM and Thermal EM and Thermal
Sanshas Nation (Deadspace) Same as ^ ALL 57.4% 42.6% 0% 0% EM and Thermal EM and Thermal
Seeker 40.6% 40.6% 9.4% 9.4% EM and Thermal
Serpentis (Belt) Serpentis
Core
Corelatis
Coreli
Corelior
Corelum
Sensor Dampener
0% 52.7% 47.3% 0% Thermal and Kinetic Kinetic and Thermal
Serpentis (Deadspace) Same as ^ Sensor Dampener

0% 61.7% 38.3% 0% Thermal and Kinetic Kinetic and Thermal
Sleeper 31.3% 31.3% 18.7% 18.7% EM and Thermal OMNI
Sleepers Emergent
Awakened
Sleepless
ALL 25.8% 25.8% 24.2% 24.2% OMNI OMNI
Thukker Tribe 0% 36.9% 7.1% 56% Explosive and Thermal
Triglavians (Abyss) all except ECM
0% 61% 0% 39% Thermal and Explosive Thermal and Explosive
Triglavians (Invasions) all except ECM
0% 61% 0% 39% Thermal and Explosive (Some say OMNI) Thermal and Explosive


Abyss penalty types

Electrical - Penalty to EM Resist
Exotic - Penalty to Kinetic Resist
Firestorm - Penalty to Thermal Resist
Gamma - Penalty to Explosive

Abyss Level and Penalty Amount

1 Calm -30%
2 Agitated -30%
3 Fierce -50%
4 Raging -70%
5 Chaotic -50% or -70%


INDEX
Damage table
Ore Info
Modules Drawback
Sovereignty map

Security status and system security

Empire Navy Forces

As a reminder, there are four different types of NPC security forces in high-security space, triggered by different conditions:
CONCORD, arriving when a character commits a criminal aggression as part of a Global Criminal Flag, by engaging another player or player assets without having rights to do so.
Empire police, intervening when a player with too low security status jumps into high-security space. The exact numbers are:
-2 and lower: police attacks the player in 1.0 systems.
-2.5 and lower: police attacks the player in 0.9 systems.
-3 and lower: police attacks the player in 0.8 systems.
-3.5 and lower: police attacks the player in 0.7 systems.
-4 and lower: police attacks the player in 0.6 systems.
-4.5 and lower: police attacks the player everywhere in high-security space.
Empire customs, taking action when contraband is found in a player's cargo hold.
Empire navies/militaries, reacting if a player with the FW flag or -5 and less faction standings jumps into an enemy high-security system.

Players with -5.0 or worse are considered outlaws. They can travel the same as any player with -4.5 or worse. Concord will not intervene if you try to kill outlaws and killing them does not lower your security status. Note however that this has nothing to do with bounties. Bounties on players are put there by other players. If you succeed in killing the player, you receive the reward, regardless of what you're doing is legal. Concord completely ignores bounties.

So when is it legal to kill someone?

According to some, Concord will arrive faster in systems with higher security, but this has not been shown conclusively.

Note that you don't have to kill someone for Concord to come. You just have to attack them. Locking and scanning someone is not considered attacking. Scrambling, webbing, jamming, painting, etc. (basically, anything that hurts the target ship) is considered attacking. Also, if you are helping someone who is considered an attacker (for instance by repairing armor or shield), you are also considered an attacker!

Note that the lowest possible system security in EVE is not 0.0, but -1.0. Your EVE client won't show it, but when determining the level of the local rats and the ore for instance, EVE will use the -actual- security. Also, security in EVE is really not a 2-digit number, but a lot more precise. This means that a system like Karan, with a security of 0.0447 is reported as 0.0, but is in fact above 0 and you -will- get security hits in systems like these.

My security status is ok, but I still got ganked, what gives?

If you tried to dock at a station, or ran into patrolling ships, check your standing towards the corp that owns it. If it is -5.0 (or is it -2.0? Anyone?) or below, they will consider you an enemy and will attack on sight if you try to dock or get too close to their stuff.

If you activated some weapon (jammers, scramblers, webbers are all considered weapons) against one of the structures or ships there, you will get shot. Be very careful, especially with smartbombs, since they hit everything around you.



INDEX
Damage table
Security Status
Modules Drawback
Sovereignty map

Ore Info

OreBatchTriPyeMexIsoNocZydMegMorisk/m3
Veldspar
Concentrated Veldspar (+5%)
Dense Veldspar (+10%)
Scordite
Condensed Scordite (+5%)
Massive Scordite (+10%)
Pyroxeres
Solid Pyroxeres (+5%)
Viscous Pyroxeres (+10%)
Plagioclase
Azure Plagioclase (+5%)
Rich Plagioclase (+10%)
Omber
Silvery Omber (+5%)
Golden Omber (+10%)
Kernite
Luminous Kernite (+5%)
Fiery Kernite (+10%)
Jaspet
Pure Jaspet (+5%)
Pristine Jaspet (+10%)
Hemorphite
Vivid Hemorphite (+5%)
Radiant Hemorphite (+10%)
Hedbergite
Vitric Hedbergite (+5%)
Glazed Hedbergite (+10%)
Gneiss
Iridescent Gneiss (+5%)
Prismatic Gneiss (+10%)
Dark Ochre
Onyx Ochre (+5%)
Obsidian Ochre (+10%)
Crokite
Sharp Crokite (+5%)
Crystalline Crokite (+10%)
Spodumain
Bright Spodumain (+5%)
Gleaming Spodumain (+10%)
Bistot
Triclinic Bistot (+5%)
Monoclinic Bistot (+10%)
Arkanor
Crimson Arkonor (+5%)
Prime Arkonor (+10%)
Mercoxit
Magma Mercoxit (+5%)
Vitreous Mercoxit (+10%)

Compounds (drones)
Condensed Alloy
Crystal Compound
Precious Alloy
Sheen Compound
Gleaming Alloy
Lucent Compound
Dark Compound
Motley Compound
Lustering Alloy
Glossy Compound
Plush Compound
Opulent Compound
333
333
333
333
333
333
333
333
333
333
333
333
500
500
500
400
400
400
500
500
500
500
500
500
500
500
500
400
400
400
400
400
400
250
250
250
250
250
250
200
200
200
200
200
200
250
250
250


1
1
1
1
1
1
1
1
1
1
1
1
1000
1050
1100
833
875
916
844
886
928
256
269
282
307
322
338
386
405
424
259
272
285
212
223
233
0
0
0
171
180
188
250
263
275
331
348
364
700
735
770
0
0
0
300
315
330
0
0
0


88
0
0
124
299
0
0
0
0
0
3200
0
0
0
0
416
437
458
59
62
65
512
538
563
123
129
135
0
0
0
259
272
285
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
140
147
154
170
179
187
0
0
0
0
0
0


44
0
7
44
0
174
0
0
0
0
800
0
0
0
0
0
0
0
120
126
132
256
269
282
0
0
0
773
812
850
518
544
570
0
0
0
0
0
0
171
180
188
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0


11
39
0
0
0
2
0
0
88
210
0
0
0
0
0
0
0
0
0
0
0
0
0
0
307
322
338
386
405
425
0
0
0
212
223
233
708
743
779
343
360
377
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0


0
2
18
23
0
11
23
28
32
0
20
0
0
0
0
0
0
0
11
12
12
0
0
0
0
0
0
0
0
0
259
272
285
424
445
466
354
372
389
0
0
0
500
525
550
331
348
364
0
0
0
0
0
0
0
0
0
0
0
0


0
0
0
1
5
5
10
13
35
4
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
8
8
9
28
29
31
32
34
35
171
180
188
250
263
275
663
696
729
0
0
0
341
358
375
166
174
183
0
0
0


0
0
0
0
0
0
0
0
1
0
9
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
140
147
154
170
179
187
333
350
366
0
0
0


0
0
0
0
0
0
0
0
0
3
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
530
557
583


0
0
0
0
0
0
0
0
0
0
0
2
71.17
74.73
78.29
72.84
76.48
80.12
59.05
62.00
64.96
70.95
74.49
78.04
69.62
73.10
76.58
88.74
93.17
97.61
56.07
58.88
61.68
79.71
83.69
87.68
102.44
107.56
112.68
213.76
224.45
235.14
198.22
208.13
218.04
397.03
416.88
436.73
140.17
147.18
154.19
462.27
485.39
508.50
537.10
563.96
590.81
757.42
795.29
833.17


625.79
983.39
1,181.08
2,037.02
1,177.43
1,913.32
2,410.98
3,012.56
9,608.72
16,947.52
33,191.44
28,582.00
OreBatchTriPyeMexIsoNocZydMegMorisk/m3


INDEX
Damage table
Security Status
Ore Info
Sovereignty map

Modules and rigs which has stacking or drawback penalties calculating and Scanning range info

Level 0: (1 - skill * 10%) = 100% drawback (can use, as rigs can't be offline, but can't fit)
Level 1: 90% drawback
Level 2: 80% drawback
Level 3: 70% drawback
Level 4: 60% drawback
Level 5: 50% drawback

The exception being rigs that only require the rigging skill, which don't have a drawback.

Example: Trimark Armor Pump I has a -10% Velocity drawback
Level 0: -10% (can use, as rigs can't be offline, but can't fit)
Level 1: -9% velocity
Level 2: -8% velocity
Level 3: -7% velocity
Level 4: -6% velocity
Level 5: -5% velocity

The rigs skills for weapon system rigs are essentially fitting skills, as they affect CPU or power grid used.

Now every rig you add increases the drawback, but like bonuses, drawbacks are subject to stacking penalties. [There is really no difference between a bonus and a penalty other than sign.]

1: 1.000000000000%
2: 0.869119980800%
3: 0.570583143511%
4: 0.282955154023%
5: 0.105992649743%
6: 0.029991166533%

With three drawbacks of 10% on the same attribute:

Drawback Multiplier @ level 0 = (1 - 10% * 1.000000000000) * (1 - 10% * 0.869119980800) * (1 - 10% * 0.570583143511)
= 0.90 * 0.91308800192 * 0.9429416856489
= 0.7748898657086077556812992

Drawback Multiplier @ level 5 = (1 - 5% * 1.000000000000) * (1 - 5% * 0.869119980800) * (1 - 5% * 0.570583143511)
= 0.95 * 0.95654400096 * 0.97147084282445
= 0.8827918764707185744158984

So a 330 m/s Punisher with 3x Trimark Armor Pump I does 256 m/s at level 0, to 291 m/s at level 5.

*** Scanning info ***
1 au = 149.000.000 km
3 au = 447.000.000 km
7 au = 1.043.000.000 km
48 au = 7.152.000.000 km
Max Scanner Range = 14.413 AU
(2.147.483.647/149.000.000)


Sovereignty map

INDEX
Damage table
Security Status
Ore Info
Modules Drawback




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