User:Arrek Lemmont/Natural resistances
Every ship has a certain natural resistance to incoming damage. These resistances, quoted as a percentage of damage resisted for each of the four damage types, form the shield, armor and hull resistance profiles. Tech I ships from the same faction generally have the same natural resistances, but this rule does not apply to Tech II or Tech III ships.
- 1 Hull resistances
- 2 Tech I shield resistances
- 3 Tech I armor resistances
- 4 Tech II and Tech III resists
- 4.1 Assault Frigates, Heavy Assault Cruisers, Heavy Interdictors, Command Ships, Logistics Cruisers., Transport Ships
- 4.2 Recon Ships
- 4.3 Electronic Attack Ships, Logistics Frigates, Interdictors, Command Destroyers, Tactical Destroyers, Strategic Cruisers
- 4.4 Stealth Bombers, Marauders, Jump Freighters
- 4.5 Black Ops
- 4.6 Interceptors and Covert Ops
- 4.7 CONCORD ships
- 4.8 ORE ships
- 4.9 Triglavian Ships
- 5 Table of Tech II resists by ship
- 6 Footnotes
All ships have natural 33% hull resistance.
Tech I shield resistances
T1 ships generally have the same natural shield resistances: 0%/20%/40%/50% (respectively EM/Thermal/Kinetic/Explosive - this order will be used throughout this page).
Some Special Edition T1 ships have a different shield resistance profile. For example, ships from the Society of Conscious Thought generally have a 27.5/27.5/27.5/27.5 (even) profile, although the Apotheosis shuttle has the regular 0/20/40/50.
T1 ships with shield resistance bonuses
Tech I armor resistances
A T1 ship's natural armor resistance profile is determined by the race of the ship.
|Armor resist profile||Empire faction||Other factions|
|Faction||Enemy||Enemy damage type|
There is reason to these resist profiles. They are all based on a 50/35/25/10 profile, but each race has a 10% bonus to one damage type. For the empire factions, the bonused armor resist is the same as the primary damage type of the faction they were historically at war with. The warring factions and their damage types are shown in the table to the right. Perhaps this is best illuminated with an example: Take Gallente ships. Start with the base profile of 50/35/25/10 and add 10% kinetic resistance, kinetic being the primary damage type of the Caldari, the historic enemy of the Gallente. You get a 50/35/35/10 profile, which is indeed correct for T1 Gallente ships.
Combat ships from the Society of Conscious Thought have even 32.5/32.5/32.5/32.5 armor resistances.
T1 ships with armor resistance bonuses
Some Amarr ships, all Sisters of Eve ships, and the Triglavian battlecruiser, the Drekavac, have bonuses to their armor resistances. The bonus resistance is 4% for each level of the pilot's applicable racial ship skill.
Tech II and Tech III resists
Tech II and Tech III ships generally have much better resist profiles than Tech I. A ships's profile is based on its faction T1 profile.
Each ship then gets natural resistance bonuses to one or two damage types. For Empire faction ships, the larger bonus is to that faction's historical enemy's primary damage type; the smaller bonus, if it exists, is to the secondary damage type of the enemy. A ship's class (assault frigate, logistics cruiser, etc.) determines how large these bonuses are and how they are calculated.
Assault Frigates, Heavy Assault Cruisers, Heavy Interdictors, Command Ships, Logistics Cruisers., Transport Ships
These ships get bonuses to two damage types; they have the strongest natural resists of all ships.
For a ship of one of these classes, start with the 'default' profile of 0%/20%/40%/50%. Reduce its remaining vulnerability to its enemy's primary damage type by 75%, and to the secondary damage type by 50%. For example, let's take the Ishtar. Start with 0/20/40/50. Reduce the remaining kinetic vulnerability of (100 - 40) = 60 by 75% to 15, giving (100 - 15) = 85% shield kinetic resistance. Similarly, reduce the remaining thermal vulnerability of (100 - 20) = 80 by 50% to 40, giving (100 - 40) = 60% shield thermal resistance.
For its armor resistance profile, start with it's racial T1 profile, such as 60/35/25/10 for Minmatar. (Remember Minmatar get a 10% bonus to Amarr's primary damage type, EM.) Then, as for shields, reduce its remaining vulnerability to EM by 75%, and its remaining vulnerability to the secondary damage type, kinetic, by 50%. This gives a 90/67.5/25/10 armor resist profile for Minmatar HACs, HICs, etc. Resists for the other Empire factions are set the same way.
These ships get the second-strongest bonus resists.
Electronic Attack Ships, Logistics Frigates, Interdictors, Command Destroyers, Tactical Destroyers, Strategic Cruisers
These ships also get bonuses to two damage types. The bonuses are smaller than for HACs, etc., but are still strong.
Stealth Bombers, Marauders, Jump Freighters
Smaller bonus resists
Empire-faction Black Ops ships get smaller natural resistance bonuses than other T2 hulls. The Amarr Redeemer gets two bonuses, a 10% bonus to its shield and armor resistances to explosive damage and a 5% bonus to kinetic damage. The Minmatar Panther gets the same bonuses, to EM and thermal. The Caldari Widow and the Gallente Sin, however, get a single flat 10% bonus to their primary resisted damage type.
Interceptors and Covert Ops
Interceptors and the exploration-bonused Covert Ops frigates get one resistance bonus, to their 'enemy's' primary damage type. A flat 10% is added to the corresponding shield resistance. For armor, the T1 profile already has a 10% bonus. A further 10% is added to get the bonused armor resistance. Another way of thinking about the armor resistance profile of Interceptors is to start with the base 50/35/25/10 profile and add a flat 20% to the resist that gets the bonus.
T2 ORE ships start with only a T1-Minmatar resist profile. The Exhumers and the Endurance then get a 4% bonus to all shield resistances for each level of the Exhumers and Expedition Frigates skills respectively.
T2 Triglavian Collective ships use two different resist type sets. The Zarmazd has the same Explosive/Kinetic resist bonuses as a Guardian, while the Nergal, Draugur, and Ikitursa all have a unique Explosive/Thermal resist bonus.
Table of Tech II resists by ship
|Tech II ORE Ships - Natural Resistances|
- ^ These bonuses are applied to the remaining vulnerability of the racial T1 resist. For example, a Zealot's armor resistance to explosive damage is 20% (T1 resistance for Amarr) plus 75% (HAC bonus to enemy's primary damage type, in this case explosive) giving 20% + 75% × (100% - 20%) = 80%.