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Resistance and impedance: Difference between revisions

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'''Electronic warfare resistance''' and '''remote assistance impedance''' are ship attributes that reduce the effectiveness of incoming [[electronic warfare]] and [[remote assistance]]. These attributes are most commonly found on capital ships, but most other ships do not have these attributes by default. However, ships without them can sometimes gain them through the use of certain modules.
'''Electronic warfare resistance''' and '''remote assistance impedance''' comes in many shapes and forms, some through innate ship bonuses or tactical modes, others through special modules. It is an attribute that reduces the effectiveness of [[electronic warfare]] and [[remote assistance]] modules.


== Resistances and impedances ==
== Resistances and impedances ==
On a basic level, the difference between resistance and impedance is that ''resistance'' makes {{co|yellow|hostile effects}} (like electronic warfare) less effective, while ''impedance'' makes {{co|yellow|friendly effects}} (such as remote repair) less effective.
On a basic level, the difference between resistances and impedances are that resistances help you by making hostile effects (like electronic warfare) less effective, while impedances make friendly (such as remote assistance) effects less effective.


There are a variety of attributes that affects the effectiveness of electronic warfare and remote assistance.
There are a variety of attributes that affects the effectiveness of electronic warfare and remote assistance.
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== Understanding the values ==
== Understanding the values ==
As with many attributes or bonuses, it can sometimes be difficult to understand how their effects are calculated. In some cases (e.g. {{co|wheat|Remote Repair Impedance}} and {{co|wheat|Remote Logistics Impedance}}), differently-named attributes have identical effects.
As with many attributes or bonuses, it can sometimes be difficult to understand how their effects are calculated. Sometimes attributes that are very similar in name, have the same functions, sometimes they do not. Sometimes the same type of effect can be shown as both a positive or a negative bonus, while functioning the same in the end.


==== Resistances ====
==== Resistances ====
'''Resistance''' is often presented as a negative bonus value, ranging from -0 down to -100%. The value represents how much of the effect is removed, so a {{co|crimson|-70% resistance bonus}} reduces the effectiveness of electronic warfare by 70%. This attribute can sometimes be presented as a positive bonus value (for example in the traits tab of a tactical destroyer). The bonus works the same though, despite it being a positive number, in that the {{co|lightgreen|+66.6% resistance bonus}} reduces electronic warfare effectiveness (in this case, weapon disruption and sensor dampening) by 66.6%.
'''Resistances''' are often presented as negative bonus values, ranging from -0 down to -100%. The value represents how much of the effect is removed, so a {{co|crimson|-70% resistance bonus}} reduces the effectiveness of electronic warfare by 70%. This attribute can sometimes be presented as a positive bonus value (for example in the traits tab of a tactical destroyer). The bonus works the same though, despite it being a positive number, in that the {{co|lightgreen|+66.6% resistance bonus}} reduces electronic warfare effectiveness (in this case, weapon disruption and sensor dampening) by 66.6%.


'''ECM Resistance''' works differently from other electronic warfare resistances, in that they give a chance at avoiding the effect of enemy ECM jammers. This unique function is based on the fact that a ship can't be partially jammed. An {{icon|ecm|18}}'''ECM Resistance''' bonus of {{co|lightgreen|100%}} means they cannot be jammed.<ref>Attempting to jam a ship with 100% ECM Resistance gives the jamming ship a message informing them of this fact, which is useful to verify that the target is a state of immunity (such as Triage).</ref> ECM Resistance can best be understand as a flat "chance to fail" that is checked before anything else. A partial bonus of {{co|lightgreen|50%}} would first roll the 50% chance of simply failing (resisting), and if the check is successful, then the attempt to jam will simply fail. If the check fails to block the jam, the jamming attempt would then proceed to check whether the ECM strength of the hostile jammer is enough to overcome the sensor strength of the target.<ref>This is currently a theoretical scenario described in the [https://community.eveonline.com/news/dev-blogs/reworking-capital-ships-and-thus-it-begins/ Reworking Capital Ships: And thus it begins!&nbsp;] devblog, as there are currently no ECM Resistances bonuses less than 100% in the game - just 100% bonuses giving full immunity through '''Siege''', '''Triage''', '''Bastion''', and '''Industrial Core''' modules.</ref>
'''ECM Resistance''' works differently from other electronic warfare resistances, in that they give a chance at avoiding the effect of enemy ECM jammers. This can best be explained as a flat ''"chance to fail"'' that is checked before anything else. This is an exception to how all the other resistances work due to the fact that a ship cannot be partially jammed. An {{icon|ecm|18}}'''ECM Resistance''' bonus of {{co|lightgreen|100%}} means they cannot be jammed at all, the ECM module will simply not activate on the target. This can be a useful method in PvP to verify that a certain ship has entered [[Fitting_Modules_and_Rigs_Guide#Siege_Modules|triage or siege mode]]. A partial bonus of {{co|lightgreen|50%}} would first roll the 50% chance of simply resisting the jamming effect right away, failing that it would then proceed to check whether the ECM strength of the hostile jammer is enough to overcome the sensor strength of the target.
 
Worth noting is that partial ECM resistance is currently a theoretical scenario described in the [https://community.eveonline.com/news/dev-blogs/reworking-capital-ships-and-thus-it-begins/ Reworking Capital Ships: And thus it begins!&nbsp;] devblog, there are currently no such semi-resistance bonuses in the game, just 100% bonuses giving full immunity through '''Siege''', '''Triage''' and '''Bastion''' modules.


==== Impedances ====
==== Impedances ====
'''Impedance''' is also presented as either a positive (often in the case for ship's innate '''impedance''' values) or a negative bonus (commonly done for '''impedance bonuses''' from modules). If the value is a negative value, like a {{co|crimson|-60% impedance bonus}}, it means that any incoming remote assistance of that kind is reduced by 60%. If the value is a positive {{co|lightgreen|+80% impedance bonus}} it means that they will lose 80% of the positive effect of the remote assistance, in effect only gaining 20% of it.
'''Impedances''' are also presented as either positive bonuses (often in the case for ships' innate '''impedance''' values) or negative bonuses (commonly done for '''impedance bonuses''' from modules). If the value is a negative value, like a {{co|crimson|-60% impedance bonus}}, it means that any incoming remote assistance of that kind is reduced by 60%. If the value is a positive {{co|lightgreen|+80% impedance bonus}} it means that they will lose 80% of the positive effect of the remote assistance, in effect only gaining 20% of it.


==Notes==
[[Category:Game mechanics]]
{{reflist}}

Revision as of 00:42, 4 May 2017

Electronic warfare resistance and remote assistance impedance comes in many shapes and forms, some through innate ship bonuses or tactical modes, others through special modules. It is an attribute that reduces the effectiveness of electronic warfare and remote assistance modules.

Resistances and impedances

On a basic level, the difference between resistances and impedances are that resistances help you by making hostile effects (like electronic warfare) less effective, while impedances make friendly (such as remote assistance) effects less effective.

There are a variety of attributes that affects the effectiveness of electronic warfare and remote assistance.

Type Group Effect
Electronic warfare Sensor Dampener Resistance
Sensor Warfare Resistance [1]
Reduces the effect of hostile Remote Sensor Dampeners.
Remote assistance Remote Assistance Impedance [2]
Remote Electronic Assistance Impedance
Reduces the effect of Remote Sensor Boosters and Remote Tracking Computers.
Electronic warfare Weapon Disruption Resistance Reduces the penalty from Weapon Disruption [3].
Remote assistance Remote Repair Impedance
Remote Logistics Impedance
Reduces the repaired amount from Remote Hull Repairs, Remote Armor Repairs and Remote Shield Boosters.
Electronic warfare ECM Resistance Additional chance to avoid being affected by ECM Jamming [4]
Electronic warfare Stasis Webifier Resistance Reduces the slowdown effect of hostile Stasis Webifiers.
Command Burst Electronic Hardening Reduces the effect of hostile Remote Sensor Dampeners and Weapon Disruption [3].
Electronic warfare Capacitor Warfare Resistance Reduces the capacitor drained by hostile Energy Neutralizers and Energy Vampires.
  1. ^ This does not include ECM Resistance.
  2. ^ This does not include Remote Logistics.
  3. ^ a b The Weapon Disruption Resistance applies to both Turret Disruption and Missile Disruption.
  4. ^ The ECM Resistance is separate from regular ECCM-mechanics, see resistances below).

Examples

Below are some examples of ships, modules or scripts with such resistances and impedances:

The Confessor and other tactical destroyers have the information in the Traits tab as it's not always applied to the ship depending on their tactical mode.
For ships like the Avatar and other titans, the effect is always there and can also be found in the Attributes tab.
Modules like the Siege Module II and Triage Module II also apply certain bonuses and drawbacks in the form of resistances and impedances, which you can seen under the Attributes tab.
The Electronic Hardening Charge (used in Information Command Burst modules) will not only boost your sensor strength, but also give the recipient a moderate electronic warfare resistance to remote sensor dampening and weapon disruption.

Understanding the values

As with many attributes or bonuses, it can sometimes be difficult to understand how their effects are calculated. Sometimes attributes that are very similar in name, have the same functions, sometimes they do not. Sometimes the same type of effect can be shown as both a positive or a negative bonus, while functioning the same in the end.

Resistances

Resistances are often presented as negative bonus values, ranging from -0 down to -100%. The value represents how much of the effect is removed, so a -70% resistance bonus reduces the effectiveness of electronic warfare by 70%. This attribute can sometimes be presented as a positive bonus value (for example in the traits tab of a tactical destroyer). The bonus works the same though, despite it being a positive number, in that the +66.6% resistance bonus reduces electronic warfare effectiveness (in this case, weapon disruption and sensor dampening) by 66.6%.

ECM Resistance works differently from other electronic warfare resistances, in that they give a chance at avoiding the effect of enemy ECM jammers. This can best be explained as a flat "chance to fail" that is checked before anything else. This is an exception to how all the other resistances work due to the fact that a ship cannot be partially jammed. An ECM Resistance bonus of 100% means they cannot be jammed at all, the ECM module will simply not activate on the target. This can be a useful method in PvP to verify that a certain ship has entered triage or siege mode. A partial bonus of 50% would first roll the 50% chance of simply resisting the jamming effect right away, failing that it would then proceed to check whether the ECM strength of the hostile jammer is enough to overcome the sensor strength of the target.

Worth noting is that partial ECM resistance is currently a theoretical scenario described in the Reworking Capital Ships: And thus it begins!  devblog, there are currently no such semi-resistance bonuses in the game, just 100% bonuses giving full immunity through Siege, Triage and Bastion modules.

Impedances

Impedances are also presented as either positive bonuses (often in the case for ships' innate impedance values) or negative bonuses (commonly done for impedance bonuses from modules). If the value is a negative value, like a -60% impedance bonus, it means that any incoming remote assistance of that kind is reduced by 60%. If the value is a positive +80% impedance bonus it means that they will lose 80% of the positive effect of the remote assistance, in effect only gaining 20% of it.