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'''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.
'''Electronic warfare resistance''' and '''remote assistance impedance''' are a class of attributes that reduce the effectiveness of [[electronic warfare]] and [[remote assistance]] modules. They comes in many shapes and forms, some through innate ship bonuses or tactical modes, others through special modules.  


== Resistances and impedances ==
== 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.
On a basic level, the difference between resistances and impedances is that:
* Resistances help you by making hostile effects (such as electronic warfare) less effective
* Impedances make friendly effects (such as remote assistance) 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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! style="background-color:#222222;" | Effect
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'''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%.
'''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 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.
===== ECM Resistance =====
'''ECM Resistance''' works differently from other electronic warfare resistances, in that they give a chance at avoiding the effect of enemy [[Electronic Countermeasures|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 [[Electronic Countermeasures#How does ECM work.3F|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! ] devblog, there are currently no such semi-resistance bonuses in the game, just 100% bonuses giving full immunity through '''Siege''', '''Triage''' and '''Bastion''' modules.
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! ] 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 ====