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→Armor tanking modules: Typo correction + Cleanup + Small information added |
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|[[File:Icon energized membrane.png|link=|]] | |[[File:Icon energized membrane.png|link=|]] | ||
|'''Energized armor | |'''Energized armor layering membranes''' are passive modules that increase ship's armor by a percentage amount. These are rarely used as a plate and resist module are usually better than this module. | ||
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|[[File:Icon adaptive nano plating.png|link=|]] | |[[File:Icon adaptive nano plating.png|link=|]] | ||
|'''Layered platings''' are passive modules that increase ship's armor by a percentage | |'''Layered platings''' are passive modules that increase ship's armor by a percentage amount. These are less effective than the energized membrane variant but are much easier to fit. These are rarely used as a plate and resist module are both better than this module. | ||
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|[[File:Icon armor thermal hardener.png|link=|]] | |[[File:Icon armor thermal hardener.png|link=|]] | ||
|'''Armor hardeners''' are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.<br>Compared to membranes, they use capacitor (not much though) and slightly more CPU but offer a large boost in effectiveness | |'''Armor hardeners''' are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.<br>Compared to membranes, they use capacitor (not much though) and slightly more CPU, but offer a large boost in effectiveness. | ||
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|'''Energized membranes''' are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings. There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | |'''Energized membranes''' are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings. There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | ||
It is good to note that only T2 energized adaptive nano | It is good to note that only T2 energized adaptive nano membrane is generally worth using. Both meta 4 and T2 adaptive nano platings have better stats and lower requirements than any of the meta adaptive energized membranes. | ||
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|[[File:icon_reactive_armor_hardener.png|link=|]] | |[[File:icon_reactive_armor_hardener.png|link=|]] | ||
|'''Reactive armor hardener''' is a active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When you first activate the module the resists are evenly split to 15% per damage type. As you receive armor damage the RAH will adjust its resist at the end of cycle by increasing the resist against two highest received damage types and reducing the resist against rest of the damage types. The resists shift by 6% per cycle. This module is not stacking penalized with | |'''Reactive armor hardener''' is a active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When you first activate the module the resists are evenly split to 15% per damage type. As you receive armor damage the RAH will adjust its resist at the end of cycle by increasing the resist against two highest received damage types and reducing the resist against rest of the damage types. The resists shift by 6% per cycle. This module is not stacking penalized with other modules except for Damage Control. | ||
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|[[File:Icon armor repairer i.png|link=|]] | |[[File:Icon armor repairer i.png|link=|]] | ||
|'''Armor repairers''' are modules that consume moderate | |'''Armor repairers''' are modules that consume moderate amount of capacitor and use that to repair the ship's armor.<br> | ||
The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle. | The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle. | ||
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|[[File:Icon armor repairer i.png|link=|]] | |[[File:Icon armor repairer i.png|link=|]] | ||
|'''Ancillary armor repairers''' are similar to normal armor repairers. These modules can be loaded with nanite repair paste to | |'''Ancillary armor repairers''' are similar to normal armor repairers. These modules can be loaded with nanite repair paste to provide an active tanking without depleting your capacitor. When activated, they consume a set amount of Nanites (1 for small, 4 for medium, 8 for large) instead of capacitor, then provide armor rep at the end of the cycle. If nanites are not loaded, it will consume a lot of capacitors to provide below-average rep. The repairer reloads in 1 minute (60 seconds). Ancillary Armor Repairers are almost exclusively used in PvP to provide a capacitor-free method of active tanking. Usage in PvE is not recommended due to the high cost of Nanite pastes. | ||
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|[[File:Icon remote armor repair i.png|link=|]] | |[[File:Icon remote armor repair i.png|link=|]] | ||
|'''Remote armor repair | |'''Remote armor repair systems''' consume capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle. This can make it hard to repair targets if they die before the repair lands. Long optimal range, short falloff range. As a result the effectiveness drops rapidly if the target is beyond optimal range. | ||
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|[[File:Icon remote armor repair i.png|link=|]] | |[[File:Icon remote armor repair i.png|link=|]] | ||
|'''Ancillary remote armor repair | |'''Ancillary remote armor repair systems''' are the remote counterpart of local ancillary armor repairers. These can be loaded with nanite repair paste for capacitor-free repairs but repair less once the repair paste runs out. | ||
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|[[File:Module icon armor rig tech1.png|link=|]] | |[[File:Module icon armor rig tech1.png|link=|]] | ||
|'''Rigs''' | |'''Rigs''' | ||
* Trimark armor pump increases the raw HP by a percentage | * Trimark armor pump increases the raw HP by a percentage, at the cost of reduced maximum speed. They are popular in PvP fits and thus are generally expensive due to the high demand. | ||
* Anti-damage type rigs increase damage resist to single damage type | * Anti-damage type rigs increase damage resist to single damage type, at the cost of reduced maximum speed. | ||
* Auxiliary nano pump increases a ship's armor repairer repair amount per cycle. Increases the power grid use for local armor reps. | * Auxiliary nano pump increases a ship's armor repairer repair amount per cycle. Increases the power grid use for local armor reps. | ||
*Nanobot accelerator speeds up armor repair module cycle times | *Nanobot accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use. In theory this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use. | ||
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* There is also the incredible Slave set of pirate implants. | * There is also the incredible Slave set of pirate implants. | ||
** This is a series of implants that fit into slots 1-6. Each provides a bonus to armor hit points, but when you fit the entire set, it provides a multiplicative total bonus of 53.63%. Unfortunately, a complete Slave set cost about 1.8 billion ISK or more. | ** This is a series of implants that fit into slots 1-6. Each provides a bonus to armor hit points, but when you fit the entire set, it provides a multiplicative total bonus of 53.63%. Unfortunately, a complete Slave set cost about 1.8 billion ISK or more. | ||
** There is a less expensive low-grade | ** There is a less expensive Medium-and Low-grade Slave set. Full low-grade set provides an aggregate bonus of 33.83% to armor hit points. These are a relative bargain at only 750 million ISK or so. | ||
** You can mix & match HG and LG Slave implants, for a final armor HP bonus partway in between. | ** You can mix & match HG, MG, and LG Slave implants, for a final armor HP bonus partway in between. | ||
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|[[File:Icon exile.png|link=|]] | |[[File:Icon exile.png|link=|]] | ||
|'''Exile''' medical booster greatly increases the ship's active armor repair | |'''Exile''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, Repair amount, or capacitor capacity. | ||
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