Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Natural Resists: Difference between revisions

From EVE University Wiki
Saikal (talk | contribs)
No edit summary
Saikal (talk | contribs)
No edit summary
Line 456: Line 456:
*Tech 2
*Tech 2


Amarr will do the least damage to ships that share the same resist as the assault frigate line, and will do significantly less damage to Minmatar ships in that line.
Lasers will do great damage to Gallente, Caldari and Amarr shield tanking pilots but will have problems with Minmatar shield tanking ships. lasers will do highest damage vs other tech 2 Amarr ships but will do considerably less damage to other faction ships that armor tank, especially Minmatar.


==== Minmatar ====
==== Minmatar ====
Line 507: Line 507:


*Tech 1
*Tech 1
Ships that are shield tanking will always try and plug their EM resist hole, and armor tanking ships will always try and plug their explosive hole.
Ships that are shield tanking will always try and plug their EM resist hole, and armor tanking ships will always try and plug their explosive hole. Some pilots who are known to face many Caldari ships, that do high kinetic damage, may also chose to plug both explosive and kinetic holes; but they are very rare and extremely situational.


*Tech 2
*Tech 2
Amarr will plug EM when shield tanking and thermal when armor tanking.
Amarr will plug EM when shield tanking and thermal when armor tanking.
Minmatar will plug kinetic when shield tanking and explosive when armor tanking.
Minmatar will plug kinetic when shield tanking and explosive when armor tanking.
Gallente and Caldari will plug EM when shield tanking and explosive when armor tanking.
Gallente and Caldari will plug EM when shield tanking and explosive when armor tanking.


==== Amarr ====
==== Amarr ====
Lasers have EM damage as primary damage type and thermal as secondary.
*Tech 1
If tech 1 ships plug in their shield EM resist hole then laser's primary damage(EM) is mitigated with both shield tanking and armor tanking ships. However, lasers have thermal as their secondary damage type. Therefore, they can do decent thermal damage to all shield and armor tanked ships, but might face difficulties vs Caldari armor tanked pilots; since they have a natural thermal resist that is higher than other races.
*Tech 2
Lasers really do little damage vs all tech 2 frigates if they plug their resist holes.
Most shield tanking ships excluding Amarr will be above 50% resist to both EM and thermal once the holes are plugged reducing the lasers damage considerably. However, when Tech 2 ships plug in their explosive armor resist, their lowest armor resist now becomes EM; this can be exploited to their favor. Keep in mind thought that Minmatar have a high EM armor natural resist, which means that lasers are least effective vs Minmatar shield and armor tanked ships.
==== Minmatar ====
==== Minmatar ====
*Tech 1
Now that shield tanked pilots have their EM hole plugged, their new hole will end up being thermal, So its a good idea to use Phased plasma vs shield tanked ships.
Similarly, when armor tanked pilots plug in their explosive hole thier new hole will be kinetic followed by thermal, which makes the Phased plasma the best choice.
*Tech 2
EMP is best used against Amarr, Caldari and Gallente ship's armor, but has the worst damage vs Minmatar armor.
Fusion is best used against Caldari, Gallente and Minmatar ship's Shield, but has the worst damage vs Amarr Shield.
Phased Plasma is best used against Amarr armor and shields, and has the worst damage vs Caldari armor and shields.
==== Gallente ====
==== Gallente ====
*Tech 1
It is interesting to notice that shield and armor tanked ships will try to plug EM and explosive damages respectively, meaning that this will have no effect on hybrids.
Hybrids do slightly more damage to all tier 1 ship's armor than shield. They do least armor damage to other Gallente ships.
*Tech 2
Again same with tech 1, although Amarr pilots might try to plug their armor thermal hole, it will not make a big difference since they will have a new kinetic hole. Hybrids do most damage to Minmatar Tech 2 ships,with Amarr as 2nd highest, Caldari as third highest and does the least damage to other Gallente ships.
==== Caldari ====
==== Caldari ====
*Tech 1
If you are in a ship that has a kinetic damage bonus(Kestrel, Carcal and drake), then it is best to use kinetic damage (Bloodclaw,Scourge) against armor tanked ships and Thermal damage (Flameburst,Widowmaker) vs shield tanked ships regardless of faction.
*Tech 2
Kinetic damage (Bloodclaw,Scourge) is most efficient vs armor tanked Minmatar ships, also if in a ship bonused to kinetic damage, it can be effective vs armor tanked Amarr ships and caldari ships(But t2 caldari ships are never armor tanked anyways).
EM damage (Sabertooth,Thunderbolt) is most efficient vs tech 2 Amarr Gallente and Caldari armor tanked ships.
Thermal damage (Flameburst,Widowmaker) is most efficent vs Amarr shield(This is also rare, maybe shield tanked interceptors or Zealots in a shield HAC gang).
Explosive damage (Piranha,Havoc) is most efficient vs Gallente armor tanked ships, and when not in a ship bonused for kinetic damage, it can also be effective vs Amarr and Caldari.