Difference between revisions of "Natural Resists"
(tidy top of page) |
|||
Line 10: | Line 10: | ||
Each race has dominant damage types which their natural enemies resist on T2 ships. | Each race has dominant damage types which their natural enemies resist on T2 ships. | ||
− | == Each race has a | + | ==Dominant Damage == |
− | + | Each race has a preferred damage type that is used for their enemy's (see above) natural resists. These do not have any in game impact except that they generally lines up with their weapon systems however they have also been allocated so that all damage types are represented (4 damage types, 4 races). | |
− | + | {| class="wikitable" | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| | ||
|- | |- | ||
− | | Race | + | | Race |
− | | Dominant Damage Type | + | | Dominant Damage Type |
+ | | Weapon System | ||
+ | | Rational | ||
|- | |- | ||
− | | Amarr | + | | Amarr |
− | | EM | + | | EM |
+ | | Lasers | ||
+ | | All laser ammo deals more EM than thermal (and no other damage type) | ||
|- | |- | ||
− | | Minmatar | + | | Minmatar |
− | | Explosive | + | | Explosive |
+ | | Projectiles | ||
+ | | Projectiles can deal any damage however 4 of the 6 ammos deal some explosive damage | ||
|- | |- | ||
− | | | + | | Caldari |
− | | | + | | Kinetic |
+ | | Missiles | ||
+ | | Many Caldari ships get a bonus to kinetic damage (missiles can deal any damage type) | ||
|- | |- | ||
− | | | + | | Gallente |
− | | | + | | Thermal |
+ | | Hybrids | ||
+ | | Hybrids deal more kinetic than thermal, however they are largely equal and Caldari have kinetic as preferred damage type | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
== Tech 1 Ships == | == Tech 1 Ships == |
Revision as of 18:23, 31 March 2014
Different classes and races of ships have different natural (ie unfitted) resists. T1 ships normally follow the same basic pattern, as do T2 ships within a race however their are exceptions.
Natural Enemies
Before going into ship types you need to know the races, and more importantly who are enemies to each other in order to understand how the natural resists work.
Amarr VS Minmatar Gallente VS Caldari
Each race has dominant damage types which their natural enemies resist on T2 ships.
Dominant Damage
Each race has a preferred damage type that is used for their enemy's (see above) natural resists. These do not have any in game impact except that they generally lines up with their weapon systems however they have also been allocated so that all damage types are represented (4 damage types, 4 races).
Race | Dominant Damage Type | Weapon System | Rational |
Amarr | EM | Lasers | All laser ammo deals more EM than thermal (and no other damage type) |
Minmatar | Explosive | Projectiles | Projectiles can deal any damage however 4 of the 6 ammos deal some explosive damage |
Caldari | Kinetic | Missiles | Many Caldari ships get a bonus to kinetic damage (missiles can deal any damage type) |
Gallente | Thermal | Hybrids | Hybrids deal more kinetic than thermal, however they are largely equal and Caldari have kinetic as preferred damage type |
Tech 1 Ships
Generally all Tech 1 ships (and faction ship) follow a general pattern when it comes to resists. For a given race, all tech 1 ships and faction ships have the same resists, be it a tech 1 frigate or a titan. A Punisher has the same exact resistance attributes as an Avatar.
Class | Tech 1 Standard |
Tech 1 Armor Modified |
Tech 1 Shield Modified | |||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Defence Type |
|
|
| |||||||||||||||||||||||||||||
|
|
|
| |||||||||||||||||||||||||||||
|
|
|
| |||||||||||||||||||||||||||||
|
|
|
| |||||||||||||||||||||||||||||
|
|
|
|
All tech 1 ships have an EM shield hole and an explosive armor hole.
All tech 1 ships and faction ships have the same shield resist. However, armor resists between different races vary slightly, mainly to compensate for the dominating enemy race damage type.
Some ships offer bonusus to resistance based on the prerequsite skill to fly them. In the table above, you will find the resistance profiles based on having the respective ship skill at level 5, and denoted by Tech 1 Armor Modified and Tech 1 Shield Modified. Amarr have the armor bonus and Caldari have the shield bonus.. However, this does not affect the ships natural resistance, but the remaining amount. For example, the Punisher has an 20% armor explosive resistance, but the 25% armor resistance bonus works on the incoming 80% damage. This means that out of the 80% incoming explosive damage, 25% is resisted, which is 20% of total incoming damage and results in a total of 40% explosive armor resistance.
Lets take a look at the different tech 1 ship resists by comparing them to their natural enemies.
Amarr VS Minmatar
As you can see, the Minmatar tech 1 ships have a slightly higher EM armor resist to compensate for the dominant Amarr damage type. Likewise, the Amarr tech 1 ships have a slightly increased explosive resist to compensate for the dominant Minmatar damage type.
Gallente VS Caldari
The Caldari tech 1 ships have a slightly higher thermal armor resist, again to compensate for the dominant Gallente damage type. The Gallente however opted for a balanced kinetic/thermal resistance attribute.
Tech 2 Ships
Tech 2 ships have different resist types than their tech 1 variants.
Tech 2 resists can be split into 6 diffrent profiles. Lets examine these profiles using a table.
Class | Type 1 | Type 2 |
Type 3 |
Type 4 |
Type 5 |
Type 6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Defence Type |
|
|
|
|
|
| |||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
|
| |||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
|
| |||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
|
| |||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
|
|
- Type 1
- Type 3
- Type 5
Some ships offer bonusus to resistance based on the prerequsite skill to fly them. In the next table, you will find the resistance profiles based on having the respective ship skill at level 5. However, this does not affect the ships natural resistance, but the remaining amount. For example, the Vengeance has an 80% armor explosive resistance, but the 25% armor resistance bonus works on the incoming 20% damage. This means that out of the 20% incoming explosive damage, 25% is resisted, which is 5% of total incoming damage and results in a total of 85% explosive armor resistance.
Class |
Type 1 Armor Modified |
Type 1 Shield Modified |
Type 2 Armor Modified |
Type 2 Shield Modified | |||||||||||||||||||||
Defence Type |
|
|
|
| |||||||||||||||||||||
|
|
|
|||||||||||||||||||||||
|
|
|
|||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
|
|
- Type 1 Modified Shield
- HACs
- Heavy Interdictors
- Type 2 Modified Armor
- Type 2 Modified Shield
Amarr vs Minmatar
It is clear that the tech 2 Amarr ships have an increased explosive resist to make up for the Minmatar explosive damage. On the other hand, we have the Minmatar Ships with a high EM resist to make up for the Amarr dominant EM damage type. We see a similar pattern with armor as well.
Gallente vs Caldari
Again, here we see the Gallente ships have an ever so slightly higher kinetic shield resists, while the Caldari have a slightly higher thermal shield resists. Again, Same goes for armor.
Noticeable findings
Both the Gallente are Caldari are striving for high thermal and kinetic resists, while ignoring the EM and explosive resists. The Amarr Ships covers most resistances in its armor, while the Minmatar covers its resistances in its shields.
Amarr generally are better off armor tanked, while Minmatar are better off shield tanked. Gallente and Caldari have a good balance between shield and armor, with the Gallente leaning a little towards armor and Caldari leaning towards shield.
- Each faction has a combination of two resistances that are constant regardless of which resist profile it falls in.
- The Amarr have EM and Thermal constant in all types.
- The Minmatar have Explosive and Kinetic constant in all types.
- The Gallente have EM and Explosive constant in all types.
- The Caldari have EM and Explosive constant in all types.
The rate at which each faction covers its defenses versus their enemies damage type changes with each class. It is highest with the Type 1 ships and lowest with the Type 6 Ships.
Common tendancies
- Minmatar
- In general advanced Minmatar ships favor a kiting approach and view their tank as just a hit point buffer so more often than not the holes are not patched. If they are though it is usually done by adding a kinetic and explosive resistance rig.
- Amarr
- Cruiser-sized and above ships are very likely to patch their biggest resist hole and with a single thermic hardener.
- Gallente
- A lot of ships like Ishkurs and Deimoses will plug the basic hole using an explosive hardener or an explosive rig.
- Caldari
- Because of the sheer size of the EMP hole it is a very good bet that there is at least a resistance rig or two if not an active hardener covering that hole.