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{{Merge|Passive shield tanking|target= Tanking}} | {{Merge|Passive shield tanking|target= Tanking}} | ||
In EVE Online, '''Tanking''' is the combat science of | In EVE Online, '''Tanking''' is the combat science of absorbing and reducing incoming damage. A player upgrades their ship's defense grid, commonly called its '''tank''', to prevent or delay their ship's destruction. | ||
Tanking is a core part of most ship combat in EVE Online. | Tanking is a core part of most ship combat in EVE Online. Different tanking approaches exist, split into passive or active tanking and focusing on upgrading one of a ship's defense pools: its shield, armor, or hull. The [[damage types]] of EVE Online — energy, thermal, kinetic, and explosive damage — affect shield, armor, and hull differently through resistances, and these resistances can also be upgraded by fitting modules and rigs. Shields regenerate over time, while armor and hull do not, though with the right equipment each defense pool can be repaired by the self or remotely repaired by other ships. | ||
Even a basic understanding of tanking can greatly increase survivability in EVE, while more advanced knowledge and optimization can give competitive pilots and ship planners an edge. [[EVE University]] members are encouraged to direct questions to experienced corporation mates or to the #fitting-chat channel on the University [[Discord]]. | |||
Note that while evading damage is also commonly called tanking, as in "speed tanking" and "signature tanking," this page focuses on reducing inflicted damage. | Note that while evading damage is also commonly called tanking, as in "speed tanking" and "signature tanking," this page focuses on reducing inflicted damage. | ||
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== Basic concepts == | == Basic concepts == | ||
[[file:402status panel.jpg|thumb|450px|Ship Status Panel]] | [[file:402status panel.jpg|thumb|450px|Ship Status Panel]] | ||
The Ship Status Panel shows the hitpoints of the player's ship with three rings, from outside to inside: | The Ship Status Panel shows the hitpoints(HP) of the player's ship with three rings, from outside to inside: | ||
# shield (outer semicircle) | # shield (outer semicircle) | ||
# armor (middle semicircle) | # armor (middle semicircle) | ||
# and structure (also called "hull"; inner semicircle) | # and structure (also called "hull"; inner semicircle) | ||
Ship defenses suffer damage in this order, marked by red coloring filling | Ship defenses suffer damage in this order, marked by red coloring filling each ring. When the last ring (the structure ring) is completely red, the ship's hull has been breached and the ship is destroyed, ejecting the pilot into space as an escape pod. | ||
Tanking follows one of two general approaches: | |||
* Buffer tanking – raising the ship's raw HP | * Buffer tanking – raising the ship's raw HP | ||
* Active tanking – repairing damage received | * Active tanking – repairing damage received | ||
Buffer tanking involves fitting passive armor, shield, or hull HP modules. These passive modules do not require control, but generally come paired with negative side effects. In contrast, active tanking employs equipment that requires capacitor energy or specialized ammunition. | Buffer tanking involves raising HP by fitting passive armor, shield, or hull HP modules. These passive modules do not require control or ammunition, but they generally come paired with negative side effects like reduced evasion. In contrast, active tanking employs equipment that requires capacitor energy or specialized ammunition. | ||
Damage-type resistances reduce incoming | Damage-type resistances reduce incoming damage by a percentage and increase a ship's effective hit points, or EHP. Tanking builds generally combine raw HP increases with damage resistance to maximize EHP. | ||
=== Buffer tanking === | === Buffer tanking === | ||
Buffer tanking boosts raw HP to increase a ship's survivability between repairs, at the expense of self-repairing capability. In fleet battles, a buffer tank can survive heavier bursts of damage between remote repairs. Note that a ship's hull is far slower to remote repair than armor or shields. | Buffer tanking boosts raw HP to increase a ship's survivability between repairs, at the expense of self-repairing capability. In fleet battles, a buffer tank can survive heavier bursts of damage between remote repairs. Note that a ship's hull is far slower to remote repair than armor or shields. | ||
Buffer tanking has low or | Buffer tanking has low or zero [[capacitor]] demands, freeing up the capacitor for other tactical equipment. In the same way, having no active modules to manage liberates a pilot's attention for other challenges. However, a buffer tank without repair support has a set lifespan. Once the HP buffer is compromised, an unsupported buffer tank will soon reach the end of its engagement value. | ||
Any damage threat that can overwhelm a ship before it can actively repair itself calls for buffer tanking. PvP fleet combat is a key example as it subjects players to focus fire. | Any damage threat that can overwhelm a ship before it can actively repair itself calls for buffer tanking. PvP fleet combat is a key example as it subjects players to heavy focus fire. In contrast, solo PvE [[missions]] have more sustained damage threats that limit the value of solo buffer tanks, though group PvE fleets may use buffer tanks and [[logistics]] support together: this is common in [[Incursions]] and in [[wormhole]] PvE battles. | ||
When expecting remote repairs, a ship planner may focus their build on more damage resistance, at the expense of EHP, to enhance the value of repairs by decreasing damage suffered. | |||
Buffer tanking comes in three flavors: [[#Armor tanking|armor buffer tanking]], [[#Passive shield tanking|passive shield tanking]], and [[#Hull tanking|hull tanking]]. | Buffer tanking comes in three flavors: [[#Armor tanking|armor buffer tanking]], [[#Passive shield tanking|passive shield tanking]], and [[#Hull tanking|hull tanking]]. | ||
=== Active tanking === | === Active tanking === | ||
An "active tank" uses armor repair or shield booster modules to restore damage done to the ship. Active tanks use energy from the ship's capacitor to run local armor-repairing or shield-boosting modules. So long as the incoming damage never exceeds your restoration capacity and your capacitor never gives out under the pressure, an active tank can last forever ("perma-tanking"). If either of these two things happens, your tank will collapse ("break") under the pressure. | An "active tank" uses armor repair or shield booster modules to restore the damage done to the ship. Active tanks use energy from the ship's capacitor to run local armor-repairing or shield-boosting modules. So long as the incoming damage never exceeds your restoration capacity and your capacitor never gives out under the pressure, an active tank can last forever ("perma-tanking"). If either of these two things happens, your tank will collapse ("break") under the pressure. | ||
Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks | Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks and are often vulnerable to [[Capacitor Warfare]] that drains the ship's capacitor dry. | ||
==== Sustained active tanks ==== | ==== Sustained active tanks ==== | ||
In PvE, players usually need a permanent tank that can consistently restore a steady stream of moderate damage, forever. | In PvE, players usually need a permanent tank that can consistently restore a steady stream of moderate damage, forever. | ||
A PvE active tank uses one or more armor repairers or shield boosters, modules to boost either shield or armor resistances to damage, and modules to support the recharging of the ship's capacitor so that the rest of the tank can keep on running. For most PvE combat, players can look up ahead of time what types of damage they are likely to receive, and will fit modules | A PvE active tank uses one or more armor repairers or shield boosters, modules to boost either shield or armor resistances to damage, and modules to support the recharging of the ship's capacitor so that the rest of the tank can keep on running. For most PvE combat, players can look up ahead of time what types of damage they are likely to receive, and will fit modules that harden their resistances against that type of damage in particular. | ||
Sustained active tanks are rare in PvP. | Sustained active tanks are rare in PvP. | ||
==== Burst active tanks ==== | ==== Burst active tanks ==== | ||
Though fleet PvP can deliver incoming damage beyond the capacity of any | Though fleet PvP can deliver incoming damage beyond the capacity of any sub-capital sustained active tank, solo and small gang PvP often involves lower incoming damage, which a short-term active tank can fend off. The modules central to this tactic are Ancillary Armor Repairers (AAR) and Ancillary Shield Boosters (ASB). These modules can be loaded with Nanite Repair Paste (armor) and Cap Boosters (shield). While these modules have charges, ancillary armor repairers repair far more hitpoints than any other repair module, and ancillary shield boosters consume 0 capacitor energy to cycle. | ||
However, once their charges run out (in general after 8 cycles for an armor repairer or 9 cycles for a shield booster), the AAR becomes very weak and inefficient, and the ASB becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to refresh their charges from your cargo hold. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship. | However, once their charges run out (in general after 8 cycles for an armor repairer or 9 cycles for a shield booster), the AAR becomes very weak and inefficient, and the ASB becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to refresh their charges from your cargo hold. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship. | ||
The size of charges used and the rate at which they are consumed is based on the size of the module. Larger ancillary armor repairers hold more paste | The size of charges used and the rate at which they are consumed is based on the size of the module. Larger ancillary armor repairers hold more paste but consume more paste per cycle, and larger ancillary shield boosters require larger cap charges to be loaded. While ancillary shield boosters may have multiple different sizes of charges loaded, larger charges offer no benefit over smaller charges (and with their larger volume, allow fewer charges to be loaded at once), and so only the smallest available charge should be used. | ||
Because [[Overheating]] repair modules | Because [[Overheating]] repair modules increase both the cycle speed and the number of hitpoints repaired, ancillary repair modules should always be run overheated to maximize the value of their limited cycles. (The overheat damage sustained can then be repaired while the modules are reloading.) | ||
Another module often important to a burst active tank is the capacitor booster. A cap booster uses charges to fire more energy into your capacitor, allowing a ship to exceed its normal power output for a limited time. Ancillary repairers/boosters and cap boosters offer some protection against capacitor warfare, and a burst active tank can achieve a startlingly-high rate of restoration, especially on a ship with bonuses like those found on the [[Maelstrom]] or [[Hyperion]]. | Another module often important to a burst active tank is the capacitor booster. A cap booster uses charges to fire more energy into your capacitor, allowing a ship to exceed its normal power output for a limited time. Ancillary repairers/boosters and cap boosters offer some protection against capacitor warfare, and a burst active tank can achieve a startlingly-high rate of restoration, especially on a ship with bonuses like those found on the [[Maelstrom]] or [[Hyperion]]. | ||
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Modules are available to help both your shields and your armor, but it is a good rule of thumb to focus on ''either'' shields ''or'' armor, not both. | Modules are available to help both your shields and your armor, but it is a good rule of thumb to focus on ''either'' shields ''or'' armor, not both. | ||
Most of the time a tank takes up a substantial proportion of powergrid, CPU and either midslots (shield tank) or lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules | Most of the time a tank takes up a substantial proportion of powergrid, CPU and either midslots (shield tank) or lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules etc.) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots. Both types of tank at once leave you with little space for other useful modules. | ||
This rule also applies to mixing buffer tank with active tank. Buffer and active tank modules both require heavy powergrid and CPU, both consume the same limited set of slots, and both fitting theories satisfy different, usually mutually exclusive, goals and conditions. | This rule also applies to mixing buffer tank with active tank. Buffer and active tank modules both require heavy powergrid and CPU, both consume the same limited set of slots, and both fitting theories satisfy different, usually mutually exclusive, goals and conditions. | ||
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=== Resistances === | === Resistances === | ||
Resistances (or "resists) on a ship reduce the damage taken. A resist figure is number that tells you by how large a percentage the incoming damage is reduced. For example, 30% thermal resistance on shields means that all incoming thermal damage is reduced by 30%: 100 hit points of shield damage becomes 70. | Resistances (or "resists) on a ship reduce the damage taken. A resist figure is a number that tells you by how large a percentage the incoming damage is reduced. For example, 30% thermal resistance on shields means that all incoming thermal damage is reduced by 30%: 100 hit points of shield damage becomes 70. | ||
The T1 ships have almost identical base resists, but many of the T2 ships have so called "[[T2 Resists]]" that drastically vary between races. For example, Minmatar ships with T2 resists have massive EM and thermal resists even on shields | The T1 ships have almost identical base resists, but many of the T2 ships have so called "[[T2 Resists]]" that drastically vary between races. For example, Minmatar ships with T2 resists have massive EM and thermal resists even on shields but have low resists against explosive and kinetic. | ||
The base resists of a ship are almost always modified by modules fitted on the ship. Resistance percentages are calculated in a way that many people find confusing. A module may list itself as having a 30% bonus to resistances, but the only time you'll actually see a 30% increase in resistance when using it is if your current resistance is 0%. | The base resists of a ship are almost always modified by modules fitted on the ship. Resistance percentages are calculated in a way that many people find confusing. A module may list itself as having a 30% bonus to resistances, but the only time you'll actually see a 30% increase in resistance when using it is if your current resistance is 0%. | ||
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Resistances are easier to figure out if you think in terms of "damage vulnerability" rather than "damage resistance". A ship with 60% EM resist is then going to take 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7, so you now take 0.7*0.4 = 0.28 = 28% of the raw damage. | Resistances are easier to figure out if you think in terms of "damage vulnerability" rather than "damage resistance". A ship with 60% EM resist is then going to take 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7, so you now take 0.7*0.4 = 0.28 = 28% of the raw damage. | ||
Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type | Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type. | ||
For those interested in the math (pilots do not need to know these details if they don't want to), the final resist with multiple modules and stacking penalties can be calculated with the formula | For those interested in the math (pilots do not need to know these details if they don't want to), the final resist with multiple modules and stacking penalties can be calculated with the formula | ||
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=== Negative resistances === | === Negative resistances === | ||
Certain effects will apply negative resists to a ship. These include [[incursion]] effects, [[Abyssal Deadspace]] effects and [[Capital_Ship_Modules#Phenomena_Generator|phenomena generators]]. The way these are applied may seem confusing, but they are simpler than they seem. The idea is exactly same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist. | Certain effects will apply negative resists to a ship. These include [[incursion]] effects, [[Abyssal Deadspace]] effects and [[Capital_Ship_Modules#Phenomena_Generator|phenomena generators]]. The way these are applied may seem confusing, but they are simpler than they seem. The idea is exactly the same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist. | ||
A 50% resist penalty means that your ship will take 50% more damage. | A 50% resist penalty means that your ship will take 50% more damage. | ||
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Your ship has 70% resistance meaning you will receive 30% of the incoming damage. If 50% resist penalty is applied on your ship you will take 50% more damage. You will be receiving 1.5×30% = 45% damage after your resists. So the new resistance is 100% - 45% = 55%. | Your ship has 70% resistance meaning you will receive 30% of the incoming damage. If 50% resist penalty is applied on your ship you will take 50% more damage. You will be receiving 1.5×30% = 45% damage after your resists. So the new resistance is 100% - 45% = 55%. | ||
The math is | The math is: | ||
:<math> \displaystyle \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) </math> | :<math> \displaystyle \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) </math> | ||
The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative, the new resist will simply be 0%. | The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative, the new resist will simply be 0%. | ||
=== Negative hitpoints === | |||
It is possible that the hitpoints of the shield, armor, and/or hull become a negative value. The game tracks "damaged value" for each layer of hitpoints, changes to max hitpoints will not change the damaged amount of hitpoints, unlike capacitors, which change energy with capacity changes to maintain the same percentage. | |||
When the max hitpoints are reduced and the new max hitpoint minus damaged hitpoints is a negative value, negative hitpoints occur. Common causes are: | |||
* The pilot is ejected, and the max hitpoints bonus from skills, implants, and boosters are removed. | |||
* Modules that give extra max hitpoints become offline because either the pilot ejected caused the module to be out of CPW/PWG, burned to overheating, the pilot did not have skills for it, or they were put offline by the pilot or unfitted. | |||
* Modules that decrease max hitpoints are fitted and brought online. | |||
* [[Medical boosters]], [[Command Bursts]] or system effects (like Pulsar or Wolf Rayet in [[Wormhole space]]) caused changes in max hitpoints. Either the effect caused a decrease in max hitpoints, or the ship took too much damage and had the effect that increased max hitpoints wear off. | |||
Negative hitpoints will show 0 hitpoints, but they will absorb some amount of heal from hull repairers, armor repairers and shield boosters, resulting in odds that the ship is repaired but hitpoints are not changed, but with enough fixes eventually bringing hitpoints to a positive value. | |||
If hull hitpoints reach 0 or a negative value via max hull hitpoints decreased instead of damage, the ship won't be destroyed until the next hull damage, allowing the ship to be hull repaired. | |||
=== Over 100% resistance === | |||
A ship with any resistance above 100% is '''destroyed upon any damage taken'''. | |||
Over 100% resist can be achieved by active an overheated one of the best or second best officer or either X-Type single damage type hardeners on a [[Deep Space Transport]] in a Class 6 [[Wormhole space|wormhole system]] with [[Wormhole_space#Red_Giant|Red Giant]] effect, or Class 5 if the hardener is the best officer one. Due to the consequences, don't do it. | |||
== Armor tanking == | == Armor tanking == | ||
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Armor tanking emphasizes the use of low-slot modules to increase armor hit points, resistance to damage, and gain the ability to repair damage taken by armor. Regardless of the approach taken to armor tanking, understand that armor on T1 hulls has an inherent weakness to Explosive damage, and usually a mild weakness to Kinetic damage, and you should plan your resistance modules accordingly. | Armor tanking emphasizes the use of low-slot modules to increase armor hit points, resistance to damage, and gain the ability to repair damage taken by armor. Regardless of the approach taken to armor tanking, understand that armor on T1 hulls has an inherent weakness to Explosive damage, and usually a mild weakness to Kinetic damage, and you should plan your resistance modules accordingly. | ||
Armor-tanked ships generally have much stronger buffers than shield-tanked ships. This is aided by Armor having near-universally higher base damage resistances than shields (albeit with the opposite order of strengths and weaknesses), and several modules which increase armor hitpoints and resistances | Armor-tanked ships generally have much stronger buffers than shield-tanked ships. This is aided by Armor having near-universally higher base damage resistances than shields (albeit with the opposite order of strengths and weaknesses), and several modules which increase armor hitpoints and resistances that have no shield equivalents. | ||
Armor Repairers are more capacitor-efficient than Shield Boosters (in terms of raw HP recovered per GJ of capacitor used), and they repair large amounts of HP on every cycle. However, they also cycle very slowly, meaning that they effectively restore less HP per second than shield boosters; and the HP gained is applied at the ''end'' of the module cycle (rather than the ''beginning'' as it is for shield boosters), meaning that a pilot must anticipate when the repairs will be needed several seconds in advance. | Armor Repairers are more capacitor-efficient than Shield Boosters (in terms of raw HP recovered per GJ of capacitor used), and they repair large amounts of HP on every cycle. However, they also cycle very slowly, meaning that they effectively restore less HP per second than shield boosters; and the HP gained is applied at the ''end'' of the module cycle (rather than the ''beginning'' as it is for shield boosters), meaning that a pilot must anticipate when the repairs will be needed several seconds in advance. | ||
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=== Rainbow -1 === | === Rainbow -1 === | ||
"Rainbow" tanking refers to an attempt to maximize damage resistance by running one pure resistance module for each of the four damage types. This is generally only done on Battleships or Capital Ships, because of the large number of slots | "Rainbow" tanking refers to an attempt to maximize damage resistance by running one pure resistance module for each of the four damage types. This is generally only done on Battleships or Capital Ships, because of the large number of slots required to do it. However, because of the distribution of base armor resistances, rainbow tanking is generally not quite the most efficient way to maximize resistances. What is generally more efficient is "Rainbow -1": One Membrane or Hardener for each of Explosive, Kinetic, and Thermal, and then a single Multispectrum Energized Membrane. This strategy takes advantage of armor's naturally high EM resistance, improves the other three resistances to match, then uses a single Multispec to further improve everything. This has the added advantage of only applying 1 layer of Stacking Penalties to most resists and no Stacking Penalties at all to the EM resist, and synergizes very well in a fleet setting with [[Command Bursts|Armored Command Bursts]]. | ||
=== Armor tanking modules === | === Armor tanking modules === | ||
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{|class=wikitable style="width: 900px;" | {|class=wikitable style="width: 900px;" | ||
|- | |- | ||
|[[File:Icon armor plate.png|link= | |[[File:Icon armor plate.png|link=]] | ||
|'''{{co|wheat|Armor plates}}''' increase | |'''{{co|wheat|Armor plates}}''' increase armor HP by a flat amount with the cost of increasing ship mass, decreasing ship speed and agility. Oversized plates, those intended for larger ship sizes, can be fitted onto smaller ships if they have adequate power grid. | ||
|- | |- | ||
|[[File:Icon adaptive nano plating.png|link=]] | |||
|'''{{co|wheat|Resistance coatings}}''' are passive modules that increase armor resistances. They have very low fitting costs. | |||
* Resistance Coatings come in 5 types: one for each of the four damage elements and one multispectrum model which moderately resists all damage. | |||
* The [[#Armor Compensation|Armor Compensation]] skills further increases bonus resistances. | |||
|- | |- | ||
|[[File:Icon energized membrane.png|link=]] | |||
|'''{{co|wheat|Energized membranes}}''' are an upgraded version of Resistance Coatings, passively increasing armor resistances by a larger amount. They have higher CPU fitting costs than resistance coatings and are more expensive to produce. | |||
*Energized Membranes also come in four elemental types and one multispectrum model which moderately resists all damage. | |||
* The [[#Armor Compensation|Armor Compensation]] skills further increases bonus resistances. | |||
|- | |- | ||
|[[File:Icon armor thermal hardener.png|link= | |[[File:Icon armor thermal hardener.png|link=]] | ||
|'''{{co|wheat|Armor hardeners}}''' are active modules | |'''{{co|wheat|Armor hardeners}}''' are active modules that significantly increase one of the four armor resistances, more than Energized Membranes. They consume small amounts of Capacitor energy to run and require slightly more CPU to fit than Energized Membranes. They can also be [[Overheat]]ed for a further increase in strength. | ||
* (Active) Armor Hardeners come in 4 types: one for each type of damage. | |||
* Armor Hardeners do '''not''' benefit from the [[#Armor Compensation|Armor Compensation]] skills. | |||
|- | |- | ||
|[[File:Icon module damage control.png|link= | |[[File:Icon module damage control.png|link=]] | ||
|'''{{co|wheat|Damage control}}''' is a passive module that increases a ship's shield, armor, and hull resists. This module is not stacking penalized with most other resist modules. Only a Reactive Armor Hardener is stacking penalized with a damage control. As a result, this module is commonly seen as one of the most efficient defensive modules in the game. | |'''{{co|wheat|Damage control}}''' is a passive module that increases a ship's shield, armor, and hull resists. This module is not stacking penalized with most other resist modules. Only a Reactive Armor Hardener is stacking penalized with a damage control. As a result, this module is commonly seen as one of the most efficient defensive modules in the game. | ||
|- | |- | ||
|[[File:Icon assault damage control.png|link= | |[[File:Icon assault damage control.png|link=]] | ||
|'''{{co|wheat|Assault damage control}}''' is a variant of the Damage Control which can only be used by [[ | |'''{{co|wheat|Assault damage control}}''' is a variant of the Damage Control which can only be used by [[Assault Frigates]] and [[Heavy Assault Cruisers]]. Passively, it gives weaker bonuses to shield, armor, and hull resistances than a normal Damage Control. In exchange, the ADC can be activated once every two minutes to give 12 seconds of massive reduction to all incoming damage. Like the normal Damage Control, the ADC is stacking penalized with the Reactive Armor Hardener but not with any other resist modules. | ||
|- | |- | ||
|[[File:icon_reactive_armor_hardener.png|link= | |[[File:icon_reactive_armor_hardener.png|link=]] | ||
|'''{{co|wheat|Reactive armor hardener}}''' is an active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When first activated, the module gives 15% resistance to each type of damage. As the ship receives armor damage, every time the RAH cycles its resistances will change to become more resistant to the damage which was last sustained, and less resistant to other damage types which were not sustained. The resists shift by up to 6% per cycle per resist. This module is not stacking penalized with other modules except for Damage Control. | |'''{{co|wheat|Reactive armor hardener}}''' is an active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When first activated, the module gives 15% resistance to each type of damage. As the ship receives armor damage, every time the RAH cycles its resistances will change to become more resistant to the damage which was last sustained, and less resistant to other damage types which were not sustained. The resists shift by up to 6% per cycle per resist. This module is not stacking penalized with other modules except for Damage Control. | ||
|- | |- | ||
|[[File:Icon armor repairer i.png|link= | |[[File:Icon armor repairer i.png|link=]] | ||
|'''{{co|wheat|Armor repairers}}''' are modules that consume moderate amount of capacitor and use that to repair the ship's armor.<br> | |'''{{co|wheat|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. | ||
|- | |- | ||
|[[File:Icon armor repairer i.png|link= | |[[File:Icon armor repairer i.png|link=]] | ||
|'''{{co|wheat|Ancillary armor repairers}}''' ("Ancils") | |'''{{co|wheat|Ancillary armor repairers}}''' ("Ancils") can consume Nanite Repair Paste to fix armor quickly in short bursts. A loaded Ancil fixes ~1.7x the armor of a comparable T2 armor repairer for the first eight repair cycles. A depleted Ancil repairs much slower, at ~0.6x repair yield. Reloading the module requires '''1 minute''', and an Ancil '''cannot be used''' while reloading. Auto-reload can be disabled to keep the module available until reload is desired. | ||
Ancillary Armor Repairers | * PvP is the primary setting for Ancillary Armor Repairers where they provide strong bursts of active tanking. (Certain types of PvE, such as [[Abyssal Deadspace]], also popularly feature this module.) | ||
* [[Overheating]] a loaded Ancillary Armor Repairer is especially advisable, due to its limited number of activation cycles. | |||
|- | |||
|[[File:Icon adaptive nano plating.png|link=]] | |||
|'''{{co|wheat|Layered Coatings}}''' are passive modules that increase a ship's armor by a percentage amount, including bonus armor added by Armor Plates. Also, unlike Armor Plates, they do not increase ship mass. | |||
|- | |- | ||
|[[File:Icon energized membrane.png|link= | |[[File:Icon energized membrane.png|link=]] | ||
|'''{{co|wheat|Layered Energized Membranes}}''' are | |'''{{co|wheat|Layered Energized Membranes}}''' are upgraded Layer Coatings that increase armor percentage by a higher amount. They have higher CPU fitting costs and are more expensive to produce. | ||
|- | |- | ||
|[[File:Icon | |[[File:Icon remote armor repair i.png|link=]] | ||
|'''{{co|wheat| | |'''{{co|wheat|Remote armor repair systems}}''' consume capacitor to remotely repair armor on another ship. Their short range is extended significantly when fit to [[Logistics]] class ships. | ||
* Remote Armor Repairers heal marginally more than their self-repair counterparts over time, and at faster activation speeds. | |||
|- | |- | ||
|[[File:Icon remote armor repair i.png|link= | |[[File:Icon remote armor repair i.png|link=]] | ||
|'''{{co|wheat|Ancillary remote armor repair systems}}''' are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for 8 cycles of increased repairs. However, once the paste runs out they will repair less than normal remote repairers. | |'''{{co|wheat|Ancillary remote armor repair systems}}''' are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for 8 cycles of increased repairs. However, once the paste runs out they will repair less than normal remote repairers. | ||
|- | |- | ||
|[[File:Module icon armor rig tech1.png|link= | |[[File:Module icon armor rig tech1.png|link=]] | ||
|'''{{co|wheat|Rigs}}''' | |'''{{co|wheat|Rigs}}''' | ||
* Trimark Armor Pumps increases the raw HP by a percentage, at the cost of reduced maximum speed. | * Trimark Armor Pumps increases the raw HP by a percentage, at the cost of reduced maximum speed. | ||
* Anti-damage type rigs increase damage resist to single damage type, at the cost of reduced maximum speed. | * Anti-damage type rigs increase damage resist to a single damage type, at the cost of reduced maximum speed. | ||
* Auxiliary Nano Pumps | * Auxiliary Nano Pumps increase 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 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. | * 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. | ||
Tech II Armor Rigs tend to all be very expensive because of the rarity of one component (Intact Armor Plates) which they all use. | Tech II Armor Rigs tend to all be very expensive because of the rarity of one component (Intact Armor Plates) which they all use. | ||
|- | |- | ||
|[[File:Icon_implant_hardwiring.png|link= | |[[File:Icon_implant_hardwiring.png|link=]] | ||
|'''{{co|wheat|Implants}}''' | |'''{{co|wheat|Implants}}''' | ||
*Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number | *Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number | ||
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|- | |- | ||
|[[File:Icon exile.png|link= | |[[File:Icon exile.png|link=]] | ||
|'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, capacitor capacity, turret tracking, or missile damage application. | |'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however, they carry a chance to reduce your Armor hitpoints, capacitor capacity, turret tracking, or missile damage application. | ||
|} | |} | ||
===Armor tanking skills=== | === Armor tanking skills === | ||
* {{sk|Hull Upgrades}} | * {{sk|Hull Upgrades}} | ||
** 5% armor HP per level | ** 5% armor HP per level | ||
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** 5% reduction in armor repair module cycle duration. It should be noted that a reduction in activation time increases the capacitor need of the module. | ** 5% reduction in armor repair module cycle duration. It should be noted that a reduction in activation time increases the capacitor need of the module. | ||
** Required for armor repairers | ** Required for armor repairers | ||
* {{sk|EM Armor Compensation}} | * {{Anchor|Armor Compensation}}Armor Compensation | ||
** 5% increase per level in the corresponding resist for membranes and resist plates | ** {{sk|EM Armor Compensation}} | ||
** {{sk|Thermal Armor Compensation}} | |||
** {{sk|Kinetic Armor Compensation}} | |||
** {{sk|Explosive Armor Compensation}} | |||
*** 5% increase per level in the corresponding resist for membranes and resist plates | |||
* {{sk|Armor Rigging}} | * {{sk|Armor Rigging}} | ||
** Reduces the drawbacks of armor rigs by 10% per level. | ** Reduces the drawbacks of armor rigs by 10% per level. | ||
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=== Active shield tanking === | === Active shield tanking === | ||
Active shield tanking is most commonly used in higher-level PvE | Active shield tanking is most commonly used in higher-level PvE but also has a place in solo or small-gang PvP. Active shield tanking is based on using a shield booster to recover shield HP faster than incoming damage can deplete it, while also fitting modules to harden the shields' resistances. | ||
=== Passive shield tanking === | === Passive shield tanking === | ||
{{See also|Passive shield tanking}} | |||
Unlike Armor hit points, shields will recharge themselves after taking damage. A passive Shield tank maximizes this natural recharge rate without the use of active booster modules. The shields of a ship have two stats that are relevant to passive recharge: shield capacity and shield recharge time. The shield capacity is simply the maximum HP for the shields while the recharge time tells how long it takes for the shields to recharge. | Unlike Armor hit points, shields will recharge themselves after taking damage. A passive Shield tank maximizes this natural recharge rate without the use of active booster modules. The shields of a ship have two stats that are relevant to passive recharge: shield capacity and shield recharge time. The shield capacity is simply the maximum HP for the shields while the recharge time tells how long it takes for the shields to recharge. | ||
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To get a crude measure of recharge rate, you can simply divide the shield HP by the time listed for recharging. But shields do not recharge at a constant rate: this only calculates an average rate. The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity. | To get a crude measure of recharge rate, you can simply divide the shield HP by the time listed for recharging. But shields do not recharge at a constant rate: this only calculates an average rate. The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity. | ||
Shield recharge rates above ~98% shield | Shield recharge rates above ~98% shield are extremely low. For ships with small shield capacity it is essentially non-existent. The shield recharge rate also drops sharply below 25% capacity. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies rapidly. | ||
[[File:Shield_recharge.png|400px | [[File:Shield_recharge.png|thumb|400px|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]] | ||
[[File:Shield recharge rate.png|400px | [[File:Shield recharge rate.png|thumb|400px|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]] | ||
As the shield takes damage, its level goes ''down''. In response, the rate at which it rebuilds itself goes ''up''. The increase in shield recharge rate continues until it peaks at 25% of shield capacity. At this threshold, the default ship Health Alert noise will sound to warn the pilot that the shield is at its recharging limit. If it continues to take more damage than it can hold, the regeneration will drop off quickly. This means if constant damage is applied, the shield will regenerate less as it becomes empty, thus making it easier to shoot the armor below it. | As the shield takes damage, its level goes ''down''. In response, the rate at which it rebuilds itself goes ''up''. The increase in shield recharge rate continues until it peaks at 25% of shield capacity. At this threshold, the default ship Health Alert noise will sound to warn the pilot that the shield is at its recharging limit. If it continues to take more damage than it can hold, the regeneration will drop off quickly. This means if constant damage is applied, the shield will regenerate less as it becomes empty, thus making it easier to shoot the armor below it. | ||
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;Consequences | ;Consequences | ||
The fact that these attributes are both set has some interesting consequences. Notably for this calculation, recharge time is ''not'' dependent on anything else, including maximum shield capacity, as you might have intuitively expected. This has the effect that if two ships have the same "recharge time" attribute, and one has more capacity, then the one with the larger capacity will get more raw HP/s regeneration, and appear to "repair faster" in a passive tank despite reaching its maximum level in the same time. | The fact that these attributes are both set has some interesting consequences. Notably, for this calculation, recharge time is ''not'' dependent on anything else, including maximum shield capacity, as you might have intuitively expected. This has the effect that if two ships have the same "recharge time" attribute, and one has more capacity, then the one with the larger capacity will get more raw HP/s regeneration, and appear to "repair faster" in a passive tank despite reaching its maximum level in the same time. | ||
;Calculating Average rate | ;Calculating Average rate | ||
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{|class=wikitable style="width: 900px;" | {|class=wikitable style="width: 900px;" | ||
|- | |- | ||
|[[File:Icon shield extender.png|link= | |[[File:Icon shield extender.png|link=]] | ||
|'''{{co|wheat|Shield extenders}}''' increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used (Medium size on a Frigate class ship, for example). | |'''{{co|wheat|Shield extenders}}''' increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used (Medium size on a Frigate class ship, for example). | ||
|- | |- | ||
|[[File:Icon resists.png|link= | |[[File:Icon resists.png|link=]] | ||
|'''{{co|wheat|Shield hardeners}}''' are active modules that increase ship's shield resists. Multispectrum Shield Hardener increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers. | |'''{{co|wheat|Shield hardeners}}''' are active modules that increase ship's shield resists. Multispectrum Shield Hardener increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers. | ||
|- | |- | ||
|[[File:Icon thermal amplifier.png|link= | |[[File:Icon thermal amplifier.png|link=]] | ||
|'''{{co|wheat|Shield resistance amplifiers}}''' are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor. | |'''{{co|wheat|Shield resistance amplifiers}}''' are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor. | ||
|- | |- | ||
|[[File:Icon module damage control.png|link= | |[[File:Icon module damage control.png|link=]] | ||
|'''{{co|wheat|Damage control}}''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with any other shield resist module. | |'''{{co|wheat|Damage control}}''' is a passive module that increases the ship's shield, armor and hull resists. This module is not stacking penalized with any other shield resist module. | ||
|- | |- | ||
|[[File:Icon shield recharger.png|link= | |[[File:Icon shield recharger.png|link=]] | ||
|'''{{co|wheat|Shield power relays}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced capacitor recharge rate. This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used. One of the few low slot shield modules. | |'''{{co|wheat|Shield power relays}}''' are passive modules that increase the ship's shield recharge rate at the cost of reduced capacitor recharge rate. This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used. One of the few low slot shield modules. | ||
|- | |- | ||
|[[File:Icon shield recharger.png|link= | |[[File:Icon shield recharger.png|link=]] | ||
|'''{{co|wheat|Shield flux coils}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced shield capacity. The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate. | |'''{{co|wheat|Shield flux coils}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced shield capacity. The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate. | ||
|- | |- | ||
|[[File:Icon shield recharger.png|link= | |[[File:Icon shield recharger.png|link=]] | ||
|'''{{co|wheat|Shield rechargers}}''' are passive mid slot modules | |'''{{co|wheat|Shield rechargers}}''' are passive mid slot modules that provide a modest increase to the shield recharge rate. If there is fitting room for shield extender then that may be a better choice. | ||
|- | |- | ||
|[[File:Icon shield glow.png|link= | |[[File:Icon shield glow.png|link=]] | ||
|'''{{co|wheat|Shield boosters}}''' consume ship's capacitor to repair (or ''boost'', as the name says) the shields in exchange. Note that the repair happens at the beginning of the module cycle. Shield boosters generally have short cycle time and mediocre capacitor:hitpoint rate compared to Armor Repairers. | |'''{{co|wheat|Shield boosters}}''' consume ship's capacitor to repair (or ''boost'', as the name says) the shields in exchange. Note that the repair happens at the beginning of the module cycle. Shield boosters generally have short cycle time and mediocre capacitor:hitpoint rate compared to Armor Repairers. | ||
|- | |- | ||
|[[File:Icon ancillary shield booster.png|link= | |[[File:Icon ancillary shield booster.png|link=]] | ||
|'''{{co|wheat|Ancillary shield booster}}''' provides a capacitor-free method of active shield tanking for limited time. They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor instead. They will reload in 1 minute (60 seconds). Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available (the accepted charge size is displayed on the Show Info tab). Using larger charges offers no benefits. Ancillary shield boosters are almost exclusively used in PvP situations to provide repairs without consuming the precious capacitor. Usage in PvE is not recommended due to the long reload time, the cost of Capacitor Booster Charges and burst tanking nature. | |'''{{co|wheat|Ancillary shield booster}}''' provides a capacitor-free method of active shield tanking for limited time. They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor instead. They will reload in 1 minute (60 seconds). Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available (the accepted charge size is displayed on the Show Info tab). Using larger charges offers no benefits. Ancillary shield boosters are almost exclusively used in PvP situations to provide repairs without consuming the precious capacitor. Usage in PvE is not recommended due to the long reload time, the cost of Capacitor Booster Charges and burst tanking nature. | ||
|- | |- | ||
|[[File:Icon shield boost amplifier.png|link= | |[[File:Icon shield boost amplifier.png|link=]] | ||
|'''{{co|wheat|Shield boost amplifiers}}''' are passive mid slot modules that increase shield booster repair amount without increasing the capacitor usage. They are completely passive and use only 1 powergrid, however they require quite a bit of CPU. This makes these impractical for smaller hulls due to the limited med slots and fitting resources. However, Boost Amplifiers double the heat damage from [[overheating]]. | |'''{{co|wheat|Shield boost amplifiers}}''' are passive mid slot modules that increase shield booster repair amount without increasing the capacitor usage. They are completely passive and use only 1 powergrid, however they require quite a bit of CPU. This makes these impractical for smaller hulls due to the limited med slots and fitting resources. However, Boost Amplifiers double the heat damage from [[overheating]]. | ||
|- | |- | ||
|[[File:Icon shield transporter i.png|link= | |[[File:Icon shield transporter i.png|link=]] | ||
|'''{{co|wheat|Remote shield boosters}}''' use capacitor to repair shields of a single target. Moderately short Optimal range and long Falloff range. Note that the repair is delivered at the start of the cycle. | |'''{{co|wheat|Remote shield boosters}}''' use capacitor to repair shields of a single target. Moderately short Optimal range and long Falloff range. Note that the repair is delivered at the start of the cycle. | ||
|- | |- | ||
|[[File:Icon_shield_transporter_i.png|link= | |[[File:Icon_shield_transporter_i.png|link=]] | ||
|'''{{co|wheat|Ancillary remote shield boosters}}''' are remote shield boosters that can be loaded with cap boosters. They behave exactly the same with local Ancillary Shield Boosters except they repair other ships instead. Usage without Cap Booster Charges are highly discouraged due to the large Capacitor usage. | |'''{{co|wheat|Ancillary remote shield boosters}}''' are remote shield boosters that can be loaded with cap boosters. They behave exactly the same with local Ancillary Shield Boosters except they repair other ships instead. Usage without Cap Booster Charges are highly discouraged due to the large Capacitor usage. | ||
|- | |- | ||
|[[File:Icon powergrid.png|link= | |[[File:Icon powergrid.png|link=]] | ||
|'''{{co|wheat|Power diagnostics systems}}''' are low slot engineering modules. Small percentage increase to shield capacity, capacitor capacity, powergrid output, shield recharge rate and capacitor recharge rate. | |'''{{co|wheat|Power diagnostics systems}}''' are low slot engineering modules. Small percentage increase to shield capacity, capacitor capacity, powergrid output, shield recharge rate and capacitor recharge rate. | ||
|- | |- | ||
|[[File:Icon capacitor recharger.png|link= | |[[File:Icon capacitor recharger.png|link=]] | ||
|'''{{co|wheat|Capacitor power relays}}''' are not exactly a shield modules, but an engineering module. They are a passive low slot module that increase capacitor recharge rate at the expense of reduced shield booster repair amount. These are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters. | |'''{{co|wheat|Capacitor power relays}}''' are not exactly a shield modules, but an engineering module. They are a passive low slot module that increase capacitor recharge rate at the expense of reduced shield booster repair amount. These are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters. | ||
|- | |- | ||
|[[File:Module icon shield rig tech1.png|link= | |[[File:Module icon shield rig tech1.png|link=]] | ||
|'''{{co|wheat|Rigs}}''' | |'''{{co|wheat|Rigs}}''' | ||
* Core defense field extenders increase shield capacity by a percentage amount. They are popular on PvP fits, and thus are a bit more expensive due to the high demand. | * Core defense field extenders increase shield capacity by a percentage amount. They are popular on PvP fits, and thus are a bit more expensive due to the high demand. | ||
* Core defense field purgers increase the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships. | * Core defense field purgers increase the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships. | ||
* Screen reinforcers increases a ship resistance to single type of damage. The most commonly used is the anti-EM and anti-thermal reinforcers as the shields are naturally | * Screen reinforcers increases a ship resistance to single type of damage. The most commonly used is the anti-EM and anti-thermal reinforcers as the shields are naturally vulnerable to these damage types. | ||
* Core defense capacitor safeguards make a shield booster run more efficiently reducing the cap requirement. | * Core defense capacitor safeguards make a shield booster run more efficiently reducing the cap requirement. | ||
* Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armor equivalent, usually ignored in favour of a boost amplifier module. | * Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armor equivalent, usually ignored in favour of a boost amplifier module. | ||
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|- | |- | ||
|[[File:Icon implant hardwiring.png|link= | |[[File:Icon implant hardwiring.png|link=]] | ||
|'''{{co|wheat|Implants}}''' | |'''{{co|wheat|Implants}}''' | ||
* Slot 6: Zainou 'Gnome' Shield Upgrades SU-6XX series reduces shield extender powergrid needs by a few %. Rarely used. | * Slot 6: Zainou 'Gnome' Shield Upgrades SU-6XX series reduces shield extender powergrid needs by a few %. Rarely used. | ||
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|- | |- | ||
|[[File:Icon blue pill.png|link= | |[[File:Icon blue pill.png|link=]] | ||
|'''{{co|wheat|Blue Pill}}''' medical booster greatly increases the ship's active shield boosting amount, however they have a chance to penalize your ship's Capacitor and Shield capacity, your turret's optimal range, or your missile's explosion velocity. | |'''{{co|wheat|Blue Pill}}''' medical booster greatly increases the ship's active shield boosting amount, however they have a chance to penalize your ship's Capacitor and Shield capacity, your turret's optimal range, or your missile's explosion velocity. | ||
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** Required for shield hardeners. No good reason for training beyond IV unless you want to use certain capital modules. | ** Required for shield hardeners. No good reason for training beyond IV unless you want to use certain capital modules. | ||
* {{sk|EM Shield Compensation}}, {{sk|Thermal Shield Compensation}}, {{sk|Kinetic Shield Compensation}}, {{sk|Explosive Shield Compensation}} | * {{sk|EM Shield Compensation}},<br> {{sk|Thermal Shield Compensation}},<br> {{sk|Kinetic Shield Compensation}},<br> {{sk|Explosive Shield Compensation}} | ||
** Increases the specific resist of the passive shield resistance amplifiers. | ** Increases the specific resist of the passive shield resistance amplifiers. | ||
** Training the four damage type-specific shield compensation skills is less important. The passive Shield Amplifier modules benefit most from them, but are not widely used, but active resistance modules (like Multispectrum Shield Hardeners) get no benefit at all. | ** Training the four damage type-specific shield compensation skills is less important. The passive Shield Amplifier modules benefit most from them, but are not widely used, but active resistance modules (like Multispectrum Shield Hardeners) get no benefit at all. | ||
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Regardless of these disadvantages, hull tanking is sometimes done unironically, as with certain ships their base hull HPs are so high that a hull tank is actually the best way to maximize their HP buffer. A bait ship with hull tank can lull attackers into a false sense of victory as they see the shields and armor vanish, only to spend ages grinding down the hull. Gallente ships like [[Hecate]], [[Brutix]], and [[Megathron]] have notably thick hulls (and ''very high'' damage Blaster turrets), making them viable at hull tanking. | Regardless of these disadvantages, hull tanking is sometimes done unironically, as with certain ships their base hull HPs are so high that a hull tank is actually the best way to maximize their HP buffer. A bait ship with hull tank can lull attackers into a false sense of victory as they see the shields and armor vanish, only to spend ages grinding down the hull. Gallente ships like [[Hecate]], [[Brutix]], and [[Megathron]] have notably thick hulls (and ''very high'' damage Blaster turrets), making them viable at hull tanking. | ||
One advantage that hull tanking has, however is access to Damage Control modules, which gives significant bonus to hull resistances, usually bringing it to the most damage resisting layer of ship hitpoints. | |||
As all the practically useful hull tanking modules are passive, a hull tank is resistant to neuting and other forms of capacitor warfare. | As all the practically useful hull tanking modules are passive, a hull tank is resistant to neuting and other forms of capacitor warfare. | ||
The only scenario that hull logistics are required, are repair unmanned hull damaged ships, as hull damaged ships cannot be board. | |||
{|class=wikitable style="width: 900px;" | {|class=wikitable style="width: 900px;" | ||
|- | |- | ||
|[[File:Icon reinforced bulkhead.png|link= | |[[File:Icon reinforced bulkhead.png|link=]] | ||
|'''{{co|wheat|Reinforced bulkheads}}''' give a percentage bonus to hull HP. These are the only modules that increase hull HP. | |'''{{co|wheat|Reinforced bulkheads}}''' give a percentage bonus to hull HP. These are the only modules that increase hull HP. | ||
|- | |- | ||
|[[File:Icon module damage control.png|link= | |[[File:Icon module damage control.png|link=]] | ||
|'''{{co|wheat|Damage control}}''' increases ship's hull resist to all damage. | |'''{{co|wheat|Damage control}}''' increases ship's hull resist to all damage. | ||
|- | |- | ||
|[[File:Icon hull repairer i.png|link= | |[[File:Icon hull repairer i.png|link=]] | ||
|'''{{co|wheat|Hull repairers}}''' use capacitor to repair hull. These modules are extremely slow and can not be practically used in combat. | |'''{{co|wheat|Hull repairers}}''' use capacitor to repair hull. These modules are extremely slow and can not be practically used in combat. | ||
|- | |- | ||
|[[File:Icon remote hull repair i.png|link= | |[[File:Icon remote hull repair i.png|link=]] | ||
|'''{{co|wheat|Remote hull repairers}}''' allow you to remotely repair another ship's hull. These modules are extremely slow and can not be practically used in combat. No ship is bonused for using these modules. | |'''{{co|wheat|Remote hull repairers}}''' allow you to remotely repair another ship's hull. These modules are extremely slow and can not be practically used in combat. No ship is bonused for using these modules. | ||
|- | |- | ||
|[[File:Module icon armor rig tech1.png|link= | |[[File:Module icon armor rig tech1.png|link=]] | ||
|'''{{co|wheat|Transverse bulkheads}}''' give a large percentage bonus to hull HP. No other rig gives any bonuses to hull. | |'''{{co|wheat|Transverse bulkheads}}''' give a large percentage bonus to hull HP. No other rig gives any bonuses to hull. | ||
|- | |- | ||
|[[File:Hobgoblin.png|link= | |[[File:Icon_implant_hardwiring.png|link=]] | ||
|'''{{co|wheat|Hull Repair Bots}}''' allow a logistics ship to remotely repair another ship's hull. These are the only form of hull logistics that are commonly used, as they count as Logistics Drones and thus receive bonuses from certain Logistics Cruisers. They are commonly used as an emergency backup, to patch up the hull of an allied ship | |'''{{co|wheat|Implants}}''' | ||
*Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number | |||
*Mechanic MC-8xx series - Slot 8 - increases hull hit points by 1% to 6%, depending on model number | |||
|- | |||
|[[File:Hobgoblin.png|link=]] | |||
|'''{{co|wheat|Hull Repair Bots}}''' allow a logistics ship to remotely repair another ship's hull. These are the only form of hull logistics that are commonly used, as they count as Logistics Drones and thus receive bonuses from certain Logistics Cruisers. They are commonly used as an emergency backup, to patch up the hull of an allied ship that recently took a little too much heat. | |||
|} | |} | ||
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While normal logistic fleet configuration outsources repairing to specialized logistics ships, "spider tanking" shares the repairing and combat duty between the whole fleet. Most or all of the ships in the fleet fit one or more remote restoration modules, and the fleet as a whole repairs whichever member comes under attack. | While normal logistic fleet configuration outsources repairing to specialized logistics ships, "spider tanking" shares the repairing and combat duty between the whole fleet. Most or all of the ships in the fleet fit one or more remote restoration modules, and the fleet as a whole repairs whichever member comes under attack. | ||
This is an advanced tactic | This is an advanced tactic that requires a good deal of coordination to function effectively. It is most commonly used with battleships, particularly the [[Dominix]], which has no weapon bonuses (only drone bonuses), and so can mount remote restoration modules in its free high slots if pilots do not want to use those slots for weapons. | ||
== Burst resistance modules == | == Burst resistance modules == | ||
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There are also a couple of modules that can be activated to give a short burst of high resistances. [[Assault Frigates]] and [[Heavy Assault Cruisers]] can equip an '''Assault Damage Control''' (or '''ADC'''), which gives lower passive resists compared to a regular Damage Control, but can be activated to give a burst of 95% omni resistance to shield, armor, and hull for up to 14.4 seconds with a 150 second reactivation delay. [[Capital Ships]] can equip a '''Capital Hull Emergency Energizer''' (or '''CEHE'''), which only gives a 95% omni resistance bonus to structure, has no passive benefit, and burns out after a single use. Both modules take the place of a regular Damage Control. | There are also a couple of modules that can be activated to give a short burst of high resistances. [[Assault Frigates]] and [[Heavy Assault Cruisers]] can equip an '''Assault Damage Control''' (or '''ADC'''), which gives lower passive resists compared to a regular Damage Control, but can be activated to give a burst of 95% omni resistance to shield, armor, and hull for up to 14.4 seconds with a 150 second reactivation delay. [[Capital Ships]] can equip a '''Capital Hull Emergency Energizer''' (or '''CEHE'''), which only gives a 95% omni resistance bonus to structure, has no passive benefit, and burns out after a single use. Both modules take the place of a regular Damage Control. | ||
[[Category:Combat]] | [[Category:Combat]] | ||