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|[[icon_reactive_armor_hardener.png]] | |[[File:icon_reactive_armor_hardener.png]] | ||
|'''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. | |'''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 most modules. Only the damage control is stacking penalized with this module. | ||
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| | |[[File:Icon armor repairer i.png]] | ||
|'''Armor repairers''' are modules that consume moderate ammount 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. | |||
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|[[File:Icon armor repairer i.png]] | |||
|'''Ancillary armor repairers''' are similar to normal armor repairers. These modules can be loaded with nanite repair paste to drastically increase the repair ammount. With paste the ancillary armor repairers repair considerably (1.25x) more than normal armor repairers. Each cycle consumes one unit of paste. Once the paste runs out the module can be used without paste. Without paste the ancillary armor repairers repair considerably (0.75x) less than normal armor repairers. Reloading the paste takes one minute. During this time the module can not be used. These modules are used for repairing large ammount of armor in short burst. Limited to one per ship. | |||
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|[[File:Icon energized membrane.png]] | |||
|'''Energized armor lyering membranes''' are passive modules that increase ship's armor by a percentage ammount. | |||
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|[[File:Icon adaptive nano plating.png]] | |||
|'''Layered platings''' are passive modules that increase ship's armor by a percentage ammount. These are less effective than the energized memrane variant but are much easier to fit. | |||
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|[[File:Icon remote armor repair i.png]] | |||
|'''Remote Armor Repair Systems''' consume significant ammount og 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:Module icon armor rig tech1.png]] | |||
* | |'''Rigs''' | ||
** | * Trimark Armor Pump increases the raw HP by a percentage. Reduces maximum speed. | ||
* Anti-damage type rigs increase damage resist to single damage type. Reduce maximum speed. | |||
* 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 by. Again at the cost of 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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* | |[[File:Icon_implant_hardwiring.png]] | ||
|'''Implants''' | |||
** | *Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number | ||
** | *Remote Repair Sustems RA-7xx series - Slot 7 - reduces capacitor need for remote armor repair modules by 1% to 6%, depending on model number | ||
*Repair Proficiency RP-9xx series - Slot 9 - increases armor repair system amount by 1% to 6%, depending on model number | |||
*Hull Upgrades HP-10xx series - Slot 10 increases armor hit points by 1% to 6%, depending on model number | |||
* 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. | |||
** There is a less expensive low-grade Slave set, which 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. | |||
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==== Armor Tanking Skills ==== | ==== Armor Tanking Skills ==== | ||