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==Resists== | ==Resists== | ||
Resists on a ship will reduce the damage taken. It is a number that tells by how large percentage the incoming damage is reduced. For example 30% thermal resistance on shields mean that all incoming thermal damage is reduced by 30%. | |||
The | The T1 ships have almost identical base resist values 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. | ||
But 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%. | |||
Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type. The final resist with multiple modules and stacking penalties can be calculated with formula<br> | The way the calculations work is that the percentage is applied to the remaining damage after resists. If things didn't work this way, you'd easily get resistances above 100%, and shooting you would cause armor to grow on your ship. | ||
Resistances are easier to figure out if you think in damage vulnerability rather than damage resistance. A ship with 60% EM resist is then 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<ref name="100%resist">It is possible to have over 100% resist by overheating a deadspace hardener on a [[Deep Space Transport]]. This will result in immediate destruction of the ship if any damage is taken so don't do it.</ref>. The final resist with multiple modules and stacking penalties can be calculated with formula<br> | |||
1-(1-R0)(1-R1)(1-R2×0.869)(1-R3×0.571)(1-R4×0.283)... | 1-(1-R0)(1-R1)(1-R2×0.869)(1-R3×0.571)(1-R4×0.283)... | ||
where R0 is the hull resist and R1, R2, R3,... are module resists in descending order. | where R0 is the hull resist and R1, R2, R3,... are module resists in descending order. | ||
It's often more sensible to increase the resistances of your ship than to increase the total number of HP. The damage reduction of resistance modules is a constant where as the buffer reduces with each attack. The fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders and armor plates. The one drawback is [[Stacking_penalties|stacking penalties]] that will inhibit the effectiveness of additional resistance modules but do not apply to Shield Extenders. | It's often more sensible to increase the resistances of your ship than to increase the total number of raw HP. The damage reduction of resistance modules is a constant where as the buffer reduces with each attack. The fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders and armor plates. The one drawback is [[Stacking_penalties|stacking penalties]] that will inhibit the effectiveness of additional resistance modules but do not apply to Shield Extenders. | ||
==Armor tanking== | ==Armor tanking== | ||