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→Armor tanking modules: colored text to table |
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|[[File:Icon armor plate.png|link=|]] | |[[File:Icon armor plate.png|link=|]] | ||
|'''Armor plates''' increase the ships armor HP by a flat number. The drawback is increased mass that results in slower and less agile ship. It is somewhat common to fit oversized plates. For example 1600mm plates on a cruiser. | |'''{{co|wheat|Armor plates}}''' increase the ships armor HP by a flat number. The drawback is increased mass that results in slower and less agile ship. It is somewhat common to fit oversized plates. For example 1600mm plates on a cruiser. | ||
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|[[File:Icon energized membrane.png|link=|]] | |[[File:Icon energized membrane.png|link=|]] | ||
|'''Energized armor layering membranes''' are passive modules that increase ship's armor by a percentage amount. These are rarely used as a plate and resist module are usually better than this module. | |'''{{co|wheat|Energized armor layering membranes}}''' are passive modules that increase ship's armor by a percentage amount. These are rarely used as a plate and resist module are usually better than this module. | ||
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|[[File:Icon adaptive nano plating.png|link=|]] | |[[File:Icon adaptive nano plating.png|link=|]] | ||
|'''Layered platings''' are passive modules that increase ship's armor by a percentage amount. These are less effective than the energized membrane variant but are much easier to fit. These are rarely used as a plate and resist module are both better than this module. | |'''{{co|wheat|Layered platings}}''' are passive modules that increase ship's armor by a percentage amount. These are less effective than the energized membrane variant but are much easier to fit. These are rarely used as a plate and resist module are both better than this module. | ||
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|[[File:Icon armor thermal hardener.png|link=|]] | |[[File:Icon armor thermal hardener.png|link=|]] | ||
|'''Armor hardeners''' are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.<br>Compared to membranes, they use capacitor (not much though) and slightly more CPU, but offer a large boost in effectiveness. | |'''{{co|wheat|Armor hardeners}}''' are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.<br>Compared to membranes, they use capacitor (not much though) and slightly more CPU, but offer a large boost in effectiveness. | ||
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|[[File:Icon energized membrane.png|link=|]] | |[[File:Icon energized membrane.png|link=|]] | ||
|'''Energized membranes''' are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings. There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | |'''{{co|wheat|Energized membranes}}''' are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings. There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | ||
It is good to note that only T2 energized adaptive nano membrane is generally worth using. Both meta 4 and T2 adaptive nano platings have better stats and lower requirements than any of the meta adaptive energized membranes. | It is good to note that only T2 energized adaptive nano membrane is generally worth using. Both meta 4 and T2 adaptive nano platings have better stats and lower requirements than any of the meta adaptive energized membranes. | ||
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|[[File:Icon adaptive nano plating.png|link=|]] | |[[File:Icon adaptive nano plating.png|link=|]] | ||
|'''Resistance platings''' are passive resistance modules that increase the armor resistances. They require practically nothing to fit, only 1 PG. They offer lower resist bonus than energized membranes or active hardeners. There are both type specific modules that increase only one resist type and an adaptive plating that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | |'''{{co|wheat|Resistance platings}}''' are passive resistance modules that increase the armor resistances. They require practically nothing to fit, only 1 PG. They offer lower resist bonus than energized membranes or active hardeners. There are both type specific modules that increase only one resist type and an adaptive plating that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | ||
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|[[File:Icon module damage control.png|link=|]] | |[[File:Icon module damage control.png|link=|]] | ||
|'''Damage control''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control. | |'''{{co|wheat|Damage control}}''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control. | ||
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|[[File:icon_reactive_armor_hardener.png|link=|]] | |[[File:icon_reactive_armor_hardener.png|link=|]] | ||
|'''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 other modules except for Damage Control. | |'''{{co|wheat|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 other modules except for Damage Control. | ||
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|[[File:Icon armor repairer i.png|link=|]] | |[[File:Icon armor repairer i.png|link=|]] | ||
|'''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. | ||
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|[[File:Icon armor repairer i.png|link=|]] | |[[File:Icon armor repairer i.png|link=|]] | ||
|'''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 T2 armor repairers. Each cycle consumes nanite paste (1 for small, 4 for medium, 8 for large). Once the paste runs out the module can be used without paste. Without paste the ancillary armor repairers repair considerably (0.75x) less than T2 normal armor repairers. Reloading the paste takes one minute. During this time the module can not be used. | |'''{{co|wheat|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 T2 armor repairers. Each cycle consumes nanite paste (1 for small, 4 for medium, 8 for large). Once the paste runs out the module can be used without paste. Without paste the ancillary armor repairers repair considerably (0.75x) less than T2 normal armor repairers. Reloading the paste takes one minute. During this time the module can not be used. | ||
Ancillary Armor Repairers are almost exclusively used in PvP to provide a capacitor-free method of active tanking. Usage in PvE is not recommended due to the high cost of Nanite pastes. | Ancillary Armor Repairers are almost exclusively used in PvP to provide a capacitor-free method of active tanking. Usage in PvE is not recommended due to the high cost of Nanite pastes. | ||
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|[[File:Icon remote armor repair i.png|link=|]] | |[[File:Icon remote armor repair i.png|link=|]] | ||
|'''Remote armor repair systems''' consume 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. | |'''{{co|wheat|Remote armor repair systems}}''' consume 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:Icon remote armor repair i.png|link=|]] | |[[File:Icon remote armor repair i.png|link=|]] | ||
|'''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 increased repairs. But 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 increased repairs. But once the paste runs out they will repair less than normal remote repairers. | ||
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|[[File:Module icon armor rig tech1.png|link=|]] | |[[File:Module icon armor rig tech1.png|link=|]] | ||
|'''Rigs''' | |'''{{co|wheat|Rigs}}''' | ||
* Trimark armor pump increases the raw HP by a percentage, at the cost of reduced maximum speed. They are popular in PvP fits and thus are generally expensive due to the high demand. | * Trimark armor pump increases the raw HP by a percentage, at the cost of reduced maximum speed. They are popular in PvP fits and thus are generally expensive due to the high demand. | ||
* 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 single damage type, at the cost of reduced maximum speed. | ||
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|[[File:Icon_implant_hardwiring.png|link=|]] | |[[File:Icon_implant_hardwiring.png|link=|]] | ||
|'''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 | ||
*Remote Repair Sustems RA-7xx series - Slot 7 - reduces capacitor need for remote armor repair modules 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 | ||
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|[[File:Icon exile.png|link=|]] | |[[File:Icon exile.png|link=|]] | ||
|'''Exile''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, Repair amount, or capacitor capacity. | |'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, Repair amount, or capacitor capacity. | ||
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