→Tech II and Tech III resists: table column-width |
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|+Historic enemies of the empire factions and their damage types | |+Historic enemies of the empire factions and their damage types | ||
|- | |- | ||
! rowspan="2"| | ! rowspan="2"|Faction | ||
! rowspan="2"|Enemy | ! rowspan="2"|Enemy | ||
! colspan="2"|Enemy damage type | ! colspan="2"|Enemy damage type | ||
| Line 12: | Line 12: | ||
! style="width: 6em;"|Secondary | ! style="width: 6em;"|Secondary | ||
|- | |- | ||
| {{icon|amarr|64|Amarr}} || {{icon|minmatar|64|Minmatar}} || {{icon|ex damage||Explosive}} || {{icon|ki damage||Kinetic}} | | {{icon|amarr|64|Amarr}} || {{icon|minmatar|64|Minmatar}} || {{icon|ex damage||Explosive}}<br />Exp || {{icon|ki damage||Kinetic}}<br />Kinetic | ||
|- | |- | ||
| {{icon|caldari|64|Caldari}} || {{icon|gallente|64|Gallente}} || {{icon|th damage||Thermal}} || {{icon|ki damage||Kinetic}} | | {{icon|caldari|64|Caldari}} || {{icon|gallente|64|Gallente}} || {{icon|th damage||Thermal}}<br />Thermal || {{icon|ki damage||Kinetic}}<br />Kinetic | ||
|- | |- | ||
| {{icon|gallente|64|Gallente}} || {{icon|caldari|64|Caldari}} || {{icon|ki damage||Kinetic}}|| {{icon|th damage||Thermal}} | | {{icon|gallente|64|Gallente}} || {{icon|caldari|64|Caldari}} || {{icon|ki damage||Kinetic}}<br />Kinetic || {{icon|th damage||Thermal}}<br />Thermal | ||
|- | |- | ||
| {{icon|minmatar|64|Minmatar}} || {{icon|amarr|64|Amarr}} || {{icon|em damage||EM}} || {{icon|th damage||Thermal}} | | {{icon|minmatar|64|Minmatar}} || {{icon|amarr|64|Amarr}} || {{icon|em damage||EM}}<br />EM || {{icon|th damage||Thermal}}<br />Thermal | ||
|} | |} | ||
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+62.5% +37.5% | +62.5% +37.5% | ||
= | {| class="wikitable" | ||
|+ Tech II and III resist bonuses by class of ship | |||
|- | |||
! rowspan="2"|Classes | |||
! colspan="2"|Bonuses<ref>These bonuses are applied to the remaining vulnerability of the racial T1 resist. For example, a Zealot's armor resistance to explosive damage is 20% (T1 resistance for Amarr) plus 75% (HAC bonus to enemy's primary damage type, in this case explosive) giving 20% + 75% × (100% - 20%) = 80%.</ref> | |||
|- | |||
! style="width: 6em;"|Primary !! style="width: 6em;"|Secondary | |||
|- | |||
| | | Assault Frigates<br />Heavy Assault Cruisers<br />Heavy Interdictors<br />Command Ships<br />Logistics Cruisers | ||
| +75% || +50% | |||
|- | |- | ||
| | | Recon Ships | ||
| | | +62.5% || +37.5% | ||
| | |||
|- | |- | ||
| | | Strategic Cruisers<br />Tactical Destroyers<br />Interdictors<br />Command Destroyers<br />Electronic Attack Ships<br />Logistics Frigates | ||
| | | +50% || +25% | ||
| | |||
| | |||
|- | |- | ||
| | | Marauders<br />Stealth Bombers | ||
| +25% || +12.5% | |||
|} | |} | ||
=== Black Ops === | |||
Empire-faction [[Black Ops]] ships get smaller natural resistance bonuses than other T2 hulls. | |||
===Interceptors and Covert Ops=== | |||
[[Interceptor|Interceptors]] and the exploration-bonused [[Covert_Ops#Covert_Ops|Covert Ops]] frigates get one resistance bonus, to their 'enemy's' primary damage type. A flat 10% is added to the corresponding shield resistance. For armor, the T1 profile already has a 10% bonus. A further 10% is added to get the bonused armor resistance. Another way of thinking about the armor resistance profile of Interceptors is to start with the base 50/35/25/10 profile and add a flat 20% to the resist that gets the bonus. | |||
=== CONCORD ships === | |||
The [[CONCORD]] [[Pacifier]], [[Enforcer]] and [[Marshal]] are T2. They have even resist profiles of 33/33/33/33 for both shield and armor, like the Gnosis but a little stronger. | |||
<references /> | |||