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→Triglavian Ships: Rewrote resist summary with more actual numbers |
Removed <ref> from T2 table as the reflist wouldn't go in a nice place. Rewrote T2 Resists section to compensate. Linked to all associated T2 ship class pages. |
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== Tech II and Tech III resists == | == Tech II and Tech III resists == | ||
Tech II and Tech III ships generally have much better resist profiles than Tech I. | Tech II and Tech III ships generally have much better resist profiles than Tech I. In particular, they gain significant resistance to the primary and secondary damage types of their faction's historical enemies. | ||
The table on the right shows the bonus resistances given to each different ship type. These bonuses are applied to both shields and armor by taking a racial or default T1 resist profile, and multiplying the remaining vulnerability by the resistance bonus. | |||
For example, to calculate a T2 ship's shield resists, start with the 'default' profile of 0%/20%/40%/50%. Reduce its remaining vulnerability to its enemy's primary damage type by 75%, and to the secondary damage type by 50%. For example, let's take the [[Ishtar]]. Start with 0/20/40/50. The Gallente's enemy are the Caldari, whose damage types are Kinetic and Thermal. Reduce the remaining kinetic vulnerability of (100 - 40) = 60 by 75% to 15, giving (100 - 15) = 85% shield kinetic resistance. Similarly, reduce the remaining thermal vulnerability of (100 - 20) = 80 by 50% to 40, giving (100 - 40) = 60% shield thermal resistance. | |||
To calculate a T2 ship's armor resists, start with the ship's T1 racial profile. Reduce its remaining vulnerability to its enemy's primary damage type by 75%, and to the secondary damage type by 50%. For example, let's take the [[Muninn]]. Start with the Minmatar T1 racial profile of 60/35/25/10. The Minmatar's enemy is the Amarr, whose damage types are EM and Thermal. Reduce the remaining EM vulnerability of (100 - 60) = 40 by 75% to 10, giving (100 - 10) = 90% armor EM resistance. Similarly, reduce the remaining thermal vulnerability of (100 - 35) = 65 by 50% to 32.5, giving (100 - 32.5) = 67.5% armor thermal resistance. | |||
=== | === [[Assault Frigates]], [[Heavy Assault Cruisers]], [[Heavy Interdiction Cruisers]], [[Command Ships]], [[Logistics Cruisers]], [[Transport Ships]]=== | ||
These are a mix of the most front-line combat ships, and the most dedicated cargo ships. Fittingly, these ships gain the largest bonuses, and have the strongest natural resists of all normal ships. Furthermore, certain individual ships like the [[Damnation]], and all of the [[Heavy Interdictors]] get an additional 20% bonus to their shield (Caldari, Minmatar) or armor (Amarr, Gallente) resists. (These further bonuses are not considered "base" resists though.) | |||
=== Recon Ships === | The only ship to have stronger natural resists than one of these ships is the [[Monitor]] Flag Cruiser. | ||
=== [[Recon Ships]] === | |||
As these ships are generally not intended for front-line combat, but do still need to be able to shrug off deterrence attempts, these ships gain the second strongest resists. | |||
=== [[Electronic Attack Ships]], [[Frigates#Logistics Frigates|Logistics Frigates]], [[Interdictors]], [[Command Destroyer]]s, [[Tactical Destroyers]], [[Strategic Cruisers]] === | |||
These ships are generally more supportive or flexible in other ways, and rely less on raw durability and more on their other utilities. | |||
These ships also get bonuses to two damage types. The bonuses are smaller than for HACs, etc., but are still strong. | These ships also get bonuses to two damage types. The bonuses are smaller than for HACs, etc., but are still strong. | ||
=== Stealth Bombers, Marauders, Jump | === [[Stealth Bombers]], [[Marauders]], [[Jump Freighter]]s === | ||
The main defense of a bomber is its cloaking device, and so it sacrifices some durability; and as Jump Freighters are non-combat ships they are not built to be durable. Marauders, meanwhile, have a different approach to defense: much of their endurance comes from their Bastion Module; and as a result of that heavy specialization, the ships are somewhat vulnerable when not in bastion. | |||
=== Black Ops === | === [[Black Ops]] === | ||
Black Ops Battleships are the odd ones out, in that their resist bonuses are inconsistent based on race. The Amarr [[Redeemer]] gets two bonuses, a 10% bonus to its shield and armor resistances to explosive damage and a 5% bonus to kinetic damage. The Minmatar [[Panther]] gets the same bonuses, to EM and thermal. The Caldari [[Widow]] and the Gallente [[Sin]], however, get a single ''flat'' 10% bonus to their primary resisted damage type. | |||
=== | === [[Interceptor]]s and [[Covert Ops#Covert Ops|Covert Ops]]=== | ||
Interceptors and the exploration-bonused Covert Ops frigates get one resistance bonus, to their enemy's primary damage type. Unlike most other ships listed here, the bonus these ships gain is a ''flat'' 10% bonus, added to the base T1 shield and armor profiles. (This stacks with the flat 10% racial bonus to armor, meaning that in effect interceptors take the base 50/35/25/10 armor profile, and add +20 to one resist.) | |||
=== CONCORD ships === | === [[CONCORD]] ships === | ||
The | 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. The Flag Cruiser, the [[Monitor]], is also T2. While it has normal 33% hull resists, its shield and armor resists are extremely high at 90%, with bonus skill-based resistances. | ||
=== ORE ships === | === [[ORE]] ships === | ||
T2 | T2 ORE ships start with only a T1-Minmatar resist profile. The [[Exhumers]] and the [[Endurance]] then get a 4% bonus to all shield resistances for each level of the Exhumers and [[Expedition Frigates]] skills respectively. | ||
=== Triglavian Ships === | === [[Triglavian Collective|Triglavian]] Ships === | ||
T2 | T2 Triglavian Collective ships use three different resist type sets, two of which completely defy the normal T2 resist patterns. The [[Zarmazd]] Logistics Cruiser uses the same Explosive/Kinetic resist bonuses as an Amarr [[Guardian]]. The [[Nergal]], [[Draugur]], and [[Ikitursa]] meanwhile use two different sets of Thermal and Explosive resistance for shields and armor: +30% Thermal and +35% Explosive (flat) to shields, and +40% Thermal and +35% Explosive (flat) to armor. | ||
== Table of Tech II resists by ship == | == Table of Tech II resists by ship == | ||
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|[[File:Icon_resist_exp.png]]80% | |[[File:Icon_resist_exp.png]]80% | ||
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[[Category:Ships]] | [[Category:Ships]] | ||