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These are basic guidelines for fitting ships. There are no strict rules that you ''must'' follow; these guidelines are designed to help you until you know when you can ignore them. | These are basic guidelines for fitting ships. There are no strict rules that you ''must'' follow; these guidelines are designed to help you until you know when you can ignore them. | ||
==General | ==General theory== | ||
===Fit for a purpose=== | ===Fit for a purpose=== | ||
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'''Tip''': The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module-specific skills. You can't go wrong training these two skills to level V as soon as is practical. | '''Tip''': The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module-specific skills. You can't go wrong training these two skills to level V as soon as is practical. | ||
==Choosing | ==Choosing modules (PvP)== | ||
Once you have selected the the engagement range, role, and tank of your ship, comes the time to actually fit it. The following remarks are primarily PvP-oriented, though some are also useful considerations for PvE. | Once you have selected the the engagement range, role, and tank of your ship, comes the time to actually fit it. The following remarks are primarily PvP-oriented, though some are also useful considerations for PvE. | ||
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In a similar fashion, if the ship is designed to act as a [[logistics]] ship, the first thing to do is to fit the remote repair modules. If you are fitting an EWAR ship, start by fitting the EWAR modules that match your ship bonuses. If you are fitting a tackling ship, fit the propulsion and the tackle modules. | In a similar fashion, if the ship is designed to act as a [[logistics]] ship, the first thing to do is to fit the remote repair modules. If you are fitting an EWAR ship, start by fitting the EWAR modules that match your ship bonuses. If you are fitting a tackling ship, fit the propulsion and the tackle modules. | ||
=== Role | === Role-enhancing modules === | ||
Now look at your ship's role. If your role is damage, you're probably already in good shape, but start to consider tracking and range. If you are going to be shield tanking, by default you should be using two damage-increasing modules consistent with your weapons in the lows. You might end up with one, you might end up with three. But start with two. If you have more than four low slots and will be using guns, you'll probably want to fit at least one Tracking Enhancer module as well. If you are going to be armor tanking, by default you should have one damage-increasing module consistent with your weapons in the lows. | Now look at your ship's role. If your role is damage, you're probably already in good shape, but start to consider tracking and range. If you are going to be shield tanking, by default you should be using two damage-increasing modules consistent with your weapons in the lows. You might end up with one, you might end up with three. But start with two. If you have more than four low slots and will be using guns, you'll probably want to fit at least one Tracking Enhancer module as well. If you are going to be armor tanking, by default you should have one damage-increasing module consistent with your weapons in the lows. | ||
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As you adjust the fit of your ship, do not be afraid to change some of the modules from T2 to meta modules, usually meta 4 modules. This most often applies to Shield Extenders, your Damage Control, your point or scram, and your afterburner if not already meta (microwarpdives should never be T2). These changes will give you back a couple of percent of power grid or CPU here and there and are often all that's needed to bring a fit into line if the fit is close. It is usually not a good idea to change your resistance modules for meta modules; they are far less effective than T2 modules. | As you adjust the fit of your ship, do not be afraid to change some of the modules from T2 to meta modules, usually meta 4 modules. This most often applies to Shield Extenders, your Damage Control, your point or scram, and your afterburner if not already meta (microwarpdives should never be T2). These changes will give you back a couple of percent of power grid or CPU here and there and are often all that's needed to bring a fit into line if the fit is close. It is usually not a good idea to change your resistance modules for meta modules; they are far less effective than T2 modules. | ||
=== Speed | === Speed tanking === | ||
Speed-tanking operates in a similar fashion, but reduces the maximum number of tanking modules available to one or two, usually focusing on shield. Most often, a Medium Shield Extender (often of the meta variety) and a Damage Control module are the two modules chosen. Alternately, other ships work well with two Large Shield Extenders and a Damage Control. In general, if you have only a few tanking modules on a ship, it is better to increase buffer with those that you do use unless you are also flying with a logistics ship, in which case you can replace one with a single module to increase your resists. | Speed-tanking operates in a similar fashion, but reduces the maximum number of tanking modules available to one or two, usually focusing on shield. Most often, a Medium Shield Extender (often of the meta variety) and a Damage Control module are the two modules chosen. Alternately, other ships work well with two Large Shield Extenders and a Damage Control. In general, if you have only a few tanking modules on a ship, it is better to increase buffer with those that you do use unless you are also flying with a logistics ship, in which case you can replace one with a single module to increase your resists. | ||
=== Final | === Final slots === | ||
At this point, you may have a low slot or two free. You may have a mid slot or two free. And you may have a high slot or two free. | At this point, you may have a low slot or two free. You may have a mid slot or two free. And you may have a high slot or two free. | ||
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As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, newer players should stick with increasing buffer. | As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, newer players should stick with increasing buffer. | ||
==Fitting | ==Fitting math== | ||
In EVE, there are two types of modifiers. | In EVE, there are two types of modifiers. | ||
#'''Flat''' modifiers are added directly to whatever stat they affect. For example, {{co|#9ef37c|1600mm Steel Plates I}} increases armor by 3500. | #'''Flat''' modifiers are added directly to whatever stat they affect. For example, {{co|#9ef37c|1600mm Steel Plates I}} increases armor by 3500. | ||
#'''Percent''' modifiers multiply the stat they affect. For example, {{sk|Hull Upgrades|IV}} gives a 20% bonus to armor (or, more precisely, multiplies armor by 1.2). | #'''Percent''' modifiers multiply the stat they affect. For example, {{sk|Hull Upgrades|IV}} gives a 20% bonus to armor (or, more precisely, multiplies armor by 1.2). | ||
=== Basic | === Basic bonuses === | ||
'''Two 25% bonus give a 56% bonus. Two 50% bonuses give a 125% bonus. More bonuses are generally better than one big bonus. Best is lots of big bonuses.''' | '''Two 25% bonus give a 56% bonus. Two 50% bonuses give a 125% bonus. More bonuses are generally better than one big bonus. Best is lots of big bonuses.''' | ||
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So the Harbinger will end up with 11,340 HP of armor. | So the Harbinger will end up with 11,340 HP of armor. | ||
=== Basic | === Basic reductions === | ||
'''Some reductions are actually bonuses. Two 25% reductions make a 44% reduction. Two 50% reductions make a 75% reduction. One big reduction is better than lots of small ones. ''' | '''Some reductions are actually bonuses. Two 25% reductions make a 44% reduction. Two 50% reductions make a 75% reduction. One big reduction is better than lots of small ones. ''' | ||
Again, like bonuses, reductions are best thought of as multipliers. For example, a 25% reduction is a 0.75 multiplier. | Again, like bonuses, reductions are best thought of as multipliers. For example, a 25% reduction is a 0.75 multiplier. | ||
=== Stacking | === Stacking penalties === | ||
{{main|Stacking penalties}} | {{main|Stacking penalties}} | ||
Stacking Penalties, also known as diminishing returns, keeps players from applying many bonuses to the same stat. Stacking penalties apply '''only to''' modules and rigs. Skills and Ship Bonuses/Penalties always have full effect. | Stacking Penalties, also known as diminishing returns, keeps players from applying many bonuses to the same stat. Stacking penalties apply '''only to''' modules and rigs. Skills and Ship Bonuses/Penalties always have full effect. | ||