Difference between revisions of "Natural Resists"

From EVE University Wiki
Jump to: navigation, search
Line 1: Line 1:
== Natural enemies==
+
== Natural enemies ==
  
Before going into ship types you need to know the races, and more importantly who are enemies to each other in order to understand how the natural resists work.
+
Before going into ship types you need to know the races, and more importantly who are enemies to each other in order to understand how the natural resists work.  
  
Amarr VS Minmatar
+
Amarr VS Minmatar  
  
Gallente VS Caldari
+
Gallente VS Caldari  
  
== Each race has a dominant dmg type ==
+
== Each race has a dominant dmg type ==
  
Amarr deal high EM dmg
+
=== Amarr ===
  
[[File:lasers.jpg|1000px]]
 
  
Minmatar deal high Explosive dmg
+
[[Image:Lasers.jpg|1000px|Lasers.jpg]]
 +
 
 +
Amarr deal both EM and explosive, but does more EM damage throughout all ammo types.
 +
This makes EM the dominant Amarr Damage type
 +
 
 +
=== Minmatar  ===
 +
 
 +
 
 +
[[Image:Projectiles.jpg|1000px]]
 +
 
 +
Minmatar deal all damage types depending on ammo, but 6 out of the 8 ammo types you will find some explosive damage. Most people will argue that projectile ammo can be interchanged to deal any damage type, however for the sake of this topic; we will stick to Explosive as the Minmatar dominant damage type.
 +
 
 +
 
 +
=== Gallente  ===
 +
 
 +
 
 +
[[Image:Hybrid.jpg|1000px]]
  
 
Gallente deal high kinetic and thermal
 
Gallente deal high kinetic and thermal
  
Caldari deal all types of dmg, but have ships that give bonuses to Kinetic dmg.
 
  
 +
=== Caldari  ===
 +
 +
 +
[[Image:Missiles.jpg|1000px]]
 +
 +
 +
Caldari missiles have the versatility to deal all damage types equally well. However, three of their most popular ships also have bonuses to kinetic damage. So it is safe to say that Caldari have kinetic as the dominant damage type.
 +
 +
 +
<br>
  
 +
== Tech 1 Ships  ==
  
== Tech 1 Ships ==
+
All Tech 1 ships have the same natural resists.
  
All Tech 1 ships have the same natural resists.
+
*Armor  
* Armor
+
**EM        :  
**EM        :
+
**Explosive :  
**Explosive :
+
**Kinetic  :  
**Kinetic  :
 
 
**Thermal  :
 
**Thermal  :
  
=== Tech 2 Ships ===
+
=== Tech 2 Ships ===
 +
 
 
==== Ammo Types ====
 
==== Ammo Types ====

Revision as of 11:51, 2 November 2011

Natural enemies

Before going into ship types you need to know the races, and more importantly who are enemies to each other in order to understand how the natural resists work.

Amarr VS Minmatar

Gallente VS Caldari

Each race has a dominant dmg type

Amarr

Lasers.jpg

Amarr deal both EM and explosive, but does more EM damage throughout all ammo types. This makes EM the dominant Amarr Damage type

Minmatar

1000px

Minmatar deal all damage types depending on ammo, but 6 out of the 8 ammo types you will find some explosive damage. Most people will argue that projectile ammo can be interchanged to deal any damage type, however for the sake of this topic; we will stick to Explosive as the Minmatar dominant damage type.


Gallente

Hybrid.jpg

Gallente deal high kinetic and thermal


Caldari

1000px


Caldari missiles have the versatility to deal all damage types equally well. However, three of their most popular ships also have bonuses to kinetic damage. So it is safe to say that Caldari have kinetic as the dominant damage type.



Tech 1 Ships

All Tech 1 ships have the same natural resists.

  • Armor
    • EM :
    • Explosive :
    • Kinetic :
    • Thermal :

Tech 2 Ships

Ammo Types