Difference between revisions of "Natural Resists"

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=== Amarr  ===
 
=== Amarr  ===
  
[[Image:Lasers.jpg|thumb|right|200px]]  
+
[[Image:Lasers.jpg|thumb|right|200px|Lasers.jpg]]  
  
 
<br>  
 
<br>  
Line 23: Line 23:
 
=== Minmatar  ===
 
=== Minmatar  ===
  
[[Image:Projectiles.jpg|thumb|right|200px]]  
+
[[Image:Projectiles.jpg|thumb|right|200px|Projectiles.jpg]]  
  
 
<br>  
 
<br>  
Line 33: Line 33:
 
=== Gallente  ===
 
=== Gallente  ===
  
[[Image:Hybrid.jpg|thumb|right|200px]]  
+
[[Image:Hybrid.jpg|thumb|right|200px|Hybrid.jpg]]  
  
 
<br>  
 
<br>  
Line 43: Line 43:
 
=== Caldari  ===
 
=== Caldari  ===
  
[[Image:Missiles.jpg|thumb|right|200px]]  
+
[[Image:Missiles.jpg|thumb|right|200px|Missiles.jpg]]  
  
 
<br>  
 
<br>  
Line 87: Line 87:
 
=== Amarr VS Minmatar  ===
 
=== Amarr VS Minmatar  ===
  
[[Image:T1 AVSM.png|thumb|right|200px]]  
+
[[Image:T1 AVSM.png|thumb|right|200px|T1 AVSM.png]]  
  
 
As you can see, the Minmatar tech 1 ships have a slightly higher EM armor resist to compensate for the dominant Amarr damage type. Likewise, the Amarr tech 1 ships have a slightly increased explosive resist to compensate for the dominant Minmatar damage type.  
 
As you can see, the Minmatar tech 1 ships have a slightly higher EM armor resist to compensate for the dominant Amarr damage type. Likewise, the Amarr tech 1 ships have a slightly increased explosive resist to compensate for the dominant Minmatar damage type.  
Line 103: Line 103:
 
=== Gallente VS Caldari  ===
 
=== Gallente VS Caldari  ===
  
[[Image:T1 GVSCv2.0.jpg|thumb|right|200px]]  
+
[[Image:T1 GVSCv2.0.jpg|thumb|right|200px|T1 GVSCv2.0.jpg]]  
  
 
The Caldari tech 1 ships have a slightly higher thermal armor resist, again to compensate for the dominant Gallente damage type. The Gallente however opted for a balanced kinetic/thermal resistance attribute.  
 
The Caldari tech 1 ships have a slightly higher thermal armor resist, again to compensate for the dominant Gallente damage type. The Gallente however opted for a balanced kinetic/thermal resistance attribute.  
Line 125: Line 125:
 
Tech 2 ships have different resist types than their tech 1 variants.  
 
Tech 2 ships have different resist types than their tech 1 variants.  
  
Tech 2 resists can be split into 6 diffrent profiles. Lets examine these profiles using a table. [[Image:Assaultships.jpg|thumb|right|200px]] [[Image:T2inty.png|thumb|right|200px]] [[Image:T2Electronic.png|thumb|right|200px]] [[Image:T2Covops.png|thumb|right|200px]] [[Image:T2Stealthbomber.png|thumb|right|200px]] [[Image:T2 Combat recon.png|thumb|right|200px]] [[Image:T2force recon.png|thumb|right|200px]] [[Image:T2 Logis.png|thumb|right|200px]] [[Image:T2Dictors.png|thumb|right|200px]] [[Image:T2Heavydictors.png|thumb|right|200px]] [[Image:T2 Hacs.png|thumb|right|200px]] [[Image:T2 Fleet command.png|thumb|right|200px]] [[Image:T2Fieldcommand.png|thumb|right|200px]] [[Image:T2maurauders.png|thumb|right|200px]] [[Image:T2blackops.png|thumb|right|200px]] [[Image:T2deepspace.png|thumb|right|200px]] [[Image:T2blockaderunner.png|thumb|right|200px]] <br>  
+
Tech 2 resists can be split into 6 diffrent profiles. Lets examine these profiles using a table. [[Image:Assaultships.jpg|thumb|right|200px|Assaultships.jpg]] [[Image:T2inty.png|thumb|right|200px|T2inty.png]] [[Image:T2Electronic.png|thumb|right|200px|T2Electronic.png]] [[Image:T2Covops.png|thumb|right|200px|T2Covops.png]] [[Image:T2Stealthbomber.png|thumb|right|200px|T2Stealthbomber.png]] [[Image:T2 Combat recon.png|thumb|right|200px|T2 Combat recon.png]] [[Image:T2force recon.png|thumb|right|200px|T2force recon.png]] [[Image:T2 Logis.png|thumb|right|200px|T2 Logis.png]] [[Image:T2Dictors.png|thumb|right|200px|T2Dictors.png]] [[Image:T2Heavydictors.png|thumb|right|200px|T2Heavydictors.png]] [[Image:T2 Hacs.png|thumb|right|200px|T2 Hacs.png]] [[Image:T2 Fleet command.png|thumb|right|200px|T2 Fleet command.png]] [[Image:T2Fieldcommand.png|thumb|right|200px|T2Fieldcommand.png]] [[Image:T2maurauders.png|thumb|right|200px|T2maurauders.png]] [[Image:T2blackops.png|thumb|right|200px|T2blackops.png]] [[Image:T2deepspace.png|thumb|right|200px|T2deepspace.png]] [[Image:T2blockaderunner.png|thumb|right|200px|T2blockaderunner.png]] <br>  
  
 
{| cellspacing="1" cellpadding="1" border="1" style="width: 710px; height: 398px;"
 
{| cellspacing="1" cellpadding="1" border="1" style="width: 710px; height: 398px;"
Line 1,072: Line 1,072:
 
<br>  
 
<br>  
  
Lets now look at the modified shield and armor aggregate resists.<br>
 
  
<br>
 
  
{| cellspacing="1" cellpadding="1" border="1" style="width: 666px; height: 171px;"
+
=== Amarr vs Minmatar  ===
|-
+
 
| Class
+
It is clear that the tech 2 Amarr ships have an increased explosive resist to make up for the Minmatar explosive damage. On the other hand, we have the Minmatar Ships with a high EM resist to make up for the Amarr dominant EM damage type. We see a similar pattern with armor as well.
| Type 1 Modified Shield
 
| Type 1 Modified Armor<br>
 
| Type 2 Modified Shield<br>
 
| Type 2 Modified Armor<br>
 
|-
 
| Defence Type
 
|
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 22px;"
 
|-
 
| Shield
 
| Armor
 
|}
 
  
|
+
=== Gallente vs Caldari  ===
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 22px;"
 
|-
 
| Shield
 
| Armor
 
|}
 
  
|
+
Again, here we see the Gallente ships have an ever so slightly higher kinetic shield resists, while the Caldari have a slightly higher thermal shield resists. Again, Same goes for armor.
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 22px;"
 
|-
 
| Shield
 
| Armor
 
|}
 
  
|
+
<br>
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 22px;"
 
|-
 
| Shield
 
| Armor
 
|}
 
  
|-
+
=== Noticeable findings  ===
|
 
{| width="48" cellspacing="1" cellpadding="1" border="0" style=""
 
|-
 
| Amarr
 
|-
 
| Minmatar
 
|-
 
| Gallente
 
|-
 
| Caldari
 
|}
 
  
|
+
Both the Gallente are Caldari are striving for high thermal and kinetic resists, while ignoring the EM and explosive resists. The Amarr Ships covers most resistances in its armor, while the Minmatar covers its resistances in its shields.
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 80px;"
+
 
|-
+
Amarr generally are better off armor tanked, while Minmatar are better off shield tanked. Gallente and Caldari have a good balance between shield and armor, with the Gallente leaning a little towards armor and Caldari leaning towards shield.
| 120<br>
 
| 140<br>
 
|-
 
| 120<br>
 
| 140<br>
 
|-
 
| 120<br>
 
| 140<br>
 
|-
 
| 120<br>
 
| 140<br>
 
|}
 
  
|
+
*Each faction has a combination of two resistances that are constant regardless of which resist profile it falls in.
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 80px;"
+
**The Amarr have EM and Thermal constant in all types.
|-
+
**The Minmatar have Explosive and Kinetic constant in all types.
| 150&nbsp; <br>
+
**The Gallente have EM and Explosive constant in all types.  
| 188.75<br>
+
**The Caldari have EM and Explosive constant in all types.
|-
+
 
| 180&nbsp;&nbsp;&nbsp; <br>
+
The rate at which each faction covers its defenses versus their enemies damage type changes with each class. It is highest with the Type 1 ships and lowest with the Type 6 Ships.  
| 166.25<br>
 
|-
 
| 160<br>
 
| 178.75<br>
 
|-
 
| 175<br>
 
| 176.25<br>
 
|}
 
  
|
+
Common tendancies
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 80px;"
 
|-
 
| 120<br>
 
| 140<br>
 
|-
 
| 120<br>
 
| 140<br>
 
|-
 
| 120<br>
 
| 140<br>
 
|-
 
| 120<br>
 
| 140<br>
 
|}
 
  
|
+
*Minmatar
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 80px;"
+
**In general advanced Minmatar ships favor a kiting approach and view their tank as just a hit point buffer so more often than not the holes are not patched. If they are though it is usually done by adding a kinetic and explosive resistance rig.
|-
 
| 130<br>
 
| 159.375<br>
 
|-
 
| 145<br>
 
| 148.125<br>
 
|-
 
| 135<br>
 
| 154.375<br>
 
|-
 
| 137.5<br>
 
| 153.125<br>
 
|}
 
  
|}
+
*Amarr
 +
**Cruiser-sized and above ships are very likely to patch their biggest resist hole and with a single thermic hardener.
  
<br>
+
*Gallente
 +
**A lot of ships like Ishkurs and Deimoses will plug the basic hole using an explosive hardener or an explosive rig.
  
=== Amarr vs Minmatar  ===
+
*Caldari
 +
**Because of the sheer size of the EMP hole it is a very good bet that there is at least a resistance rig or two if not an active hardener covering that hole.
  
It is clear that the tech 2 Amarr ships have an increased explosive resist to make up for the Minmatar explosive damage. On the other hand, we have the Minmatar Ships with a high EM resist to make up for the Amarr dominant EM damage type. We see a similar pattern with armor as well.  
+
<!--
 +
==Ship Analysis==
 +
This is a quick reference guide, click on the ships link to see detailed information on the E-uni ship Database. Wondering wether to tank shield or armor? Lost a 1v1 and was wondering why? Going into a 1v1 and want a quick reference to which ammo to use? This guide should help you out.(Eventually)
  
=== Gallente vs Caldari ===
+
=== Tech 2 Frigates ===
 +
==== Assault Ships ====
 +
 +
===== [[Retribution]] =====
  
Again, here we see the Gallente ships have an ever so slightly higher kinetic shield resists, while the Caldari have a slightly higher thermal shield resists. Again, Same goes for armor.
+
*Tank type                          :   
 +
**lowest Resist with hole            :
 +
***Ammo
 +
****Amarr  :
 +
****Minmatar:
 +
****Gallente:
 +
****Caldari :
 +
**lowest Resist with 1 hole plugged  :
 +
***Ammo
 +
****Amarr  :
 +
****Minmatar:
 +
****Gallente:
 +
****Caldari :
 +
**Lowest Resist with 2 holes plugged :
 +
***Ammo
 +
****Amarr  :
 +
****Minmatar:
 +
****Gallente:
 +
****Caldari :
  
<br>
+
===== [[Vengeance]] =====
 +
===== [[Jaguar]] =====
 +
===== [[Wolf]] =====
 +
===== [[Ishkur]] =====
 +
===== [[Enyo]] =====
 +
===== [[Hawk]] =====
 +
===== [[Harpy]] =====
 +
==== Electronic Command Ships ====
 +
==== Stealth Bombers ====
 +
==== Interceptor ====
 +
==== Covert-ops ====
 +
=== Tech 2 Destroyers  ===
 +
==== Interdictors ====
 +
=== Tech 2 Cruisers  ===
 +
==== Heavy Interdictors  ====
 +
==== Heavy Assault Cruisers  ====
 +
==== Logistics  ====
 +
==== Recon Ships  ====
 +
=== Tech 2 Battlecruisers  ===
 +
==== Command Ships ====
 +
===== Fleet Command Ships =====
 +
===== Field Command Ships =====
 +
=== Tech 2 Battleships  ===
 +
==== Marauder ====
 +
==== Black-Ops ====
 +
=== Tech 2 Transport Ships  ===
 +
==== Deep space Hauler  ====
 +
==== Blockade Runner  ====
 +
== Summary  ==
  
=== Noticeable findings  ===
+
*Assault Frigates, Heavy Interdictors, HACs, Logistics, Fleet combat ships and Deep Space haulers have the same natural resists.However, all Heavy Interdictors, Sacrilege, Eagle, Damnation and Vulture have a 25% resist skill bonus, which makes them the highest natural resistance ships in game.
  
Both the Gallente are Caldari are striving for high thermal and kinetic resists, while ignoring the EM and explosive resists. The Amarr Ships covers most resistances in its armor, while the Minmatar covers its resistances in its shields.
+
*Combat Recon ships and Field Combat ships have the same resists. Absolution and Nighthawk both have a 25%
  
Amarr generally are better off armor tanked, while Minmatar are better off shield tanked. Gallente and Caldari have a good balance between shield and armor, with the Gallente leaning a little towards armor and Caldari leaning towards shield.  
+
*Electronic Attack Frigates, Force Recon Ships and Blockade Runner have the same resists.
  
*Each faction has a combination of two resistances that are constant regardless of which resist profile it falls in.
+
*Stealth Bombers and Marauders have the same resists.
**The Amarr have EM and Thermal constant in all types.
 
**The Minmatar have Explosive and Kinetic constant in all types.
 
**The Gallente have EM and Explosive constant in all types.
 
**The Caldari have EM and Explosive constant in all types.
 
  
The rate at which each faction covers its defenses versus their enemies damage type changes with each class. It is highest with the Type 1 ships and lowest with the Type 6 Ships.  
+
*Black-ops have a unique resists that differ from all other T2 ships.
  
Common tendancies
+
*Interceptors, Covert-ops and Interdictors have the same natural resists.
  
*Minmatar
+
The above list is arranged from highest to lowest T2 ship resists.  
**In general advanced Minmatar ships favor a kiting approach and view their tank as just a hit point buffer so more often than not the holes are not patched. If they are though it is usually done by adding a kinetic and explosive resistance rig.
 
  
*Amarr
+
<br>
**Cruiser-sized and above ships are very likely to patch their biggest resist hole and with a single thermic hardener.
+
== Which ammo should I use?  ==
  
*Gallente
+
=== When the Resistance hole is unplugged  ===
**A lot of ships like Ishkurs and Deimoses will plug the basic hole using an explosive hardener or an explosive rig.
 
  
*Caldari
+
With the assumption that your target doesn't try to plug in their resist holes lets analyze the damage types of each faction vs all ships resists.  
**Because of the sheer size of the EMP hole it is a very good bet that there is at least a resistance rig or two if not an active hardener covering that hole.
 
  
<!--
+
==== Amarr  ====
==Ship Analysis==
+
 
This is a quick reference guide, click on the ships link to see detailed information on the E-uni ship Database. Wondering wether to tank shield or armor? Lost a 1v1 and was wondering why? Going into a 1v1 and want a quick reference to which ammo to use? This guide should help you out.(Eventually)
+
Lasers have EM damage as primary damage type and thermal as secondary.
 +
 
 +
<u>'''Tech 1'''</u>
 +
 
 +
Lasers will do most damage to any T1 ship shield, but will do considerably less damage to armor, especially tech 1 Minmatar ships which have a higher armor EM resist.
 +
 
 +
'''<u>Tech 2</u>'''
 +
 
 +
Lasers will do great damage to Gallente, Caldari and Amarr shield tanking pilots but will have problems with Minmatar shield tanking ships. lasers will do highest damage vs other tech 2 Amarr ships but will do considerably less damage to other faction ships that armor tank, especially Minmatar.  
  
=== Tech 2 Frigates  ===
+
==== Minmatar ====
==== Assault Ships ====
 
   
 
===== [[Retribution]] =====
 
  
*Tank type                           :   
+
Projectiles do have explosive as their dominant damage type, but they do have the luxury of selecting damage type and are quite efficient at doing so. It is not a very good idea to change ammo mid fight where every second counts, but if one has the enemy fleet composition and has Intel on the targets common fits; then knowing if a target is armor tanked or shield tanked can be a major advantage. Try to load the correct ammo before the fight.
**lowest Resist with hole            :
+
 
***Ammo
+
'''<u>Tech 1</u>'''
****Amarr  :
+
 
****Minmatar:
+
Since shields have an EM hole and armor has a explosive hole, then it is best to use EMP vs all tier 1 ships shields and Fusion vs all tier 1 ships armor.
****Gallente:
+
 
****Caldari :
+
'''<u>Tech 2</u>'''
**lowest Resist with 1 hole plugged  :
 
***Ammo
 
****Amarr  :
 
****Minmatar:
 
****Gallente:
 
****Caldari :
 
**Lowest Resist with 2 holes plugged :
 
***Ammo
 
****Amarr  :
 
****Minmatar:
 
****Gallente:
 
****Caldari :
 
  
===== [[Vengeance]] =====
+
*EMP is best used against Amarr, Caldari and Gallente ship's shield, but has the worst damage vs Minmatar shield.<br>
===== [[Jaguar]] =====
+
*Fusion is best used against Caldari, Gallente and Minmatar ship's armor, but has the worst damage vs Amarr armor.<br>
===== [[Wolf]] =====
+
*Phased Plasma is best used against Amarr armor and shields, and has the worst damage vs Caldari armor and shields. <br>
===== [[Ishkur]] =====
 
===== [[Enyo]] =====
 
===== [[Hawk]] =====
 
===== [[Harpy]] =====
 
==== Electronic Command Ships ====
 
==== Stealth Bombers ====
 
==== Interceptor ====
 
==== Covert-ops ====
 
=== Tech 2 Destroyers  ===
 
==== Interdictors ====
 
=== Tech 2 Cruisers  ===
 
==== Heavy Interdictors  ====
 
==== Heavy Assault Cruisers  ====
 
==== Logistics  ====
 
==== Recon Ships  ====
 
=== Tech 2 Battlecruisers  ===
 
==== Command Ships ====
 
===== Fleet Command Ships =====
 
===== Field Command Ships =====
 
=== Tech 2 Battleships  ===
 
==== Marauder ====
 
==== Black-Ops ====
 
=== Tech 2 Transport Ships  ===
 
==== Deep space Hauler  ====
 
==== Blockade Runner  ====
 
== Summary  ==
 
  
*Assault Frigates, Heavy Interdictors, HACs, Logistics, Fleet combat ships and Deep Space haulers have the same natural resists.However, all Heavy Interdictors, Sacrilege, Eagle, Damnation and Vulture have a 25% resist skill bonus, which makes them the highest natural resistance ships in game.
+
==== Gallente  ====
  
*Combat Recon ships and Field Combat ships have the same resists. Absolution and Nighthawk both have a 25%
+
Hybrids have kinetic damage as primary damage type and thermal as secondary.  
  
*Electronic Attack Frigates, Force Recon Ships and Blockade Runner have the same resists.
+
'''<u>Tech 1</u>'''
  
*Stealth Bombers and Marauders have the same resists.
+
Hybrids do slightly more damage to all tier 1 ship's armor than shield. They do least armor damage to other Gallente ships.  
  
*Black-ops have a unique resists that differ from all other T2 ships.
+
'''<u>Tech 2</u>'''
  
*Interceptors, Covert-ops and Interdictors have the same natural resists.
+
Hybrids do most damage to Minmatar Tech 2 ships,with Amarr as 2nd highest, Caldari as third highest and does the least damage to other Gallente ships.  
  
The above list is arranged from highest to lowest T2 ship resists.
+
==== Caldari  ====
  
<br>
+
Caladari pilots, like the Minmatar, have the ability to chose their own damage types, based on which missile they use.
== Which ammo should I use?  ==
 
  
=== When the Resistance hole is unplugged  ===
+
'''<u>Tech 1</u>'''
  
With the assumption that your target doesn't try to plug in their resist holes lets analyze the damage types of each faction vs all ships resists.  
+
If you are in a ship that has a kinetic damage bonus(Kestrel, Carcal and drake), then it is best to use kinetic damage (Bloodclaw,Scourge) against armor tanked ships and EM(Sabertooth,Thunderbolt) vs shield tanked ships regardless of faction.  
  
==== Amarr  ====
+
'''<u>Tech 2</u>'''
  
Lasers have EM damage as primary damage type and thermal as secondary.
+
<br>
  
<u>'''Tech 1'''</u>
+
*Kinetic damage (Bloodclaw,Scourge) is most efficient vs tech 2 Minmatar ships.
 +
*EM damage (Sabertooth,Thunderbolt) is most efficient vs tech 2 Amarr Gallente and Caldari shield.
 +
*Thermal damage (Flameburst,Widowmaker) is most efficent vs Amarr shield and armor.
 +
*Explosive damage (Piranha,Havoc) is most efficient vs Minmatar Gallente and Caldari armor.
  
Lasers will do most damage to any T1 ship shield, but will do considerably less damage to armor, especially tech 1 Minmatar ships which have a higher armor EM resist.
+
=== When the resistance hole is plugged  ===
  
'''<u>Tech 2</u>'''  
+
'''<u>Tech 1</u>'''  
  
Lasers will do great damage to Gallente, Caldari and Amarr shield tanking pilots but will have problems with Minmatar shield tanking ships. lasers will do highest damage vs other tech 2 Amarr ships but will do considerably less damage to other faction ships that armor tank, especially Minmatar.  
+
Ships that are shield tanking will always try and plug their EM resist hole, and armor tanking ships will always try and plug their explosive hole. Some pilots who are known to face many Caldari ships, that do high kinetic damage, may also chose to plug both explosive and kinetic holes; but they are very rare and extremely situational.  
  
==== Minmatar  ====
+
'''<u>Tech 2</u>'''
  
Projectiles do have explosive as their dominant damage type, but they do have the luxury of selecting damage type and are quite efficient at doing so. It is not a very good idea to change ammo mid fight where every second counts, but if one has the enemy fleet composition and has Intel on the targets common fits; then knowing if a target is armor tanked or shield tanked can be a major advantage. Try to load the correct ammo before the fight.  
+
Amarr will plug EM when shield tanking and thermal when armor tanking.  
  
'''<u>Tech 1</u>'''
+
Minmatar will plug kinetic when shield tanking and explosive when armor tanking.
  
Since shields have an EM hole and armor has a explosive hole, then it is best to use EMP vs all tier 1 ships shields and Fusion vs all tier 1 ships armor.  
+
Gallente and Caldari will plug EM when shield tanking and explosive when armor tanking.  
  
'''<u>Tech 2</u>'''
+
==== Amarr  ====
  
*EMP is best used against Amarr, Caldari and Gallente ship's shield, but has the worst damage vs Minmatar shield.<br>
+
Lasers have EM damage as primary damage type and thermal as secondary.  
*Fusion is best used against Caldari, Gallente and Minmatar ship's armor, but has the worst damage vs Amarr armor.<br>
 
*Phased Plasma is best used against Amarr armor and shields, and has the worst damage vs Caldari armor and shields. <br>
 
 
 
==== Gallente  ====
 
 
 
Hybrids have kinetic damage as primary damage type and thermal as secondary.  
 
  
 
'''<u>Tech 1</u>'''  
 
'''<u>Tech 1</u>'''  
  
Hybrids do slightly more damage to all tier 1 ship's armor than shield. They do least armor damage to other Gallente ships.  
+
If tech 1 ships plug in their shield EM resist hole then laser's primary damage(EM) is mitigated with both shield tanking and armor tanking ships. However, lasers have thermal as their secondary damage type. Therefore, they can do decent thermal damage to all shield and armor tanked ships, but might face difficulties vs Caldari armor tanked pilots; since they have a natural thermal resist that is higher than other races.  
  
 
'''<u>Tech 2</u>'''  
 
'''<u>Tech 2</u>'''  
  
Hybrids do most damage to Minmatar Tech 2 ships,with Amarr as 2nd highest, Caldari as third highest and does the least damage to other Gallente ships.  
+
Lasers really do little damage vs all tech 2 frigates if they plug their resist holes. Most shield tanking ships excluding Amarr will be above 50% resist to both EM and thermal once the holes are plugged reducing the lasers damage considerably. However, when Tech 2 ships plug in their explosive armor resist, their lowest armor resist now becomes EM; this can be exploited to their favor. Keep in mind thought that Minmatar have a high EM armor natural resist, which means that lasers are least effective vs Minmatar shield and armor tanked ships.  
  
==== Caldari ====
+
==== Minmatar ====
  
Caladari pilots, like the Minmatar, have the ability to chose their own damage types, based on which missile they use.
+
<u>'''Tech 1'''</u>
  
'''<u>Tech 1</u>'''
+
Now that shield tanked pilots have their EM hole plugged, their new hole will end up being thermal, So its a good idea to use Phased plasma vs shield tanked ships. Similarly, when armor tanked pilots plug in their explosive hole thier new hole will be kinetic followed by thermal, which makes the Phased plasma the best choice.
  
If you are in a ship that has a kinetic damage bonus(Kestrel, Carcal and drake), then it is best to use kinetic damage (Bloodclaw,Scourge) against armor tanked ships and EM(Sabertooth,Thunderbolt) vs shield tanked ships regardless of faction.
+
<u>'''Tech 2'''</u>
  
'''<u>Tech 2</u>'''
+
EMP is best used against Amarr, Caldari and Gallente ship's armor, but has the worst damage vs Minmatar armor.
  
<br>
+
Fusion is best used against Caldari, Gallente and Minmatar ship's Shield, but has the worst damage vs Amarr Shield.
  
*Kinetic damage (Bloodclaw,Scourge) is most efficient vs tech 2 Minmatar ships.
+
Phased Plasma is best used against Amarr armor and shields, and has the worst damage vs Caldari armor and shields.  
*EM damage (Sabertooth,Thunderbolt) is most efficient vs tech 2 Amarr Gallente and Caldari shield.
 
*Thermal damage (Flameburst,Widowmaker) is most efficent vs Amarr shield and armor.
 
*Explosive damage (Piranha,Havoc) is most efficient vs Minmatar Gallente and Caldari armor.
 
  
=== When the resistance hole is plugged ===
+
==== Gallente ====
  
'''<u>Tech 1</u>'''
+
<u>'''Tech 1'''</u>  
  
Ships that are shield tanking will always try and plug their EM resist hole, and armor tanking ships will always try and plug their explosive hole. Some pilots who are known to face many Caldari ships, that do high kinetic damage, may also chose to plug both explosive and kinetic holes; but they are very rare and extremely situational.  
+
It is interesting to notice that shield and armor tanked ships will try to plug EM and explosive damages respectively, meaning that this will have no effect on hybrids. Hybrids do slightly more damage to all tier 1 ship's armor than shield. They do least armor damage to other Gallente ships.  
  
'''<u>Tech 2</u>'''
+
<u>'''Tech 2'''</u>  
  
Amarr will plug EM when shield tanking and thermal when armor tanking.  
+
Again same with tech 1, although Amarr pilots might try to plug their armor thermal hole, it will not make a big difference since they will have a new kinetic hole. Hybrids do most damage to Minmatar Tech 2 ships,with Amarr as 2nd highest, Caldari as third highest and does the least damage to other Gallente ships.  
  
Minmatar will plug kinetic when shield tanking and explosive when armor tanking.
+
==== Caldari  ====
  
Gallente and Caldari will plug EM when shield tanking and explosive when armor tanking.
+
'''<u>Tech 1</u>'''
  
==== Amarr  ====
+
If you are in a ship that has a kinetic damage bonus(Kestrel, Carcal and drake), then it is best to use kinetic damage (Bloodclaw,Scourge) against armor tanked ships and Thermal damage (Flameburst,Widowmaker) vs shield tanked ships regardless of faction.  
 
 
Lasers have EM damage as primary damage type and thermal as secondary.
 
 
 
'''<u>Tech 1</u>'''
 
 
 
If tech 1 ships plug in their shield EM resist hole then laser's primary damage(EM) is mitigated with both shield tanking and armor tanking ships. However, lasers have thermal as their secondary damage type. Therefore, they can do decent thermal damage to all shield and armor tanked ships, but might face difficulties vs Caldari armor tanked pilots; since they have a natural thermal resist that is higher than other races.  
 
  
 
'''<u>Tech 2</u>'''  
 
'''<u>Tech 2</u>'''  
  
Lasers really do little damage vs all tech 2 frigates if they plug their resist holes. Most shield tanking ships excluding Amarr will be above 50% resist to both EM and thermal once the holes are plugged reducing the lasers damage considerably. However, when Tech 2 ships plug in their explosive armor resist, their lowest armor resist now becomes EM; this can be exploited to their favor. Keep in mind thought that Minmatar have a high EM armor natural resist, which means that lasers are least effective vs Minmatar shield and armor tanked ships.
+
<br>
  
==== Minmatar ====
+
*Kinetic damage (Bloodclaw,Scourge) is most efficient vs armor tanked Minmatar ships, also if in a ship bonused to kinetic damage, it can be effective vs armor tanked Amarr ships and caldari ships(But t2 caldari ships are never armor tanked anyways).
 +
*EM damage (Sabertooth,Thunderbolt) is most efficient vs tech 2 Amarr Gallente and Caldari armor tanked ships.
 +
*Thermal damage (Flameburst,Widowmaker) is most efficent vs Amarr shield(This is also rare, maybe shield tanked interceptors or Zealots in a shield HAC gang).
 +
*Explosive damage (Piranha,Havoc) is most efficient vs Gallente armor tanked ships, and when not in a ship bonused for kinetic damage, it can also be effective vs Amarr and Caldari.
  
<u>'''Tech 1'''</u>  
+
<br>  
  
Now that shield tanked pilots have their EM hole plugged, their new hole will end up being thermal, So its a good idea to use Phased plasma vs shield tanked ships. Similarly, when armor tanked pilots plug in their explosive hole thier new hole will be kinetic followed by thermal, which makes the Phased plasma the best choice.
+
{| cellspacing="1" cellpadding="1" border="1" style="width: 435px; height: 405px;"
 
+
|-
<u>'''Tech 2'''</u>  
+
| Class
 
+
| Type 1 Armor Modified
EMP is best used against Amarr, Caldari and Gallente ship's armor, but has the worst damage vs Minmatar armor.
+
| Type 1 Shield Modified<br>  
 +
| Type 2 Armor Modified<br>  
 +
| Type 2 Shield Modified<br>
 +
|-
 +
| Defence Type
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 22px;"
 +
|-
 +
| Shield
 +
| Armor
 +
|}
  
Fusion is best used against Caldari, Gallente and Minmatar ship's Shield, but has the worst damage vs Amarr Shield.
+
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 53px; height: 22px;"
 +
|-
 +
| Shield  
 +
| Armor
 +
|}
  
Phased Plasma is best used against Amarr armor and shields, and has the worst damage vs Caldari armor and shields.
+
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 63px; height: 22px;"
 +
|-
 +
| Shield
 +
| Armor
 +
|}
  
==== Gallente  ====
+
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 39px; height: 22px;"
 +
|-
 +
| Shield
 +
| Armor
 +
|}
  
<u>'''Tech 1'''</u>
+
|-
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 96px; height: 81px;"
 +
|-
 +
| rowspan="5" | Amarr &nbsp; &nbsp;
 +
|-
 +
| EM
 +
|-
 +
| EXP
 +
|-
 +
| THM
 +
|-
 +
| KIN
 +
|}
  
It is interesting to notice that shield and armor tanked ships will try to plug EM and explosive damages respectively, meaning that this will have no effect on hybrids. Hybrids do slightly more damage to all tier 1 ship's armor than shield. They do least armor damage to other Gallente ships.
+
|
 
+
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
<u>'''Tech 2'''</u>
+
|-
 
+
| 120<br>
Again same with tech 1, although Amarr pilots might try to plug their armor thermal hole, it will not make a big difference since they will have a new kinetic hole. Hybrids do most damage to Minmatar Tech 2 ships,with Amarr as 2nd highest, Caldari as third highest and does the least damage to other Gallente ships.
+
| 140<br>
 
 
==== Caldari  ====
 
 
 
'''<u>Tech 1</u>'''
 
 
 
If you are in a ship that has a kinetic damage bonus(Kestrel, Carcal and drake), then it is best to use kinetic damage (Bloodclaw,Scourge) against armor tanked ships and Thermal damage (Flameburst,Widowmaker) vs shield tanked ships regardless of faction.
 
 
 
'''<u>Tech 2</u>'''
 
 
 
<br>
 
 
 
*Kinetic damage (Bloodclaw,Scourge) is most efficient vs armor tanked Minmatar ships, also if in a ship bonused to kinetic damage, it can be effective vs armor tanked Amarr ships and caldari ships(But t2 caldari ships are never armor tanked anyways).
 
*EM damage (Sabertooth,Thunderbolt) is most efficient vs tech 2 Amarr Gallente and Caldari armor tanked ships.
 
*Thermal damage (Flameburst,Widowmaker) is most efficent vs Amarr shield(This is also rare, maybe shield tanked interceptors or Zealots in a shield HAC gang).
 
*Explosive damage (Piranha,Havoc) is most efficient vs Gallente armor tanked ships, and when not in a ship bonused for kinetic damage, it can also be effective vs Amarr and Caldari.
 
 
 
<br>
 
 
 
{| cellspacing="1" cellpadding="1" border="1" style="width: 435px; height: 405px;"
 
 
|-
 
|-
| Class
+
| 120<br>  
| Type 1 Armor Modified
+
| 140<br>
| Type 1 Shield Modified<br>
 
| Type 2 Armor Modified<br>  
 
| Type 2 Shield Modified<br>
 
 
|-
 
|-
| Defence Type
+
| 120<br>
|  
+
| 140<br>
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 22px;"
 
 
|-
 
|-
| Shield
+
| 120<br>
| Armor
+
| 140<br>
 
|}
 
|}
  
 
|  
 
|  
{| cellspacing="1" cellpadding="1" border="0" style="width: 53px; height: 22px;"
+
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 +
|-
 +
| 120<br>
 +
| 140<br>
 +
|-
 +
| 120<br>
 +
| 140<br>
 
|-
 
|-
| Shield
+
| 120<br>
| Armor
+
| 140<br>
|}
 
 
 
|
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 63px; height: 22px;"
 
 
|-
 
|-
| Shield
+
| 120<br>
| Armor
+
| 140<br>
 
|}
 
|}
  
 
|  
 
|  
{| cellspacing="1" cellpadding="1" border="0" style="width: 39px; height: 22px;"
+
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
|-
| Shield
+
| 120<br>  
| Armor
 
|}
 
 
 
|-
 
|
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 96px; height: 81px;"
 
|-
 
| rowspan="5" | Amarr &nbsp; &nbsp;
 
|-
 
| EM
 
|-
 
| EXP
 
|-
 
| THM
 
|-
 
| KIN
 
|}
 
 
 
|
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
| 120<br>  
 
 
| 140<br>
 
| 140<br>
 
|-
 
|-
Line 1,505: Line 1,417:
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
|-
| 120<br>  
+
| 150&nbsp; <br>  
| 140<br>
+
| 188.75<br>
 
|-
 
|-
| 120<br>  
+
| 180&nbsp;&nbsp;&nbsp; <br>  
| 140<br>
+
| 166.25<br>
 +
|-
 +
| 160<br>
 +
| 178.75<br>
 +
|-
 +
| 175<br>
 +
| 176.25<br>
 +
|}
 +
 
 +
|-
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 96px; height: 81px;"
 +
|-
 +
| rowspan="5" | Minmatar
 +
|-
 +
| EM
 +
|-
 +
| EXP
 
|-
 
|-
| 120<br>
+
| THM
| 140<br>
 
 
|-
 
|-
| 120<br>
+
| KIN
| 140<br>
 
 
|}
 
|}
  
Line 1,537: Line 1,464:
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
|-
| 150&nbsp; <br>  
+
| 120<br>  
| 188.75<br>
+
| 140<br>
 
|-
 
|-
| 180&nbsp;&nbsp;&nbsp; <br>  
+
| 120<br>  
| 166.25<br>
+
| 140<br>
 
|-
 
|-
| 160<br>  
+
| 120<br>  
| 178.75<br>
+
| 140<br>
 
|-
 
|-
| 175<br>  
+
| 120<br>  
| 176.25<br>
+
| 140<br>
|}
 
 
 
|-
 
|
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 96px; height: 81px;"
 
|-
 
| rowspan="5" | Minmatar
 
|-
 
| EM
 
|-
 
| EXP
 
|-
 
| THM
 
|-
 
| KIN
 
 
|}
 
|}
  
Line 1,584: Line 1,496:
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
|-
| 120<br>  
+
| 150&nbsp; <br>  
| 140<br>
+
| 188.75<br>
 
|-
 
|-
| 120<br>  
+
| 180&nbsp;&nbsp;&nbsp; <br>  
| 140<br>
+
| 166.25<br>
 
|-
 
|-
| 120<br>  
+
| 160<br>  
| 140<br>
+
| 178.75<br>
 
|-
 
|-
| 120<br>  
+
| 175<br>  
| 140<br>
+
| 176.25<br>
 
|}
 
|}
  
 +
|-
 
|  
 
|  
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
+
{| cellspacing="1" cellpadding="1" border="0" style="width: 100px; height: 81px;"
 
|-
 
|-
| 120<br>
+
| rowspan="5" | Gallente
| 140<br>
 
 
|-
 
|-
| 120<br>
+
| EM
| 140<br>
 
 
|-
 
|-
| 120<br>
+
| EXP
| 140<br>
 
 
|-
 
|-
| 120<br>
+
| THM
| 140<br>
+
|-
 +
| KIN
 
|}
 
|}
  
Line 1,616: Line 1,527:
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
|-
| 150&nbsp; <br>  
+
| 120<br>  
| 188.75<br>
+
| 140<br>
 
|-
 
|-
| 180&nbsp;&nbsp;&nbsp; <br>  
+
| 120<br>  
| 166.25<br>
+
| 140<br>
 
|-
 
|-
| 160<br>  
+
| 120<br>  
| 178.75<br>
+
| 140<br>
 
|-
 
|-
| 175<br>  
+
| 120<br>  
| 176.25<br>
+
| 140<br>
 
|}
 
|}
  
|-
 
 
|  
 
|  
{| cellspacing="1" cellpadding="1" border="0" style="width: 100px; height: 81px;"
+
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
|-
| rowspan="5" | Gallente
+
| 120<br>
 +
| 140<br>
 
|-
 
|-
| EM
+
| 120<br>  
|-
 
| EXP
 
|-
 
| THM
 
|-
 
| KIN
 
|}
 
 
 
|
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
| 120<br>
 
| 140<br>
 
|-
 
| 120<br>  
 
 
| 140<br>
 
| 140<br>
 
|-
 
|-
Line 1,679: Line 1,575:
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
|-
| 120<br>  
+
| 150&nbsp; <br>  
| 140<br>
+
| 188.75<br>
 
|-
 
|-
| 120<br>  
+
| 180&nbsp;&nbsp;&nbsp; <br>  
| 140<br>
+
| 166.25<br>
 
|-
 
|-
| 120<br>
+
| 160<br>  
| 140<br>
+
| 178.75<br>
|-
 
| 120<br>
 
| 140<br>
 
|}
 
 
 
|
 
{| cellspacing="1" cellpadding="1" border="0" style="width: 85px; height: 80px;"
 
|-
 
| 150&nbsp; <br>
 
| 188.75<br>
 
|-
 
| 180&nbsp;&nbsp;&nbsp; <br>
 
| 166.25<br>
 
|-
 
| 160<br>  
 
| 178.75<br>
 
 
|-
 
|-
 
| 175<br>  
 
| 175<br>  
Line 1,788: Line 1,668:
  
 
|}
 
|}
 +
 +
Lets now look at the modified shield and armor aggregate resists.<br>
 +
 +
<br>
 +
 +
{| cellspacing="1" cellpadding="1" border="1" style="width: 666px; height: 171px;"
 +
|-
 +
| Class
 +
| Type 1 Modified Shield
 +
| Type 1 Modified Armor<br>
 +
| Type 2 Modified Shield<br>
 +
| Type 2 Modified Armor<br>
 +
|-
 +
| Defence Type
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 22px;"
 +
|-
 +
| Shield
 +
| Armor
 +
|}
 +
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 22px;"
 +
|-
 +
| Shield
 +
| Armor
 +
|}
 +
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 22px;"
 +
|-
 +
| Shield
 +
| Armor
 +
|}
 +
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 22px;"
 +
|-
 +
| Shield
 +
| Armor
 +
|}
 +
 +
|-
 +
|
 +
{| width="48" cellspacing="1" cellpadding="1" border="0" style=""
 +
|-
 +
| Amarr
 +
|-
 +
| Minmatar
 +
|-
 +
| Gallente
 +
|-
 +
| Caldari
 +
|}
 +
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 80px;"
 +
|-
 +
| 120<br>
 +
| 140<br>
 +
|-
 +
| 120<br>
 +
| 140<br>
 +
|-
 +
| 120<br>
 +
| 140<br>
 +
|-
 +
| 120<br>
 +
| 140<br>
 +
|}
 +
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 80px;"
 +
|-
 +
| 150&nbsp; <br>
 +
| 188.75<br>
 +
|-
 +
| 180&nbsp;&nbsp;&nbsp; <br>
 +
| 166.25<br>
 +
|-
 +
| 160<br>
 +
| 178.75<br>
 +
|-
 +
| 175<br>
 +
| 176.25<br>
 +
|}
 +
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 80px;"
 +
|-
 +
| 120<br>
 +
| 140<br>
 +
|-
 +
| 120<br>
 +
| 140<br>
 +
|-
 +
| 120<br>
 +
| 140<br>
 +
|-
 +
| 120<br>
 +
| 140<br>
 +
|}
 +
 +
|
 +
{| cellspacing="1" cellpadding="1" border="0" style="width: 130px; height: 80px;"
 +
|-
 +
| 130<br>
 +
| 159.375<br>
 +
|-
 +
| 145<br>
 +
| 148.125<br>
 +
|-
 +
| 135<br>
 +
| 154.375<br>
 +
|-
 +
| 137.5<br>
 +
| 153.125<br>
 +
|}
 +
 +
|}
 +
 +
<br>
 
-->
 
-->

Revision as of 18:06, 4 November 2011

THIS IS A DRAFT, AND A WORK IN PROGRESS! DO NOT EDIT YET PLEASE!

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 damage type

Amarr

Lasers.jpg


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


Minmatar

File:Projectiles.jpg
Projectiles.jpg


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 use hybrid ammo that only deal kinetic and thermal damage. It is clear that Gallente have thermal as highest damage type, however for the sake of this topic lets assume that the dominant Gallente damage type is thermal. 


Caldari

File:Missiles.jpg
Missiles.jpg


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.


Race
Dominant Damage Type
Amarr
EM
Minmatar
Explosive
Gallente
Thermal
Caldari
Kinetic



Tech 1 Ships

Generally all Tech 1 ships (and faction ship) follow a general pattern when it comes to resists. For a given race, all tech 1 ships and faction ships have the same resists, be it a tech 1 frigate or a titan. A Punisher has the same exact resistance attributes as an Avatar.

All tech 1 ships have an EM shield hole and an explosive armor hole.

All tech 1 ships and faction ships have the same shield resist. However, armor resists between different races vary slightly, mainly to compensate for the dominating enemy race damage type.

Lets take a look at the different tech 1 ship resists by comparing them to their natural enemies.


Amarr VS Minmatar

File:T1 AVSM.png
T1 AVSM.png

As you can see, the Minmatar tech 1 ships have a slightly higher EM armor resist to compensate for the dominant Amarr damage type. Likewise, the Amarr tech 1 ships have a slightly increased explosive resist to compensate for the dominant Minmatar damage type.






Gallente VS Caldari

File:T1 GVSCv2.0.jpg
T1 GVSCv2.0.jpg

The Caldari tech 1 ships have a slightly higher thermal armor resist, again to compensate for the dominant Gallente damage type. The Gallente however opted for a balanced kinetic/thermal resistance attribute.








Tech 2 Ships

Tech 2 ships have different resist types than their tech 1 variants.

Tech 2 resists can be split into 6 diffrent profiles. Lets examine these profiles using a table.

File:Assaultships.jpg
Assaultships.jpg
File:T2inty.png
T2inty.png
File:T2Electronic.png
T2Electronic.png
File:T2Covops.png
T2Covops.png
File:T2Stealthbomber.png
T2Stealthbomber.png
File:T2 Combat recon.png
T2 Combat recon.png
File:T2force recon.png
T2force recon.png
File:T2 Logis.png
T2 Logis.png
File:T2Dictors.png
T2Dictors.png
File:T2Heavydictors.png
T2Heavydictors.png
File:T2 Hacs.png
T2 Hacs.png
File:T2 Fleet command.png
T2 Fleet command.png
File:T2Fieldcommand.png
T2Fieldcommand.png
File:T2maurauders.png
T2maurauders.png
File:T2blackops.png
T2blackops.png
File:T2deepspace.png
T2deepspace.png
File:T2blockaderunner.png
T2blockaderunner.png


Class Type 1 Type 2
Type 3
Type 4
Type 5
Type 6
Defence Type
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Amarr    
EM
EXP
KIN
THM
0
50
87.5
80
70
62.5
20
35

50
81.25
70
62.5
53.125
20
35
   0  
50
75
60
55
43.75
20
35
  0
50
62.5
40
47.5
34.375
20
35
  0
50
60
30
40
25
20
35
  0
50
55
28
43
28.75
20
35
Minmatar
EM
EXP
KIN
THM
75
90
50
10
40
25
60
67.5
62.5
85
50
10
40
25
50
59.375
50
80
50
10
40
25
40
51.25
25
70
50
10
40
25
30
43.125
10
70
50
10
40
25
20
35
10
64
50
10
40
25
24
38.25
Gallente
EM
EXP
KIN
THM
0
50
50
10
85
83.75
60
67.5
0
50
50
10
77.5 75.625
50
59.375
0
50
   50   
10
70
67.5
40
51.25
0
50
50
10
55
51.25
30
43.125
0
50
50
10
50
45
20
35
0
50
50
10
50
45
20
35
Caldari
EM
EXP
KIN
THM
0
50
50
10
70
62.5
80
86.25
0
50
50
10
62.5
53.125
70 79.375
0
50
50
10
55
43.75
60
72.5
0
50
50
10
47.5
34.375
40
58.75
0
50
50
10
40
25
30
55
0
50
50
10
40
25
30
55



Some ships offer bonusus to resistance based on the prerequsite skill to fly them. In the next table, you will find the resistance profiles based on having the respective ship skill at level 5. However, this does not affect the ships natural resistance, but the remaining amount. For example, the Vengeance has an 80% armor explosive resistance, but the 25% armor resistance bonus works on the incoming 20% damage. This means that out of the 20% incoming explosive damage, 25% is resisted, which is 5% of total incoming damage and results in a total of 85% explosive armor resistance.


Class Type 1 Armor Modified Type 1 Shield Modified
Type 2 Armor Modified
Type 2 Shield Modified
Defence Type
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Amarr    
EM
EXP
THM
KIN
0
62.5
87.5 85
20
51.3
70
71.9

0
62.5
81.3
77.5
20
51.3
62.5
64.8

Minmatar
EM
EXP
THM
KIN


81.3
90
62.5
10
70
67.5
55
25


Gallente
EM
EXP
THM
KIN
0
62.5
50
32.5
60
75.6
85
87.8



Caldari
EM
EXP
THM
KIN

25
50
62.5
10
85
86.3
77.5
62.5

25 
188.75
62.5  
166.25
77.5
178.75
71.9
176.25



For comparisons sake, lets examine the aggregate resists of each of these resistance profiles.

Class Type 1 Type 2
Type 3
Type 4
Type 5
Type 6
Defence Type
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Amarr
Minmatar
Gallente
Caldari
227.5 177.5
192.5 225
211.25 195
208.75 200
120
140
120
140
120
140
120
140
120
140
120
140
120
140
120
140
150 
188.75
180   
166.25
160
178.75
175
176.25
120
140
120
140
120
140
120
140
130
159.375
145
148.125
135
154.375
137.5
153.125



Amarr vs Minmatar

It is clear that the tech 2 Amarr ships have an increased explosive resist to make up for the Minmatar explosive damage. On the other hand, we have the Minmatar Ships with a high EM resist to make up for the Amarr dominant EM damage type. We see a similar pattern with armor as well.

Gallente vs Caldari

Again, here we see the Gallente ships have an ever so slightly higher kinetic shield resists, while the Caldari have a slightly higher thermal shield resists. Again, Same goes for armor.


Noticeable findings

Both the Gallente are Caldari are striving for high thermal and kinetic resists, while ignoring the EM and explosive resists. The Amarr Ships covers most resistances in its armor, while the Minmatar covers its resistances in its shields.

Amarr generally are better off armor tanked, while Minmatar are better off shield tanked. Gallente and Caldari have a good balance between shield and armor, with the Gallente leaning a little towards armor and Caldari leaning towards shield.

  • Each faction has a combination of two resistances that are constant regardless of which resist profile it falls in.
    • The Amarr have EM and Thermal constant in all types.
    • The Minmatar have Explosive and Kinetic constant in all types.
    • The Gallente have EM and Explosive constant in all types.
    • The Caldari have EM and Explosive constant in all types.

The rate at which each faction covers its defenses versus their enemies damage type changes with each class. It is highest with the Type 1 ships and lowest with the Type 6 Ships.

Common tendancies

  • Minmatar
    • In general advanced Minmatar ships favor a kiting approach and view their tank as just a hit point buffer so more often than not the holes are not patched. If they are though it is usually done by adding a kinetic and explosive resistance rig.
  • Amarr
    • Cruiser-sized and above ships are very likely to patch their biggest resist hole and with a single thermic hardener.
  • Gallente
    • A lot of ships like Ishkurs and Deimoses will plug the basic hole using an explosive hardener or an explosive rig.
  • Caldari
    • Because of the sheer size of the EMP hole it is a very good bet that there is at least a resistance rig or two if not an active hardener covering that hole.