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Natural Resists: Difference between revisions

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Different classes and races of ships have different natural (ie unfitted) resists. T1 ships normally follow the same basic pattern, as do T2 ships within a race however their are exceptions.
Different classes and races of ships have different natural (ie unfitted) resists. T1 ships all follow a similar pattern. T2 resists are based on the "main" damage type of the ship's race's enemy. Note that main damage type does not have any in game impact except that they generally lines up with weapon systems.


==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 dominant damage types which their natural enemies resist on T2 ships.
==Dominant Damage ==
Each race has a preferred damage type that is used for their enemy's (see above) natural resists. These do not have any in game impact except that they generally lines up with their weapon systems however they have also been allocated so that all damage types are represented (4 damage types, 4 races).
{| class="wikitable"
{| class="wikitable"
|-
|-
| Race
| Race
| Dominant Damage Type
| Enemy
| Main Damage Type
| Weapon System
| Weapon System
| Rational
| Damage Type Rational
|-
|-
| Amarr
| Amarr
| Minmatar
| EM
| EM
| Lasers
| Lasers
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|-
|-
| Caldari
| Caldari
| Gallente
| Kinetic
| Kinetic
| Missiles
| Missiles
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|-
|-
| Gallente
| Gallente
| Caldari
| Thermal
| Thermal
| Hybrids
| Hybrids