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User:Cassiel Seraphim/Sandbox5: Difference between revisions

From EVE University Wiki
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== Improving your hull tank ==
== Improving your hull tank ==
Perhaps one of the easiest and least skill intensive ways to buff your tank is to simply add a {{co|coral|Damage Control II}} and try to increase your structure points as much as you can with {{co|coral|Reinforced Bulkhead II}} modules and {{co|coral|Transverse Bulkhead II}} rigs. The skill requirements for that is fairly easy, requiring only {{sk|Mechanics|III|mult=yes|icon=yes}} and {{sk|Hull Upgrades|IV|mult=yes|icon=yes}} for the damage control. Further increasing '''mechanics''' will increase the overall efficiency of the buff, since it increases your structure points by {{co|lightgreen|+5% per level}}.
Perhaps one of the easiest and least skill intensive ways to buff your tank is to simply add a {{co|coral|Damage Control II}} and try to increase your structure points as much as you can with {{co|coral|Reinforced Bulkhead II}} modules and {{co|coral|Transverse Bulkhead II}} rigs.
 
==== Skills ====
Only one skill improves your structure hit points, but another indirectly helps by allowing you to fit modules that improve structure hit points:
{| class="wikitable"
! style="background-color:#222222;" | Skill
! style="background-color:#222222;" | Bonus
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Mechanics|mult=yes}}
| style="padding:5px;" | 5% bonus to structure hit points per skill level.
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Hull Upgrades|mult=yes}}
| style="padding:5px;" | {{sk|Hull Upgrades|IV}} enabled the use of the {{co|coral|Damage Control II}} and {{co|coral|Transverse Bulkhead II}} modules.
|}
==== Modules & rigs ====
The following modules and rigs help improve your structure hit points or resists:
{| class="wikitable"
{| class="wikitable"
| style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]]
| style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]]
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| style="background-color:#222222; padding:4px;" | {{co|coral|Transverse Bulkhead II}} (+25% structure hp, -10% cargo capacity)
| style="background-color:#222222; padding:4px;" | {{co|coral|Transverse Bulkhead II}} (+25% structure hp, -10% cargo capacity)
|}
|}
{|
If you're fitting for a structure tank while simultaneously going for align time, it's usually worth avoiding the {{co|coral|Nanofiber Internal Structure II}} (since it reduces structure hit points) and favour the {{co|coral|Inertia Stabilizers II}} module instead.
| valign="middle" | [[image:icon_implant_hardwiring.png|32px|link=]]
==== Implants ====
| valign="middle" style="padding:2px;" | There are implants such as the {{co|coral|Inherent Implants 'Noble' Mechanic MC-80X}} which further increases your hull hitpoints by up to 6% for the most expensive implant.
There is also an [[implants|implant]] called {{co|coral|Inherent Implants 'Noble' Mechanic MC-8}} which further increases your hull hitpoints by up to 6% for the most expensive variant.
|}
 
== Improving your armor tank ==
== Improving your armor tank ==
Fitting an armor tank can be a little bit more skill intensive, especially a passive resist setup since the efficiency of passive resist modules rely heavily on the armor compensation skills such as {{sk|EM Armor Compensation|mult=yes|icon=yes}}, {{sk|Thermal Armor Compensation|mult=yes|icon=yes}}, {{sk|Kinetic Armor Compensation|mult=yes|icon=yes}} and {{sk|Explosive Armor Compensation|mult=yes|icon=yes}}. A setup with active hardeners would potentially give you higher resists, but would take up too many modules leaving scarcely few slots for actual armor plates.
Fitting an armor tank can be a little bit more skill intensive, especially a passive resist setup since the efficiency of passive resist modules rely heavily on the armor compensation skills. A setup with active hardeners would potentially give you higher resists, but would take up too many modules leaving scarcely few slots for actual armor plates.
 
As such it might not be something you'll be doing as a young capsuleer, but for people with high armor support skills flying certain ships (with more armor than structure hit points) it might be slightly stronger than the structure approach mentioned above.


As such it might not be something you'll be doing as a young capsuleer, but for people with high armor support skills flying certain ships (with more armor than structure hp) it might be slightly stronger than the structure approach mentioned above.
==== Skills ====
There is one skill improving armor hit points directly:
{| class="wikitable"
! style="background-color:#222222;" | Skill
! style="background-color:#222222;" | Bonus
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Hull Upgrades|mult=yes}}
| style="padding:5px;" | 5% bonus to armor hit points per skill level
|}
There are also special case skills, for certain modules.
{| class="wikitable"
! style="background-color:#222222;" | Skill
! style="background-color:#222222;" | Bonus
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|EM Armor Compensation|mult=yes}}
| style="padding:5px;" | +5% bonus to EM resistance per level for '''Armor Coatings''' and '''Energized Platings'''
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Thermal Armor Compensation|mult=yes}}
| style="padding:5px;" | +5% bonus to thermal resistance per level for '''Armor Coatings''' and '''Energized Platings'''
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Kinetic Armor Compensation|mult=yes}}
| style="padding:5px;" | +5% bonus to kinetic resistance per level for '''Armor Coatings''' and '''Energized Platings'''
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Explosive Armor Compensation|mult=yes}}
| style="padding:5px;" | +5% bonus to explosive resistance per level for '''Armor Coatings''' and '''Energized Platings'''
|}
==== Modules & rigs ====
There are several modules either increasing the raw armor hit points or various armor resists:
{| class="wikitable"
{| class="wikitable"
| style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]]
| style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]]