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User:Hirmuolio Pine/sandbox2: Difference between revisions

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===Armor tanking modules===
===Armor tanking modules===
* Armor plates
* Armor plates
** Armor plates increase the ammount of raw armor HP a ship has by a flat number.
** Armor plates increase the ammount of raw armor HP a ship has by a flat number.
** The drawback is that they increase ship mass thus reducing top speed and agility.
** The drawback is that they increase ship mass thus reducing top speed and agility.


*Damage control
** Armor hardeners
** Damage Control increases the ship's shield, armor and hull resist.
* Armor Hardeners are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.
** This module uniquely is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control.
* Compared to membranes, they use capacitor (not much though) and slightly more CPU but offer a large boost in effectiveness
 
*Energized resist memranes
** Passive modules that boost armor resists.
** Resist increase is smaller than on active hardeners.
** There are both type specific modules that increase only one resist type and an energized adaptive membrane that increases all resist types.
** The resist bonus is increased by corresponding Armor Compensation skill. For example {{sk|EM Armor Compensation}} increases EM resist of memranes by 5% per level.


** Armor hardeners
* Resistance platings
*Armor Hardeners are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.  
** Passive modules that boost armor resists.
*Compared to membranes, they use capacitor (not much though) and slightly more CPU but offer a large boost in effectiveness
** There are both type specific modules that increase only one resist type and an adaptive plating that increases all resist types.
*Realize that when you are in game the fitting window won't show you an active module's bonus until you actually activate it. Which means you have to either be in space or enter simulation mode. (Alt-F is the default shortcut combination to open your fitting window).
** Resist increase is smaller than on active hardeners and smaller than on energized resist membranes.
** These modules require practically nothing to fit only 1 PG.


RAH
*Damage control
*This is a new module introduced in Inferno and you can only fit one.
** This passive module increases the ship's shield, armor and hull resist.
*Uses more capacitor than standard armor hardeners, when you turn it on it gives you -15% extra armor resistance across the board to all resistances.
** This module is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control.
*However it shifts its resistances according to incoming armor damage, moving the resistances gradually per cycle. Example: if you are being hit by only EM damage, the 15% to all resistances will gradually shift to 60% EM resistance and 0% all other resistances The shifting effect is only activated when your shield has gone and you are taking armor damage.
*Shifts by 6% per damage type per cycle.  If you're being continually hit by only EM damage, each cycle your EM resistance will increase by 18% and the other three resistance will each decrease by 6%.
*Useful module for buffer tanking if you have a lot of armor EHP and will survive long enough for the shifting resistances to benefit you.
*Also it doesn't suffer from normal stacking penalties with other armor modules but does conflict with the DCU.  
*The Armor Resistance Phasing skill will reduce cycle time and capacitor need of the module, which makes it a much better module. Before Kronos, the cap use reduction was less than the cycle time reduction meaning you would use more cap per time with higher skills. In Kronos both reductions go in step, so capusage stays constant.
*The modules looks at damage *after* resistances and shifts resistances accordingly. This makes the module usefull even if you are receiving omni damage as it will try to plug your worst holes.


Energized
* Reactive armor hardener
*These are armor membranes, passive modules that boost armor attributes. They take a lot of CPU, but only 1 powergrid
** Gives total of 60% armor resist. When you first activate the module the resists are evenly split to 15% per damage type. As you receive armor damage the RAH will adjust its resist at the end of cycle by increasing the resist against two highest received damage types and reducing the resist against rest of the damage types. The resists shift by 6% per cycle.
*EANM (Adaptive) -- The Energized Adaptive Nano Membrane gives a boost to all 4 resistances. Very popular to increase armor resistance across the board.  30/36 CPU for T1/T2 versions.
**Very effective in PvE. Almost all rats deal only two types of damage resulting in 30% resist against both.
*EALM (Layering) -- this module gives your ship a percentage bonus to armor. If you'd like to fit an armor plate, or an additional armor plate, consider this module instead. Because it's a percentage bonus, you get more benefit on larger ships. The T2 version of this has the same effect as a T1 trimark armor pump rig - the rig might be a better, to keep your low slots free.
** This module is not stacking penalized with most modules. Only the damage control is stacking penalized with this module.
*Specific hardeners (EM/Thermal/Kinetic/Explosive) -- these are used to boost one of the four resistances. Explosive hardeners are the most popular, because most ships have very low explosive resistances. In a ship with lots of tanking slots, you may do better to have these modules than multiple EANMs.  
* The EANM and the specific energized membranes become more effective when you train your EM/Explosive/Kinetic/Thermal Armor Compensation skills, gaining 5% increase with each level.  For example, the T2 EANM gives you 20% to all resistances. If you train all the Armor Compensation skills to 4, this will become a +24% to all resistances.
*The Imperial Navy Energized Adaptive Nano Membrane is one of the most popular faction modules and is pretty cheap nowadays.


Resist plating
* Armor repairers
*These modules are very similar to the energized membranes above, except they use no CPU and are less effective.  
** These modules consume moderate ammount of capacitor and use it to repair ship's armor.
*They have the same versions as the energized membranes.
** The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle.
*They are very useful if you're short of CPU, and the faction variants approach the effectiveness of the energized modules.
*Use Energized Plating if you can, downgrading to Resistance Plating if you run out of CPU.


Repairers
* Ancillary armor repairers
*These modules repair your ship's armor, just as you'd expect. The better modules are more efficient, and may cycle somewhat faster.  
**Similar to the Armor Repairers with the following differences
*Armor reppers are not usually recommended in fleet PvP, because they cycle fairly slowly. If your ship is called primary, it's likely that the repper won't have time to cycle before your ship explodes. Fitting a buffer tank, and warping out when you're targeted, is recommended instead.  
** Can be loaded with nanite repair paste to increase repair ammount. Each cycle consumes one unit of paste. With paste the ancillary armor repairers repair considerably (1.25x) more than normal armor repairers.
*Reppers are, however, very useful in PvE activities, since NPC ships don't typically deal damage as quickly. See also [[Armor Repairer]]. They can also be extremely effective in solo PvP.
** Once the paste runs out the module can be used without paste. Without paste the ancillary armor repairers repair considerably (0.75x) less than normal armor repairers.
*For ships with armor repairer bonuses, such as the Gallente battlecruisers and battleships, two armor repairers can be very effective for mission runners, if cap stability can be maintained.
** Reloading the paste takes one minute. During this time the module can not be used.
**Limited to one per ship.


Ancillary
*Layered platings
*Similar to the Armor Repairers with the following differences
** These passive modules increase the ships raw HP by a percentage ammount.
*Always uses the same cap as a normal (T1/T2/Named) Armor Repper.
** Come in energized and non-energized variants. The energized ones require same CPU as energized resist membranes while the non-energized requires only 1 PG.
*Uses Nanite Repair Paste.
**Small uses 1 paste per cycle.
**Medium uses 4 paste per cycle.
**Large uses 8 paste per cycle.
*Holds 8 cycles worth of paste at a time.
*Reload time is 1 minute.
*When not loaded with Nanite Repair Paste, the AAR has 3/4 the rep amount as a T1 Armor Repairer.
*When loaded with Nanite Repair Paste, the AAR triples the rep amount (repairs 2.25x a T2 repairer when loaded).
*The AAR has the same cycle time and fittings as T1 reps.
*Limited to one per ship.


=== Remote Armor Repair Systems  ===
=== Remote Armor Repair Systems  ===