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{|class=wikitable style="width: 900px;background:#111111" | {|class=wikitable style="width: 900px;background:#111111" | ||
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|[[File:Icon armor plate.png]] | |[[File:Icon armor plate.png|link=|]] | ||
|'''Armor plates''' increase the ships armor HP by a flat number. The drawback is increased mass that results in slower and less agile ship. It is somewhat common to fit oversized plates. For example 1600mm plates on a cruiser. | |'''Armor plates''' increase the ships armor HP by a flat number. The drawback is increased mass that results in slower and less agile ship. It is somewhat common to fit oversized plates. For example 1600mm plates on a cruiser. | ||
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|[[File:Icon energized membrane.png]] | |[[File:Icon energized membrane.png|link=|]] | ||
|'''Energized armor lyering membranes''' are passive modules that increase ship's armor by a percentage ammount. These are rarely used as a plate and resist module are both better than this module. | |'''Energized armor lyering membranes''' are passive modules that increase ship's armor by a percentage ammount. These are rarely used as a plate and resist module are both better than this module. | ||
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|[[File:Icon adaptive nano plating.png]] | |[[File:Icon adaptive nano plating.png|link=|]] | ||
|'''Layered platings''' are passive modules that increase ship's armor by a percentage ammount. These are less effective than the energized memrane variant but are much easier to fit. These are rarely used as a plate and resist module are both better than this module. | |'''Layered platings''' are passive modules that increase ship's armor by a percentage ammount. These are less effective than the energized memrane variant but are much easier to fit. These are rarely used as a plate and resist module are both better than this module. | ||
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|[[File:Icon armor thermal hardener.png]] | |[[File:Icon armor thermal hardener.png|link=|]] | ||
|'''Armor hardeners''' are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.<br>Compared to membranes, they use capacitor (not much though) and slightly more CPU but offer a large boost in effectiveness | |'''Armor hardeners''' are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.<br>Compared to membranes, they use capacitor (not much though) and slightly more CPU but offer a large boost in effectiveness | ||
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|[[File:Icon energized membrane.png]] | |[[File:Icon energized membrane.png|link=|]] | ||
|'''Energized membranes''' are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings. There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | |'''Energized membranes''' are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings. There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | ||
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|[[File:Icon adaptive nano plating.png]] | |[[File:Icon adaptive nano plating.png|link=|]] | ||
|'''Resistance platings''' are passive resistance modules that increase the armor resistances. They require practically nothing to fit, only 1 PG. They offer lower resist bonus than energized membranes or active hardeners. There are both type specific modules that increase only one resist type and an adaptive plating that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | |'''Resistance platings''' are passive resistance modules that increase the armor resistances. They require practically nothing to fit, only 1 PG. They offer lower resist bonus than energized membranes or active hardeners. There are both type specific modules that increase only one resist type and an adaptive plating that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill. | ||
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|[[File:Icon module damage control.png]] | |[[File:Icon module damage control.png|link=|]] | ||
|'''Damage control''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control. | |'''Damage control''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control. | ||
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|[[File:icon_reactive_armor_hardener.png]] | |[[File:icon_reactive_armor_hardener.png|link=|]] | ||
|'''Reactive armor hardener''' is a active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. 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. This module is not stacking penalized with most modules. Only the damage control is stacking penalized with this module. | |'''Reactive armor hardener''' is a active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. 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. This module is not stacking penalized with most modules. Only the damage control is stacking penalized with this module. | ||
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|[[File:Icon armor repairer i.png]] | |[[File:Icon armor repairer i.png|link=|]] | ||
|'''Armor repairers''' are modules that consume moderate ammount of capacitor and use that to repair the ship's armor.<br> | |'''Armor repairers''' are modules that consume moderate ammount of capacitor and use that to repair the ship's armor.<br> | ||
The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle. | The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle. | ||
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|[[File:Icon armor repairer i.png]] | |[[File:Icon armor repairer i.png|link=|]] | ||
|'''Ancillary armor repairers''' are similar to normal armor repairers. These modules can be loaded with nanite repair paste to drastically increase the repair ammount. With paste the ancillary armor repairers repair considerably (1.25x) more than normal armor repairers. Each cycle consumes one unit of paste. 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. Reloading the paste takes one minute. During this time the module can not be used. These modules are used for repairing large ammount of armor in short burst. Limited to one per ship. | |'''Ancillary armor repairers''' are similar to normal armor repairers. These modules can be loaded with nanite repair paste to drastically increase the repair ammount. With paste the ancillary armor repairers repair considerably (1.25x) more than normal armor repairers. Each cycle consumes one unit of paste. 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. Reloading the paste takes one minute. During this time the module can not be used. These modules are used for repairing large ammount of armor in short burst. Limited to one per ship. | ||
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|[[File:Icon remote armor repair i.png]] | |[[File:Icon remote armor repair i.png|link=|]] | ||
|'''Remote Armor Repair Systems''' consume significant ammount og capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle. This can make it hard to repair targets if they die before the repair lands. Long optimal range, short falloff range. As a result the effectiveness drops rapidly if the target is beyond optimal range. | |'''Remote Armor Repair Systems''' consume significant ammount og capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle. This can make it hard to repair targets if they die before the repair lands. Long optimal range, short falloff range. As a result the effectiveness drops rapidly if the target is beyond optimal range. | ||
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|[[File:Module icon armor rig tech1.png]] | |[[File:Module icon armor rig tech1.png|link=|]] | ||
|'''Rigs''' | |'''Rigs''' | ||
* Trimark Armor Pump increases the raw HP by a percentage. Reduces maximum speed. | * Trimark Armor Pump increases the raw HP by a percentage. Reduces maximum speed. | ||
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|[[File:Icon_implant_hardwiring.png]] | |[[File:Icon_implant_hardwiring.png|link=|]] | ||
|'''Implants''' | |'''Implants''' | ||
*Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number | *Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number | ||
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|[[File:Icon exile.png]] | |[[File:Icon exile.png|link=|]] | ||
|'''Exile''' medical booster greatly increases the ship's active armor repair ammount. | |'''Exile''' medical booster greatly increases the ship's active armor repair ammount. | ||
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=== Armor Tanking Skills === | === Armor Tanking Skills === | ||