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Natural resistances: Difference between revisions

From EVE University Wiki
Triglavian Ships: Rewrote resist summary with more actual numbers
Removed <ref> from T2 table as the reflist wouldn't go in a nice place. Rewrote T2 Resists section to compensate. Linked to all associated T2 ship class pages.
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! rowspan="2"|Classes
! rowspan="2"|Classes
! colspan="2"|Bonuses<ref>These bonuses are applied to the remaining vulnerability of the racial T1 resist. For example, a Zealot's armor resistance to explosive damage is 20% (T1 resistance for Amarr) plus 75% (HAC bonus to enemy's primary damage type, in this case explosive) giving 20% + 75% &times; (100% - 20%) = 80%.</ref>
! colspan="2"|Bonuses
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! style="width: 6em;"|Primary !! style="width: 6em;"|Secondary
! style="width: 6em;"|Primary !! style="width: 6em;"|Secondary
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== Tech II and Tech III resists ==
== Tech II and Tech III resists ==
Tech II and Tech III ships generally have much better resist profiles than Tech I. A ships's profile is based on its faction T1 profile.
Tech II and Tech III ships generally have much better resist profiles than Tech I. In particular, they gain significant resistance to the primary and secondary damage types of their faction's historical enemies.


Each ship then gets natural resistance bonuses to one or two damage types. For Empire faction ships, the larger bonus is to that faction's historical enemy's primary damage type; the smaller bonus, if it exists, is to the secondary damage type of the enemy. A ship's class (assault frigate, logistics cruiser, etc.) determines how large these bonuses are and how they are calculated.
The table on the right shows the bonus resistances given to each different ship type. These bonuses are applied to both shields and armor by taking a racial or default T1 resist profile, and multiplying the remaining vulnerability by the resistance bonus.


===Assault Frigates, Heavy Assault Cruisers, Heavy Interdictors, Command Ships, Logistics Cruisers., Transport Ships===
For example, to calculate a T2 ship's shield resists, start with the 'default' profile of 0%/20%/40%/50%. Reduce its remaining vulnerability to its enemy's primary damage type by 75%, and to the secondary damage type by 50%. For example, let's take the [[Ishtar]]. Start with 0/20/40/50. The Gallente's enemy are the Caldari, whose damage types are Kinetic and Thermal. Reduce the remaining kinetic vulnerability of (100 - 40) = 60 by 75% to 15, giving (100 - 15) = 85% shield kinetic resistance. Similarly, reduce the remaining thermal vulnerability of (100 - 20) = 80 by 50% to 40, giving (100 - 40) = 60% shield thermal resistance.
These ships get bonuses to two damage types; they have some the strongest natural resists of all ships. The [[Heavy Interdictors]] get an additional 20% bonus, to shield resists for the Caldari [[Onyx]] and the Minmatar [[Broadsword]], and to armor resists for the Amarr [[Devoter]] and the Gallente [[Phobos]]. Only the [[Monitor]] Flag Cruiser has higher natural resists.


====Shield====
To calculate a T2 ship's armor resists, start with the ship's T1 racial profile. Reduce its remaining vulnerability to its enemy's primary damage type by 75%, and to the secondary damage type by 50%. For example, let's take the [[Muninn]]. Start with the Minmatar T1 racial profile of 60/35/25/10. The Minmatar's enemy is the Amarr, whose damage types are EM and Thermal. Reduce the remaining EM vulnerability of (100 - 60) = 40 by 75% to 10, giving (100 - 10) = 90% armor EM resistance. Similarly, reduce the remaining thermal vulnerability of (100 - 35) = 65 by 50% to 32.5, giving (100 - 32.5) = 67.5% armor thermal resistance.
For a ship of one of these classes, start with the 'default' profile of 0%/20%/40%/50%. Reduce its remaining vulnerability to its enemy's primary damage type by 75%, and to the secondary damage type by 50%. For example, let's take the [[Ishtar]]. Start with 0/20/40/50. Reduce the remaining kinetic vulnerability of (100 - 40) = 60 by 75% to 15, giving (100 - 15) = 85% shield kinetic resistance. Similarly, reduce the remaining thermal vulnerability of (100 - 20) = 80 by 50% to 40, giving (100 - 40) = 60% shield thermal resistance.


====Armor====
=== [[Assault Frigates]], [[Heavy Assault Cruisers]], [[Heavy Interdiction Cruisers]], [[Command Ships]], [[Logistics Cruisers]], [[Transport Ships]]===
For its armor resistance profile, start with it's racial T1 profile, such as 60/35/25/10 for Minmatar. (Remember Minmatar get a 10% bonus to Amarr's primary damage type, EM.) Then, as for shields, reduce its remaining vulnerability to EM by 75%, and its remaining vulnerability to the secondary damage type, kinetic, by 50%. This gives a 90/67.5/25/10 armor resist profile for Minmatar HACs, HICs, etc. Resists for the other Empire factions are set the same way.
These are a mix of the most front-line combat ships, and the most dedicated cargo ships. Fittingly, these ships gain the largest bonuses, and have the strongest natural resists of all normal ships. Furthermore, certain individual ships like the [[Damnation]], and all of the [[Heavy Interdictors]] get an additional 20% bonus to their shield (Caldari, Minmatar) or armor (Amarr, Gallente) resists. (These further bonuses are not considered "base" resists though.)


=== Recon Ships ===
The only ship to have stronger natural resists than one of these ships is the [[Monitor]] Flag Cruiser.
These ships get the second-strongest bonus resists.
 
=== [[Recon Ships]] ===
As these ships are generally not intended for front-line combat, but do still need to be able to shrug off deterrence attempts, these ships gain the second strongest resists.
 
=== [[Electronic Attack Ships]], [[Frigates#Logistics Frigates|Logistics Frigates]], [[Interdictors]], [[Command Destroyer]]s, [[Tactical Destroyers]], [[Strategic Cruisers]] ===
These ships are generally more supportive or flexible in other ways, and rely less on raw durability and more on their other utilities.  


=== Electronic Attack Ships, Logistics Frigates, Interdictors, Command Destroyers, Tactical Destroyers, Strategic Cruisers ===
These ships also get bonuses to two damage types. The bonuses are smaller than for HACs, etc., but are still strong.
These ships also get bonuses to two damage types. The bonuses are smaller than for HACs, etc., but are still strong.


=== Stealth Bombers, Marauders, Jump Freighters ===
=== [[Stealth Bombers]], [[Marauders]], [[Jump Freighter]]s ===
Smaller bonus resists
The main defense of a bomber is its cloaking device, and so it sacrifices some durability; and as Jump Freighters are non-combat ships they are not built to be durable. Marauders, meanwhile, have a different approach to defense: much of their endurance comes from their Bastion Module; and as a result of that heavy specialization, the ships are somewhat vulnerable when not in bastion.


=== Black Ops ===
=== [[Black Ops]] ===
Empire-faction [[Black Ops]] ships get smaller natural resistance bonuses than other T2 hulls. The Amarr [[Redeemer]] gets two bonuses, a 10% bonus to its shield and armor resistances to explosive damage and a 5% bonus to kinetic damage. The Minmatar [[Panther]] gets the same bonuses, to EM and thermal. The Caldari [[Widow]] and the Gallente [[Sin]], however, get a single flat 10% bonus to their primary resisted damage type.
Black Ops Battleships are the odd ones out, in that their resist bonuses are inconsistent based on race. The Amarr [[Redeemer]] gets two bonuses, a 10% bonus to its shield and armor resistances to explosive damage and a 5% bonus to kinetic damage. The Minmatar [[Panther]] gets the same bonuses, to EM and thermal. The Caldari [[Widow]] and the Gallente [[Sin]], however, get a single ''flat'' 10% bonus to their primary resisted damage type.


===Interceptors and Covert Ops===
=== [[Interceptor]]s and [[Covert Ops#Covert Ops|Covert Ops]]===
[[Interceptor|Interceptors]] and the exploration-bonused [[Covert_Ops#Covert_Ops|Covert Ops]] frigates get one resistance bonus, to their 'enemy's' primary damage type. A flat 10% is added to the corresponding shield resistance. For armor, the T1 profile already has a 10% bonus. A further 10% is added to get the bonused armor resistance. Another way of thinking about the armor resistance profile of Interceptors is to start with the base 50/35/25/10 profile and add a flat 20% to the resist that gets the bonus.
Interceptors and the exploration-bonused Covert Ops frigates get one resistance bonus, to their enemy's primary damage type. Unlike most other ships listed here, the bonus these ships gain is a ''flat'' 10% bonus, added to the base T1 shield and armor profiles. (This stacks with the flat 10% racial bonus to armor, meaning that in effect interceptors take the base 50/35/25/10 armor profile, and add +20 to one resist.)


=== CONCORD ships ===
=== [[CONCORD]] ships ===
The [[CONCORD]] [[Pacifier]], [[Enforcer]] and [[Marshal]] are T2. They have even resist profiles of 33/33/33/33 for both shield and armor, like the Gnosis but a little stronger. The Flag Cruiser, the [[Monitor]], is also T2. While it has normal 33% hull resists, its shield and armor resists are extremely high at 90%, with bonus skill-based resistances.
The CONCORD [[Pacifier]], [[Enforcer]] and [[Marshal]] are T2. They have even resist profiles of 33/33/33/33 for both shield and armor, like the Gnosis but a little stronger. The Flag Cruiser, the [[Monitor]], is also T2. While it has normal 33% hull resists, its shield and armor resists are extremely high at 90%, with bonus skill-based resistances.


=== ORE ships ===
=== [[ORE]] ships ===
T2 [[ORE]] ships start with only a T1-Minmatar resist profile. The [[Exhumers]] and the [[Endurance]] then get a 4% bonus to all shield resistances for each level of the Exhumers and [[Expedition Frigates]] skills respectively.
T2 ORE ships start with only a T1-Minmatar resist profile. The [[Exhumers]] and the [[Endurance]] then get a 4% bonus to all shield resistances for each level of the Exhumers and [[Expedition Frigates]] skills respectively.


=== Triglavian Ships ===
=== [[Triglavian Collective|Triglavian]] Ships ===
T2 [[Triglavian Collective]] ships use three different resist type sets. The [[Zarmazd]] has the same Explosive/Kinetic resist bonuses as an Amarr Guardian. The [[Nergal]], [[Draugur]], and [[Ikitursa]] meanwhile use two different sets of Thermal and Explosive resistance for shields and armor: +30% Thermal and +35% Explosive (flat) to shields, and +40% Thermal and +35% Explosive (flat) to armor.
T2 Triglavian Collective ships use three different resist type sets, two of which completely defy the normal T2 resist patterns. The [[Zarmazd]] Logistics Cruiser uses the same Explosive/Kinetic resist bonuses as an Amarr [[Guardian]]. The [[Nergal]], [[Draugur]], and [[Ikitursa]] meanwhile use two different sets of Thermal and Explosive resistance for shields and armor: +30% Thermal and +35% Explosive (flat) to shields, and +40% Thermal and +35% Explosive (flat) to armor.


== Table of Tech II resists by ship ==
== Table of Tech II resists by ship ==
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|[[File:Icon_resist_exp.png]]80%
|[[File:Icon_resist_exp.png]]80%
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== Footnotes ==
<references />


[[Category:Ships]]
[[Category:Ships]]