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Natural resistances: Difference between revisions

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== Tech I shield resistances ==
== Tech I shield resistances ==
T1 ships generally have the same natural shield resistances: 0/20/40/50. [[EDENCOM]] ships are the sole non-special edition ship exception, using a 20/20/50/50 resist profile, giving it better EM and Kinetic resistances.
T1 ships generally have the same natural shield resistances: 0/20/40/50. [[EDENCOM]] ships are the sole non-special edition ship exception, using a 20/20/50/50 resist profile, giving them better EM and Kinetic resistances.


Some [[Special_Edition_Ships|Special Edition]] T1 ships have a different shield resistance profile. For example, ships from the [[Society of Conscious Thought]] generally have a 27.5/27.5/27.5/27.5 (even) profile, although the {{sh|Apotheosis}} shuttle has the regular 0/20/40/50. The {{sh|Council Diplomatic Shuttle}} also has a 33/33/33/33 (even) profile, matching that of other special edition CONCORD T2 ships (except the Marshal).
Some [[Special Edition Ships|Special Edition]] T1 ships have a different shield resistance profile. For example, {{sh|Metamorphosis}}, {{sh|Sunesis}}, {{sh|Gnosis}}, {{sh|Praxis}} from the [[Society of Conscious Thought]] have a 27.5/27.5/27.5/27.5 profile, and the {{sh|Council Diplomatic Shuttle}} has a 33/33/33/33 profile.


{| class="wikitable t1shield" style="text-align:center"
{| class="wikitable t1shield" style="text-align:center"
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{{sh|Skybreaker}} and {{sh|Stormbringer}} have an even stronger bonus resistance of 6% per level of the pilot's applicable EDENCOM ship skill..
{{sh|Skybreaker}} and {{sh|Stormbringer}} have an even stronger bonus resistance of 6% per level of the pilot's applicable EDENCOM ship skill..
== Tech I armor resistances ==
== Tech I armor resistances ==


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There is a reason for these resist profiles. They are all based on a 50/35/25/10 profile, but each race has a 10% bonus to one damage type. For the [[New_Eden#Rise_of_the_Empires|empire factions]], the bonused armor resist is the same as the primary damage type of the faction they were historically at war with. The warring factions and their damage types are shown in the table to the right. Perhaps this is best illuminated with an example: Take Gallente ships. Start with the base profile of 50/35/25/10 and add 10% kinetic resistance, kinetic being the primary damage type of the Caldari, the historic enemy of the Gallente. You get a 50/35/35/10 profile, which is indeed correct for T1 Gallente ships.
There is a reason for these resist profiles. They are all based on a 50/35/25/10 profile, but each race has a 10% bonus to one damage type. For the [[New_Eden#Rise_of_the_Empires|empire factions]], the bonused armor resist is the same as the primary damage type of the faction they were historically at war with. The warring factions and their damage types are shown in the table to the right. Perhaps this is best illuminated with an example: Take Gallente ships. Start with the base profile of 50/35/25/10 and add 10% kinetic resistance, kinetic being the primary damage type of the Caldari, the historic enemy of the Gallente. You get a 50/35/35/10 profile, which is indeed correct for T1 Gallente ships.


Combat ships from the Society of Conscious Thought have even 32.5/32.5/32.5/32.5 armor resistances. The {{sh|Council Diplomatic Shuttle}} has even 33/33/33/33 armor resistances.
ORE use two sets of armor resistance profile: Their {{sh|Venture}}, {{sh|Procurer}}, {{sh|Covetor}}, {{sh|Retriever}} use a 60/35/25/10 profile while {{sh|Noctis}}, {{sh|Bowhead}}, {{sh|Porpoise}}, {{sh|Orca}}, {{sh|Rorqual}} use a 50/35/35/10 profile.
 
Some Special Edition T1 ships have a different armor resistance profile. For example, {{sh|Metamorphosis}}, {{sh|Sunesis}}, {{sh|Gnosis}}, {{sh|Praxis}} from the Society of Conscious Thought have a 32.5/32.5/32.5/32.5 profile, and the {{sh|Council Diplomatic Shuttle}} has a 33/33/33/33 profile.


=== T1 ships with armor resistance bonuses ===
=== T1 ships with armor resistance bonuses ===
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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 {{sh|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. This gives the Muninn an armor resist profile of 90/67.5/25/10.
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 {{sh|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. This gives the Muninn an armor resist profile of 90/67.5/25/10.


=== [[Frigates#Assault Frigates|Assault Frigates]], [[Heavy Assault Cruisers]], [[Heavy Interdiction Cruisers]], [[Command Ships]], [[Logistics Cruisers]], [[Transport Ships]]===
; [[Frigates#Assault Frigates|Assault Frigates]], [[Heavy Assault Cruisers]], [[Heavy Interdiction Cruisers]], [[Command Ships]], [[Logistics Cruisers]], [[Transport Ships]]
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, the {{sh|Harpy}}, {{sh|Vengeance}}, {{sh|Nergal}}, {{sh|Sacrilege}}, {{sh|Eagle}}, all Command Ships (except for the {{sh|Sleipnir}} and {{sh|Astarte}}), and all of the {{sh|Heavy Interdictors}} get an additional 20% bonus to their shield (Caldari, Minmatar) or armor (Amarr, Gallente, Triglavian) resists. (These further bonuses are not considered "base" resists though.)  
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, the {{sh|Harpy}}, {{sh|Vengeance}}, {{sh|Nergal}}, {{sh|Sacrilege}}, {{sh|Eagle}}, all Command Ships (except for the {{sh|Sleipnir}} and {{sh|Astarte}}), and all of the {{sh|Heavy Interdictors}} get an additional 20% bonus to their shield (Caldari, Minmatar) or armor (Amarr, Gallente, Triglavian) resists. (These further bonuses are not considered "base" resists though.)  


The only ship to have stronger natural resists than one of these ships is the {{sh|Monitor}} Flag Cruiser.
The only ship to have stronger natural resists than one of these ships is the {{sh|Monitor}} Flag Cruiser.


=== [[Recon Ships]] ===
; [[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.
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]] ===
; [[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.  
These ships are generally more supportive or flexible in other ways and rely less on raw durability and more on their other utilities.  


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.


=== [[Black Ops]] ===
; [[Black Ops]]
Black Ops Battleships are the odd ones out, in that their resist bonuses are not exactly like other classes, and difference in bouns values. Unlike on most ships, their resistances values are rounded off, result in no decimal part in their nature resistance. Once a mix between lightly increased primary and/or secondary resistances, resistances are now approximately either 40% (Widow, Sin) or 36% (Panther, Redeemer) bonus to the primary, and approximately either 18.75% (Widow, Sin) or 21.25% (Panther, Redeemer) for the secondary.
Black Ops Battleships are the odd ones out, in that their resist bonuses are not exactly like other classes, and difference in bouns values. Unlike on most ships, their resistances values are rounded off, result in no decimal part in their nature resistance. Once a mix between lightly increased primary and/or secondary resistances, resistances are now approximately either 40% (Widow, Sin) or 36% (Panther, Redeemer) bonus to the primary, and approximately either 18.75% (Widow, Sin) or 21.25% (Panther, Redeemer) for the secondary.


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=== [[Stealth Bombers]], [[Marauders]], [[Jump Freighter]]s, [[Dreadnoughts|Lancer Dreadnoughts]] ===
; [[Stealth Bombers]], [[Marauders]], [[Jump Freighter]]s, [[Dreadnoughts|Lancer Dreadnoughts]]
The main defense of a bomber is its cloaking device, and so it sacrifices some durability. 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. Lancer Dreadnoughts, like other T1 dreadnoughts, defense with their local repairers enhanced by their Siege Module.
The main defense of a bomber is its cloaking device, and so it sacrifices some durability. 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. Lancer Dreadnoughts, like other T1 dreadnoughts, defense with their local repairers enhanced by their Siege Module.


=== [[Interceptor]]s and [[Covert Ops#Covert Ops|Covert Ops]]===
; [[Interceptor]]s and [[Covert Ops#Covert Ops|Covert Ops]]
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.)
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.)


=== [[Expedition Frigates]] and [[Exhumers]] ===
; [[Expedition Frigates]] and [[Exhumers]]
T2 ORE ships has zero improment in nature resistances compared to their T1 variants.
T2 ORE ships has zero improment in nature resistances compared to their T1 variants.


The [[Exhumers]] and the {{sh|Endurance}} then get a 4% bonus to all shield resistances for each level of the Exhumers and [[Expedition Frigates]] skills respectively.
The [[Exhumers]] and the {{sh|Endurance}} then get a 4% bonus to all shield resistances for each level of the Exhumers and [[Expedition Frigates]] skills respectively.


=== [[Triglavian Collective|Triglavian]] Ships ===
; [[Triglavian Collective|Triglavian]] Ships
T2 Triglavian Collective ships use three different resist type sets, two of which completely defy the normal T2 resist patterns. The {{sh|Zarmazd}} Logistics Cruiser uses the same Explosive/Kinetic resist bonuses as an Amarr {{sh|Guardian}}. The {{sh|Nergal}}, {{sh|Draugur}}, and {{sh|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 {{sh|Zarmazd}} Logistics Cruiser uses the same Explosive/Kinetic resist bonuses as an Amarr {{sh|Guardian}}. The {{sh|Nergal}}, {{sh|Draugur}}, and {{sh|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.


=== [[CONCORD]] ships ===
; [[CONCORD]] ships
The CONCORD {{sh|Pacifier}}, {{sh|Enforcer}} and {{sh|Marshal}} are considered T2 ships. The Pacifier and Enforcer have even resist profiles of 33/33/33/33 for both shield and armor, like the Gnosis but a little stronger. The Marshal has an improved resist profile of 40/40/40/40 for both shield and armor. The Flag Cruiser, the {{sh|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 {{sh|Pacifier}}, {{sh|Enforcer}} and {{sh|Marshal}} are considered T2 ships. The Pacifier and Enforcer have even resist profiles of 33/33/33/33 for both shield and armor, like the Gnosis but a little stronger. The Marshal has an improved resist profile of 40/40/40/40 for both shield and armor. The Flag Cruiser, the {{sh|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.