Difference between revisions of "Natural Resists"

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[[Image:T1 GVSCv2.0.jpg|500px]]
 
[[Image:T1 GVSCv2.0.jpg|500px]]
  
 
*Armor
 
**EM        :
 
**Explosive :
 
**Kinetic  :
 
**Thermal  :
 
  
 
== Tech 2 Ships  ==
 
== Tech 2 Ships  ==
  
== Ammo Types ==
+
=== Assault frigates ===
 +
=== Electronic Attack Ships ===
 +
=== Stealth Bombers ===
 +
=== Covert-Ops ===
 +
=== Interceptors ===
 +
=== Interdictors ===
 +
=== Heavy Interdictors ===
 +
=== Heavy Assault Cruisers ===
 +
=== Command ships ===
 +
=== Marauders ===
 +
=== Black-ops ===
 +
=== Deep space Hauler ===
 +
=== Blockade Runner ===

Revision as of 13:38, 2 November 2011

Natural enemies

Before going into ship types you need to know the races, and more importantly who are enemies to each other in order to understand how the natural resists work.

Amarr VS Minmatar

Gallente VS Caldari

Each race has a dominant dmg type

Amarr

Lasers.jpg

Amarr deal both EM and explosive, but does more EM damage throughout all ammo types. This makes EM the dominant Amarr Damage type

Minmatar

1000px

Minmatar deal all damage types depending on ammo, but 6 out of the 8 ammo types you will find some explosive damage. Most people will argue that projectile ammo can be interchanged to deal any damage type, however for the sake of this topic; we will stick to Explosive as the Minmatar dominant damage type.


Gallente

Hybrid.jpg

Gallente deal high kinetic and thermal


Caldari

1000px


Caldari missiles have the versatility to deal all damage types equally well. However, three of their most popular ships also have bonuses to kinetic damage. So it is safe to say that Caldari have kinetic as the dominant damage type.



Tech 1 Ships

Amarr VS Minmatar

500px

Gallente VS Caldari

500px


Tech 2 Ships

Assault frigates

Electronic Attack Ships

Stealth Bombers

Covert-Ops

Interceptors

Interdictors

Heavy Interdictors

Heavy Assault Cruisers

Command ships

Marauders

Black-ops

Deep space Hauler

Blockade Runner