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User:Cassiel Seraphim/Sandbox3: Difference between revisions

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==== Shield hit points and resists ====
==== Shield hit points and resists ====
While the above mentioned effective shield hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Shield hit points and resists.
While the above mentioned effective shield hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Shield hit points and resists. It's much easier to just ask the pilot ''"How many raw shield hit points do you have?"'' and ''"What are your resists if you undock and turn on all your modules?"''. It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is ok.


It's much easier to just ask the pilot ''"How many raw shield hit points do you have?"'' and ''"What are your resists if you undock and turn on all your modules?"''. It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is ok. Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). The values below are of raw shield hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison.
Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). The values below are of raw shield hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison.
{|
{|
| valign="middle" | [[image:Incursions_vanguard_icon.png|56px|Vanguards]]
| valign="middle" | [[image:Incursions_vanguard_icon.png|56px|Vanguards]]
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Naturally lower shield hit points is doable if you adjust your resists accordingly. Increasing your resists from 70% to 73% will drop the incoming damage from 30% to 27%, a decrease in 10% which means you can get away with at 10% lower shield hit points. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs.
Naturally lower shield hit points is doable if you adjust your resists accordingly. Increasing your resists from 70% to 73% will drop the incoming damage from 30% to 27%, a decrease in 10% which means you can get away with at 10% lower shield hit points. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs.


Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively higher recommended level for our community than mentioned above, if possible.  
Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively higher recommended level for our community than mentioned above, if possible.


= Battleship setups =
= Battleship setups =