Difference between revisions of "Natural Resists"

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The rate at which each faction covers its defenses versus their enemies damage type changes with each class. It is highest with the Type 1 ships and lowest with the Type 6 Ships.
 
The rate at which each faction covers its defenses versus their enemies damage type changes with each class. It is highest with the Type 1 ships and lowest with the Type 6 Ships.
 +
 +
Common tendancies
 +
 +
*Minmatar
 +
**In general advanced Minmatar ships favor a kiting approach and view their tank as just a hit point buffer so more often than not the holes are not patched. If they are though it is usually done by adding a kinetic and explosive resistance rig.
 +
 +
*Amarr
 +
**Cruiser-sized and above ships are very likely to patch their biggest resist hole and with a single thermic hardener.
 +
 +
*Gallente
 +
**A lot of ships like Ishkurs and Deimoses will plug the basic explosive hole.
 +
 +
*Caldari
 +
**Because of the sheer size of the EMP hole it is a very good bet that there is at least a resistance rig or two if not an active hardener covering that hole.
 +
  
 
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Revision as of 16:00, 4 November 2011

THIS IS A DRAFT, AND A WORK IN PROGRESS! DO NOT EDIT YET PLEASE!

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 damage type

Amarr

Lasers


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


Minmatar


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

Hybrids


Gallente use hybrid ammo that only deal kinetic and thermal damage. It is clear that Gallente have thermal as highest damage type, however for the sake of this topic lets assume that the dominant Gallente damage type is thermal. 


Caldari


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.


Race
Dominant Damage Type
Amarr
EM
Minmatar
Explosive
Gallente
Thermal
Caldari
Kinetic



Tech 1 Ships

Generally all Tech 1 ships (and faction ship) follow a general pattern when it comes to resists. For a given race, all tech 1 ships and faction ships have the same resists, be it a tech 1 frigate or a titan. A Punisher has the same exact resistance attributes as an Avatar.

All tech 1 ships have an EM shield hole and an explosive armor hole.

All tech 1 ships and faction ships have the same shield resist. However, armor resists between different races vary slightly, mainly to compensate for the dominating enemy race damage type.

Lets take a look at the different tech 1 ship resists by comparing them to their natural enemies.


Amarr VS Minmatar

File:T1 AVSM.png
Amarr VS Minmatar

As you can see, the Minmatar tech 1 ships have a slightly higher EM armor resist to compensate for the dominant Amarr damage type. Likewise, the Amarr tech 1 ships have a slightly increased explosive resist to compensate for the dominant Minmatar damage type.






Gallente VS Caldari

File:T1 GVSCv2.0.jpg
Gallente VS Caldari

The Caldari tech 1 ships have a slightly higher thermal armor resist, again to compensate for the dominant Gallente damage type. The Gallente however opted for a balanced kinetic/thermal resistance attribute.








Tech 2 Ships

Tech 2 ships have different resist types than their tech 1 variants.

Tech 2 resists can be split into 6 diffrent profiles. Lets examine these profiles using a table.

File:T2inty.png
Interceptor
File:T2Electronic.png
Electronic Assault Ships
File:T2Dictors.png
Interdictors
File:T2Heavydictors.png
Heavy Interdictors
File:T2 Hacs.png
Heavy Assasult Ships
File:T2 Fleet command.png
Fleet Command Ships
File:T2Fieldcommand.png
Field Command Ships
File:T2deepspace.png
Deep Space Haulers


Class Type 1 Type 2
Type 3
Type 4
Type 5
Type 6
Defence Type
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Amarr    
EM
EXP
KIN
THM
0
   50
87.5
   80
70
   62.5
20
   35
0      
  50
81.25 
  70
62.5  
 53.125
20     
  35
0
  50
75     
  60
55 
  43.75
20
  35
0
  50
62.5 
  40
47.5  
  34.375
20
  35
0
  50
60  
  30
40
  25
20
  35
0
  50
55    
  28
43  
  28.75
20
  35
Minmatar
EM
EXP
KIN
THM
75  
   90
50  
   10
40  
   25
60  
   67.5
62.5  
  85
50    
  10
40     
  25
50    
 59.375
50
  80
50     
  10
40
  25
40
  51.25
25  
  70
50    
  10
40
  25
30
  43.125
10
  70
50  
  10
40
  25
20
  35
10
  64
50    
  10
40
  25
24
  38.25
Gallente
EM
EXP
KIN
THM
0     
   50
50   
   10
85   
   83.75
60   
   67.5
0      
 50
50    
 10
77.5  
 75.625
50    
 59.375
0
  50
50     
  10
70
  67.5
40
  51.25
0
  50
50    
  10
55   
  51.25
30
  43.125
0
  50
50  
  10
50
  45
20
  35
0
  50
50 
  10
50
  45
20
  35
Caldari
EM
EXP
KIN
THM
0      
  50
50    
  10
70    
  62.5
80    
 86.25
0     
 50
50    
 10
62.5 
 53.125
70   
 79.375
0
  50
50     
  10
55
  43.75
60
  72.5
0
  50
50   
  10
47.5  
  34.375
40
  58.75
0
  50
50
  10
40  
  25
30
  55
0
  50
50
  10
40 
  25
30
  55



Some ships offer bonusus to resistance based on the prerequsite skill to fly them. In the next table, you will find the resistance profiles based on having the respective ship skill at level 5. However, this does not affect the ships natural resistance, but the remaining amount. For example, the Vengeance has an 80% armor explosive resistance, but the 25% armor resistance bonus works on the incoming 20% damage. This means that out of the 20% incoming explosive damage, 25% is resisted, which is 5% of total incoming damage and results in a total of 85% explosive armor resistance.


Class Type 1 Armor Modified Type 1 Shield Modified
Type 2 Armor Modified
Type 2 Shield Modified
Defence Type
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Amarr    
EM
EXP
THM
KIN
0
62.5
87.5 85
20
51.3
70
71.9
0
62.5
81.3
77.5
20
51.3
62.5
64.8
Minmatar
EM
EXP
THM
KIN


81.3
90
62.5
10
70
67.5
55
25
Gallente
EM
EXP
THM
KIN
0
62.5
50
32.5
60
75.6
85
87.8
Caldari
EM
EXP
THM
KIN
25
50
62.5
10
85
86.3
77.5
62.5
25 
188.75
62.5  
166.25
77.5
178.75
71.9
176.25



For comparisons sake, lets examine the aggregate resists of each of these resistance profiles.

Class Type 1 Type 2
Type 3
Type 4
Type 5
Type 6
Defence Type
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Amarr
Minmatar
Gallente
Caldari
227.5 177.5
192.5 225
211.25 195
208.75 200
120
140
120
140
120
140
120
140
120
140
120
140
120
140
120
140
150 
188.75
180   
166.25
160
178.75
175
176.25
120
140
120
140
120
140
120
140
130
159.375
145
148.125
135
154.375
137.5
153.125


Lets now look at the modified shield and armor aggregate resists.


Class Type 1 Modified Shield Type 1 Modified Armor
Type 2 Modified Shield
Type 2 Modified Armor
Defence Type
Shield Armor
Shield Armor
Shield Armor
Shield Armor
Amarr
Minmatar
Gallente
Caldari
120
140
120
140
120
140
120
140
150 
188.75
180   
166.25
160
178.75
175
176.25
120
140
120
140
120
140
120
140
130
159.375
145
148.125
135
154.375
137.5
153.125


Amarr vs Minmatar

It is clear that the tech 2 Amarr ships have an increased explosive resist to make up for the Minmatar explosive damage. On the other hand, we have the Minmatar Ships with a high EM resist to make up for the Amarr dominant EM damage type. We see a similar pattern with armor as well.

Gallente vs Caldari

Again, here we see the Gallente ships have an ever so slightly higher kinetic shield resists, while the Caldari have a slightly higher thermal shield resists. Again, Same goes for armor.


Noticeable findings

Both the Gallente are Caldari are striving for high thermal and kinetic resists, while ignoring the EM and explosive resists. The Amarr Ships covers most resistances in its armor, while the Minmatar covers its resistances in its shields.

Amarr generally are better off armor tanked, while Minmatar are better off shield tanked. Gallente and Caldari have a good balance between shield and armor, with the Gallente leaning a little towards armor and Caldari leaning towards shield.

  • Each faction has a combination of two resistances that are constant regardless of which resist profile it falls in.
    • The Amarr have EM and Thermal constant in all types.
    • The Minmatar have Explosive and Kinetic constant in all types.
    • The Gallente have EM and Explosive constant in all types.
    • The Caldari have EM and Explosive constant in all types.

The rate at which each faction covers its defenses versus their enemies damage type changes with each class. It is highest with the Type 1 ships and lowest with the Type 6 Ships.

Common tendancies

  • Minmatar
    • In general advanced Minmatar ships favor a kiting approach and view their tank as just a hit point buffer so more often than not the holes are not patched. If they are though it is usually done by adding a kinetic and explosive resistance rig.
  • Amarr
    • Cruiser-sized and above ships are very likely to patch their biggest resist hole and with a single thermic hardener.
  • Gallente
    • A lot of ships like Ishkurs and Deimoses will plug the basic explosive hole.
  • Caldari
    • Because of the sheer size of the EMP hole it is a very good bet that there is at least a resistance rig or two if not an active hardener covering that hole.