Difference between revisions of "Natural Resists"

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#REDIRECT [[Natural_Resistances]]
 
#REDIRECT [[Natural_Resistances]]
  
{{Cleanup}}
 
 
Different classes and races of ships have different natural (ie unfitted) resists. T1 ships all follow a similar pattern. T2 resists are based on the "main" damage type of the ship's race's enemy. Note that main damage type does not have any in game impact except that they generally lines up with weapon systems.
 
Different classes and races of ships have different natural (ie unfitted) resists. T1 ships all follow a similar pattern. T2 resists are based on the "main" damage type of the ship's race's enemy. Note that main damage type does not have any in game impact except that they generally lines up with weapon systems.
  

Revision as of 03:43, 23 May 2014

Different classes and races of ships have different natural (ie unfitted) resists. T1 ships all follow a similar pattern. T2 resists are based on the "main" damage type of the ship's race's enemy. Note that main damage type does not have any in game impact except that they generally lines up with weapon systems.

Race Enemy Main Damage Type Weapon System Damage Type Rational
Amarr Minmatar EM Lasers All laser ammo deals more EM than thermal (and no other damage type)
Minmatar Amarr Explosive Projectiles Projectiles can deal any damage however 4 of the 6 ammos deal some explosive damage
Caldari Gallente Kinetic Missiles Many Caldari ships get a bonus to kinetic damage (missiles can deal any damage type)
Gallente Caldari Thermal Hybrids Hybrids deal more kinetic than thermal, however they are largely equal and Caldari have kinetic as preferred damage type

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.


Class Tech 1 Standard
Tech 1 Armor Modified
Tech 1 Shield Modified
Defence Type
Shield Armor
Shield Armor
Shield Armor
Amarr    
EM
EXP
KIN
THM
0
50
50
20
40
25
20
35
0
62.5
50
40
40
43.8
20
51.3
0
0
0
0
0
0
0
0
Minmatar
EM
EXP
KIN
THM
0
60
50
10
40
25
20
30
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Gallente
EM
EXP
KIN
THM
0
50
50
10
40
35
20
35
0
0
0
0
0 0
0
0
0
0
0
0
0
0
0
0
Caldari
EM
EXP
KIN
THM
0
50
50
10
40
25
20
45
0
0
0
0
0
0
0 0
25
50
62.5
10
55
25
40
45


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.

Some ships offer bonusus to resistance based on the prerequsite skill to fly them. In the table above, you will find the resistance profiles based on having the respective ship skill at level 5, and denoted by Tech 1 Armor Modified and Tech 1 Shield Modified. Amarr have the armor bonus and Caldari have the shield bonus.. However, this does not affect the ships natural resistance, but the remaining amount. For example, the Punisher has an 20% armor explosive resistance, but the 25% armor resistance bonus works on the incoming 80% damage. This means that out of the 80% incoming explosive damage, 25% is resisted, which is 20% of total incoming damage and results in a total of 40% explosive armor resistance.



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
T1 AVSM.png

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
T1 GVSCv2.0.jpg

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.

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

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


File:Assaultships.jpg
Assaultships.jpg
File:T2inty.png
T2inty.png
File:T2Electronic.png
T2Electronic.png
File:T2Covops.png
T2Covops.png
File:T2Stealthbomber.png
T2Stealthbomber.png
File:T2 Combat recon.png
T2 Combat recon.png
File:T2force recon.png
T2force recon.png
File:T2 Logis.png
T2 Logis.png
File:T2Dictors.png
T2Dictors.png
File:T2Heavydictors.png
T2Heavydictors.png
File:T2 Hacs.png
T2 Hacs.png
File:T2 Fleet command.png
T2 Fleet command.png
File:T2Fieldcommand.png
T2Fieldcommand.png
File:T2maurauders.png
T2maurauders.png
File:T2blackops.png
T2blackops.png
File:T2deepspace.png
T2deepspace.png
File:T2blockaderunner.png
T2blockaderunner.png



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
78.75
71.9
76.25




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 hole using an explosive hardener or an explosive rig.
  • Caldari
    • Because of the sheer size of the EM 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.