User:Arrek Lemmont/Tech II and Tech III resistances

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Tech II and Tech III resists

A faction's T2 and T3 resist profiles are based on its T1 profile, the shield profile of which is the same across all the factions, the armor profile varying.

Historic enemies of the empire factions and their damage types
Faction Enemy Enemy damage type
Primary Secondary
Amarr Minmatar Explosive
Exp
Kinetic
Kinetic
Caldari Gallente Thermal
Thermal
Kinetic
Kinetic
Gallente Caldari Kinetic
Kinetic
Thermal
Thermal
Minmatar Amarr EM
EM
Thermal
Thermal

Each ship then gets natural resistance bonuses to one or two damage types. For Empire faction ships, the larger bonus is to that faction's historical enemy's primary damage type; the smaller bonus, if it exists, is to the secondary damage type of the enemy. A ship's class (assault frigate, logistics cruiser, etc.) determines how large these bonuses are and how they are calculated. Pirate and other factions' ships will share one of the Empire faction's resist profiles.

Assault Frigates, Heavy Assault Cruisers, Heavy Interdictors, Command Ships, Logistics Cruisers

These ships get bonuses to two damage types; they have the strongest natural resists of all ships.

Shield

For a ship of one of these classes, start with the 'default' profile of 0%/20%/40%/50%. 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 Ishtar. Start with 0/20/40/50. Reduce the remaining kinetic vulnerability of (100 - 40) = 60 by 75% to 15, giving (100 - 15) = 85% shield kinetic resistance. Similarly, reduce the remaining thermal vulnerability of (100 - 20) = 80 by 50% to 40, giving (100 - 40) = 60% shield thermal resistance.

Armor

For its armor resistance profile, start with it's racial T1 profile, such as 60/35/25/10 for Minmatar. (Remember Minmatar get a 10% bonus to Amarr's primary damage type, EM.) Then, as for shields, reduce its remaining vulnerability to EM by 75%, and its remaining vulnerability to the secondary damage type, kinetic, by 50%. This gives a 90/67.5/25/10 armor resist profile for Minmatar HACs, HICs, etc. Resists for the other Empire factions are set the same way.

Electronic Attack Ships, Logistics Frigates, Interdictors, Command Destroyers, Tactical Destroyers, Strategic Cruisers

These ships also get bonuses to two damage types. The bonuses are smaller than for HACs, etc., but are still strong.

For both armor and shield, their racial T1 resist profile is augmented with a 50% bonus to their enemy's primary damage type and a 25% bonus to the secondary damage type.

Stealth Bombers, Marauders

+25% +12.5%

Recon Ships

+62.5% +37.5%

Tech II and III resist bonuses by class of ship
Classes Bonuses[1]
Primary Secondary
  • Assault Frigates
  • Heavy Assault Cruisers
  • Heavy Interdictors
  • Command Ships
  • Logistics Cruisers
+75% +50%
  • Recon Ships
+62.5% +37.5%
  • Strategic Cruisers
  • Tactical Destroyers
  • Interdictors
  • Command Destroyers
  • Electronic Attack Ships
  • Logistics Frigates
+50% +25%
  • Marauders
  • Stealth Bombers
+25% +12.5%

Black Ops

Empire-faction Black Ops ships get smaller natural resistance bonuses than other T2 hulls.

Interceptors and Covert Ops

Interceptors and the exploration-bonused Covert Ops frigates get one resistance bonus, to their 'enemy's' primary damage type. A flat 10% is added to the corresponding shield resistance. For armor, the T1 profile already has a 10% bonus. A further 10% is added to get the bonused armor resistance. Another way of thinking about the armor resistance profile of Interceptors is to start with the base 50/35/25/10 profile and add a flat 20% to the resist that gets the bonus.

CONCORD ships

The CONCORD Pacifier, Enforcer and Marshal are T2. They have even resist profiles of 33/33/33/33 for both shield and armor, like the Gnosis but a little stronger.

ORE ships

  1. ^ These bonuses are applied to the remaining vulnerability of the racial T1 resist. For example, a Zealot's armor resistance to explosive damage is 20% (T1 resistance for Amarr) plus 75% (HAC bonus to enemy's primary damage type, in this case explosive) giving 20% + 75% × (100% - 20%) = 80%.