Difference between revisions of "User:Cassiel Seraphim/Sandbox4"

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= Universal shield fits =
 
= Universal shield fits =
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| This is the basic fit, which is often a little overtanked but that is the intention. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like '''Shield Management''' and gotten a decent buffer on your ship.
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| This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like '''Shield Management''' and gotten a decent buffer on your ship.
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On ships like the [[Rokh]] with shield resist bonuses, you can safely remove one invulnerability field or the damage control and still have good resists.
 
| '''Navy''' and '''Fleet Issue''' ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing Assaults or Headquarter sites.
 
| '''Navy''' and '''Fleet Issue''' ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing Assaults or Headquarter sites.
  
This variant could be adopted to normal ships as well, but then you'd need to retain the extra extender rig.
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This variant could be adopted to normal ships as well, unless they have very low base hit points.
 
| The upgrade to a deadspace hardener means you can free up a valuable midslot. The tech two anti-EM rig is there to bring the EM up to par, whilst the tech two extender rig is merely there because you're using the rig anyway (and blowing up your signature) so making it a tech two rig is simply to give the most out of it.
 
| The upgrade to a deadspace hardener means you can free up a valuable midslot. The tech two anti-EM rig is there to bring the EM up to par, whilst the tech two extender rig is merely there because you're using the rig anyway (and blowing up your signature) so making it a tech two rig is simply to give the most out of it.
 
Due to the more balanced resist-profile, you can comfortably drop the Damage Control from the lows in favour of another module.
 
 
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Revision as of 20:48, 10 April 2013

Universal shield fits

Slots Regular ships Navy / Fleet Issue Advanced
Price Cheap Affordable Costly
Icon mid slot.png

2281_32.png Adaptive Invulnerability Field II
2281_32.png Adaptive Invulnerability Field II
2301_32.png EM Ward Field II

2281_32.png Adaptive Invulnerability Field II
2281_32.png Adaptive Invulnerability Field II
2301_32.png EM Ward Field II

4349_32.png Pithum C-Type Adaptive Invulnerability Field
2281_32.png Adaptive Invulnerability Field II
Icon mid slot.png Freed up mid slot

Icon low slot.png 2048_32.png Damage Control II Icon low slot.png Freed up low slot Icon low slot.png Freed up low slot
Icon rigs.png

26088_32.png Large Core Defense Field Extender I
26088_32.png Large Core Defense Field Extender I
26082_32.png Large Anti-Thermal Screen Reinforcer I

26088_32.png Large Core Defense Field Extender I
26442_32.png Large Anti-Thermal Screen Reinforcer II
Icon rigs.png Freed up rig slot

26448_32.png Large Core Defense Field Extender II
26436_32.png Large Anti-EM Screen Reinforcer II
Icon rigs.png Freed up rig slot

Resist profile

Electromagnetic resistance75,9% Thermal resistance70% Kinetic resistance72,8% Explosive resistance77,4%

Electromagnetic resistance72,4% Thermal resistance68,1% Kinetic resistance69% Explosive resistance74,1%

Electromagnetic resistance65,8% Thermal resistance64,9% Kinetic resistance73,7% Explosive resistance78,1%

Icon overheating.png

Electromagnetic resistance83,8% Thermal resistance74,5% Kinetic resistance76,9% Explosive resistance80,8%

Electromagnetic resistance81,4% Thermal resistance71,8% Kinetic resistance73,6% Explosive resistance78%

Electromagnetic resistance71,8% Thermal resistance71,8% Kinetic resistance78,9% Explosive resistance82,4%

Reasoning This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like Shield Management and gotten a decent buffer on your ship.

On ships like the Rokh with shield resist bonuses, you can safely remove one invulnerability field or the damage control and still have good resists.

Navy and Fleet Issue ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing Assaults or Headquarter sites.

This variant could be adopted to normal ships as well, unless they have very low base hit points.

The upgrade to a deadspace hardener means you can free up a valuable midslot. The tech two anti-EM rig is there to bring the EM up to par, whilst the tech two extender rig is merely there because you're using the rig anyway (and blowing up your signature) so making it a tech two rig is simply to give the most out of it.