Please note: All content on this page is for personal testing purposes. Please do not edit this page.
Ideas
- War and Major Conflict Timeline
To Do List
- (Ongoing) Cleaning up alliance and corporation pages as much as possible with the information I have.
- (Ongoing) Expanding stubs as much as possible
- Defense Guide
Weapons Guide
Figure out problem with linking from ItemDB. Link shows red, but still works - Ex: Shield Recharger II (Thanks YARR!)
Create Contributor and Character page
Created Pages
Conflict Timeline Idea
Possibly split up by section of 0.0.
Defense Guide
Terminology
- Active Tanking - Utilizes components which require capacitor to run. Active tanking relys heavily on the amount of capacitor and capacitor recharge the user has.
- Buffer - A simple build up of hitpoints used to absorb damage
- Damage Per Second (DPS) - The amount of damage a ship can do per second, taking all types of weapons a ship has into consideration
- Effective Hitpoints - The total amount of hitpoints your ship has, including mitigation due to resistances, buffer, passive, and active devices.
- Efficiancy - Often a number; assigned by Eve Fitting Tool (EFT) to represent how effective your tank is in total
- Hitpoints - The amount of armor, shield, and hull a ship has.
- Passive Tanking - Utilizes modules that use no capacitor and therefore can be run forever.
- Resistance - Protection from a specific damage type (EM, explosive, kinetic, thermal)
- Tank - A ships defenses, including modules, in general
- Tanking - Defined as the ability to withstand damage
Tanking Overview
Shield
Shields are the first line of defense on all starships. Every ship has shields, even though some are not meant to use shields as their primary form of defense. In general, Caldari ships are renown for their shield bonuses and abilities, while Amarr and Gallente specialize in armor tanking. Minmatar have ships that specialize in one, the other, or both. Shields generally have a high resistance to explosive damage, but have a rather large weakness to EM damage. Amarr ships tend to be most effective against shield tankers because of the high EM damage in energy turrets.
Armor
Armor plating is the second line of defense on all starships. As with shields, every ship has armor plating, even though some ships may not primarily tank with them. As stated above, Amarr and Gallente ships specialize in armor tanking, with Minmatar having ships that specialize either way. Armor plating has a high resistence to EM damage, while having a large weakness to explosive. Missile ships are the most effective against armor tankers due to the ability to pick a pure damage type to counteract whatever tank the enemy may have.
Hull
The ship hull is the absolute last line of defense on any starship. The hull offers no resistance to any damage and is easily the weakest part of the ship. There are modules made for tanking with the hull, but hull tanking is not recommended for any player due to lack of resistance and inadequecy of repair modules. Hull tanking is known as a 'surprise fit' because most players expect to cut through a ship hull in no time. Adding hull defenses can take players by surprise, but most times, will not end well for the user.
Range
Range can be a great defense for a player to use. If your ship allows you to hit from a great distance, range becomes your main defense due to modules being geared more for distance combat. Range is often considered the best form of defense simply because your enemy will most likely not reach you in time to do damage. However, range has a major drawback: minimized damage. At long ranges, most ships tend to do 50% or less damage, due to module and ammunition restrictions.
Speed
Speed is a viable form of tanking for smaller ship types. Small ships equipped with speed modules, if fast enough, can mitigate 90%+ of the damage being dealt to them. The ability to fly fast allows you to outrun tracking speed of turrets and the speed of missiles in general. One should be cautious when speed tanking because if the enemy has a stasis webifier equipped, you can easily be left defenseless.
Buffer
Buffer tanking is a technique whereby a user focuses on increasing the amount of shield, armor, or hull they have as to absorb damage, rather than mitigate it. For example, an armor buffer tanked battleship may have multiple armor plates equipped to raise their amount of armor in order to absorb incomming shots. Buffer tanking is commonly used to survive high damage situations, such as a Titan Doomsday Device.
Damage Types Overview
There are four damage types: Electromagnetic, Thermal, Kinetic, and Explosive. EM does the most damage to shields, Explosive does the most damage to armor. Thermal does moderate damage to both, but more against shields. Kinetic is the same, but does more damage to armor. See the below graph for a slightly better explanation:
More Armor Damage - - - - - - - - - - - - - - - More Shield Damage
Explosive - - - Kinetic - - - - Thermal - - - Electromagnetic (EM)
More information on damage types can be found at this page.
Defense Module Overheating
Overheating a defensive module is essentially to take that module beyond it's normal capability to provide extra bonuses. Doing so does damage your module at the same time, but this damage can be mitigated by using Nanite Repair Paste. Overheating requires basic skilling into Thermodynamics. You can read more about heat damage at the article located here. Each different module has a different bonus that you can gain from overheating it. There is also a heat damage amount and an HP amount assigned to the device. Every cycle of the device will cause the listed damage to the device until the device HP runs out, at which point the device will need to be repaired either at a station or using Nanite Repair Paste. Overheating a rack has many advantages, namely the ability to mitigate more damage and help you survive longer in order to defeat your enemy.
Shield Defenses
When shield tanking, you are provided with three different ways to tank: Actively, Passively, or using a Buffer. Active tanking utilizes components which require capacitor to run. Active tanking relys heavily on the amount of capacitor and capacitor recharge the user has. Passive tanking modules use no capacitor and therefore can be run forever.
Active Tanking
Shield Boosters
Shield boosters repair your shield with each activation cycle. Shield boosters are medium power slot devices. Shield boosters are available in five different sizes: Small, Medium, Large, Extra Large (X-Large), and Capiltal. The tables below lists available shield boosters in the game, broken up by size:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Capital Shield Boosters
|
Name
|
Activation Cost
|
Activation Duration
|
Meta Level
|
Shield Restored
|
CPU Need
|
Power Need
|
Capital Shield Booster I
|
2400 Energy
|
10.00 Sec
|
0
|
7,200 HP
|
300 tf
|
75,000 MW
|
Shield Boost Amplifiers
Shield boost amplifiers increase the amount of shield repaired with each cycle. Shield boost amplifiers are medium power slot modules. Below is a listing of shield boost amplifiers:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Hardeners
Shield hardeners actively increase your resistance to which ever the module covers. Shield hardeners are medium power slot modules. The difference between resistance amplifiers and hardeners is that hardeners use capacitor and therefore provide a higher amount of resistance. Below is a listing of some shield hardeners:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Passive Tanking
Shield Flux Coils
Shield flux coils increase shield recharge rate at the expense of maximum shield capacity. Shield flux coils are low power slot modules. These modules are not recommended in lieu of shield power relays due to the lowering of the max capacity of shielding. Below is a list of some shield flux coils:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Power Relays
Shield power relays increase shield recharge rate at the expense of capacitor recharge rate. Shield power relays are low power slot modules. These are recommended over flux coils for their penalty difference. Flux coils reduce maximum shield capacity which will hurt your passive tank more than reducing capacitor usage. Below is a list of some available shield power relays:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Rechargers
Shield rechargers increase shield recharge rate with no negative side affects. Shield rechargers are low power slot modules. Below is a list of some shield rechargers:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Resistance Amplifiers
Shield resistance amplifiers increase your resistance to which ever the module covers. Shield resistance amplifiers are medium power slot modules. The difference between resistance amplifiers and hardeners is that hardeners use capacitor and therefore provide a higher amount of resistance. Below is a listing of some resistance amplifiers:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Buffer Tanking
Shield Extenders
Shield extenders do just as the name implies: extend the amount of shielding, therefore increasing your shield hitpoints. Shield extenders are medium power slot modules. Shield extenders are available in four different sizes: Micro, Small, Medium, and Large. Below is a listing of shield extenders, broken up by size:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Active Shield Rigs
Certain shield rigs deal with optimizing active shield tanking, whether it be by reducing capacitor usage of modules or speed up boosting modules. All rigs are applied to the upgrade slots on a ship, and once applied, cannot be removed or replaced intact. Below is a chart of available active shield tanking rigs with their bonuses and drawbacks:
Core Defence Capacitor Safeguard
This ship modification is designed to reduce the capacitor need of modules which require the shield operations skill at the expense of increased signature radius.
|
Name
|
Capacitor Reduction
|
Signature Radius Penalty
|
Calibration
|
Core Defence Capacitor Safeguard I
|
-10%
|
+10%
|
50
|
Core Defence Capacitor Safeguard II
|
-15%
|
+10%
|
75
|
Passive Shield Rigs
Certain shield rigs deal with optimizing passive shield tanking, whether it be by increasing resistances or increasing shield recharging capability. All rigs are applied to the upgrade slots on a ship, and once applied, cannot be removed or replaced intact. Below is a chart of available passive shield tanking rigs with their bonuses and drawbacks:
Core Defence Field Purger
This ship modification is designed to improve shield recharge rate at the expense of increased signature radius.
|
Name
|
Shield Recharge Bonus
|
Signature Radius Penalty
|
Calibration
|
Core Defence Field Purger I
|
-20%
|
+10%
|
50
|
Core Defence Field Purger II
|
-25%
|
+10%
|
75
|
Armor Defenses
Active Tanking
Armor Hardeners
Armor hardeners use capacitor to increase a resistance. Armor hardeners are low power slot modules. The difference between resistance or energized plating and hardeners is that hardeners use capacitor to provide a higher amount of resistance.
Below are table of available hardeners:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Armor Repair Systems
Armor repair systems use capacitor to repair damaged armor plating. Armor repair systems are low power slot modules. Armor repair systems come in four different sizes: Small, Medium, Large, and Capital. Below are tables for each size of repairer:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Capital Armor Repairers
|
Name
|
Activation Cost
|
Activation Duration
|
Meta Level
|
Armor Repaired
|
CPU Need
|
Power Need
|
Capital Armor Repairer I
|
2,400 Energy
|
30.00 Sec
|
0
|
9,600 HP
|
75 tf
|
125,000 MW
|
Passive Tanking
Energized Plating
Energized plating and resistance plating are essentially the same in that they provide a resistance boost to the resistance affected. However, energized plating requires higher skills, and therefore, provides a larger bonus to resistances. Resistance plating is more for new players who have yet to develop the skills to fully utilize energized plating. Below are tables for each type of energized plating:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Resistance Plating
Energized plating and resistance plating are essentially the same in that they provide a resistance boost to the resistance affected. However, energized plating requires higher skills, and therefore, provides a larger bonus to resistances. Resistance plating is more for new players who have yet to develop the skills to fully utilize energized plating. Below are tables for each type of energized plating:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Buffer Tanking
Armor Plates
Armor plates simply add to the hitpoints of your armor. In adding extra plating, you also add mass to your ship, decreasing speed and agility. They come available in many sizes: 50mm, 100mm, and 200mm for Frigates, 400mm and 800mm for Cruisers, and 1600mm for Battleships. Below are tables for each size:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
800mm Plating
|
Name
|
Meta Level
|
Armor Bonus
|
Mass Addition
|
CPU Need
|
Power Need
|
800mm Reinforced Steel Plates I
|
0
|
1,500 HP
|
1,875,000 kg
|
25 tf
|
200 MW
|
800mm Reinforced Nanofiber Plates I
|
1
|
1,650 HP
|
1,750,000 kg
|
21 tf
|
200 MW
|
800mm Reinforced Titanium Plates I
|
2
|
1,800 HP
|
1,625,000 kg
|
22 tf
|
200 MW
|
800mm Reinforced Crystalline Carbonide Plates I
|
3
|
1,950 HP
|
1,500,000 kg
|
24 tf
|
200 MW
|
800mm Reinforced Rolled Tungsten Plates I
|
4
|
2,100 HP
|
1,375,000 kg
|
23 tf
|
200 MW
|
800mm Reinforced Steel Plates II
|
5
|
2,103 HP
|
1,875,000 kg
|
28 tf
|
230 MW
|
1600mm Plating
|
Name
|
Meta Level
|
Armor Bonus
|
Mass Addition
|
CPU Need
|
Power Need
|
1600mm Reinforced Steel Plates I
|
0
|
3,000 HP
|
3,750,000 kg
|
30 tf
|
500 MW
|
1600mm Reinforced Nanofiber Plates I
|
1
|
3,300 HP
|
3,500,000 kg
|
26 tf
|
500 MW
|
1600mm Reinforced Titanium Plates I
|
2
|
3,600 HP
|
3,250,000 kg
|
27 tf
|
500 MW
|
1600mm Reinforced Crystalline Carbonide Plates I
|
3
|
3,900 HP
|
3,000,000 kg
|
29 tf
|
500 MW
|
1600mm Reinforced Rolled Tungsten Plates I
|
4
|
4,200 HP
|
2,750,000 kg
|
28 tf
|
500 MW
|
1600mm Reinforced Steel Plates II
|
5
|
4,200 HP
|
3,750,000 kg
|
33 tf
|
575 MW
|
Active Armor Rigs
Both types of active armor rig deal with optimizing onboard armor repair units. One type decreases cycle time, while the other increases armor repaired per cycle. See below for more details:
Auxiliary Nano Pumps
This ship modification is designed to increase a ship's armor repairer repair amount at the expense of max velocity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Note: Does not work on capital sized modules
|
Name
|
Repair Amount Bonus
|
Velocity Penalty
|
Calibration
|
Auxiliary Nano Pump I
|
+15%
|
-10%
|
100
|
Auxiliary Nano Pump II
|
+20%
|
-10%
|
150
|
Nanobot Accelerators
This ship modification is designed to reduce a ship's armor repair cycle duration at the expense of max velocity.
Note: Does not work on capital sized modules
|
Name
|
Repair Cycle Bonus
|
Velocity Penalty
|
Calibration
|
Nanobot Accelerator I
|
-15%
|
-10%
|
100
|
Nanobot Accelerator II
|
-20%
|
-10%
|
150
|
Passive Armor Rigs
Trimark Armor Pumps
This ship modification is designed to increase a ship's total armor hit points at the expense of max velocity.
|
Name
|
Armor HP Bonus
|
Velocity Penalty
|
Calibration
|
Trimark Armor Pump I
|
+15%
|
-10%
|
50
|
Trimark Armor Pump II
|
+20%
|
-10%
|
75
|
Hull Defenses
Speed Defenses
Example Fits
Active Shield Tank - Raven
Low Power Slots
2x Capacitor Power Relay II
3x Ballistic Control Device II
Mid Power Slots
2x Capacitor Recharger II
1x Shield Boost Amplifier II
1x X-Large Shield Booster II
1x Ballistic Deflection Field II
1x Heat Dissipation Field II
High Power Slots
6x 'Malkuth' Cruise Missile Launcher I
2x Heavy Diminishing Power System Drain I
Rig Slots
3x Capacitor Control Circuit I
A setup like this provides the user with a good amount of shield HP restored per cycle of the booster, while being able to maintain capacitor stability.
Passive Shield Tank - Drake
Low Power Slots
4x Shield Power Relay II
Mid Power Slots
2x Large Shield Extender II
2x Kinetic Deflection Amplifier II
2x Heat Dissipation Amplifier II
High Power Slots
7x Heavy Missile Launcher II
Rig Slots
3x Core Defence Field Purger I
Buffer Shield Tank - Rokh
Low Power Slots
3x Magnetic Field Stabilizer II
2x Power Diagnostic System II
Mid Power Slots
4x Large Shield Extender II
2x Invulnerability Field II
High Power Slots
8x 425mm Railgun II
Rig Slots
3x Core Defence Field Extender I
At all skill levels of five, this setup provides the user with 39,823 shield and over 160,000 effective HP. This setup is a true buffer tank.
Active Armor Tank - Abaddon
Low Power Slots
1x Large Armor Repairer II
1x Damage Control II
1x Capacitor Power Relay II
2x Heat Sink II
2x Energized Adaptive Nano Membrane II
Mid Power Slots
4x Cap Recharger II
High Power Slots
8x Mega Pulse Laser II
Rig Slots
2x Capacitor Control Circuit I
1x Nanobot Accelerator I
Buffer Armor Tank - Dominix
Low Power Slots
4x 1600mm Reinforced Steel Plates II
1x Power Diagnostic System II
2x Energized Adaptive Nano Membrane II
Mid Power Slots
3x Cap Recharger II
1x Warp Disruptor II
1x Stasis Webifier II
High Power Slots
4x Neutron Blaster Cannon II
2x Medium Energy Neutralizer II
Rig Slots
3x Trimark Armor Pump I