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Eve echoes ships
Eve echoes ships









eve echoes ships

By subtracting the resistance from one, you get the amount of damage that comes through. The game writes resistances as percentages, but the explanation below turns these into decimal fractions of 1. But it is useful because you can't always tune your resistances for the opponents you face. This is only an estimate because shields and armor usually have opposite resistances, and the damage type normally wouldn't change as soon as the shield is down. The game shows you the worst case scenario, where all incoming damage is of the type with the lowest resistances. By default structure blocks a third of all incoming damage types. Armor's strengths and weaknesses are generally the exact opposite. Shields are typically strong against explosion damage, but weak against electromagnetic damage. Shields, Armor and Structure typically each have their own set of resistances. With 50% resistance, half the damage comes through, so every 2 points of damage only take away 1 hitpoint. But resistances effectively increase the amount of damage a ship can take, by reducing the amount points of damage coming through. If there were no resistances, you could get an idea of the amount of damage required to destroy a ship, by calculating the sum of the shield, armor and structure hitpoints. Measured by the following values: Maximum velocity in meters per second, mass in tons, warp speed in AU per second, and an inertia modifier. Measured by the following values: targeting range in kilometers, radar sensor strength in points, scan resolution in millimeters, signature radius in meters, and the maximum number of locked targets. It has a capacity measured in gigajoules (GJ) and a recharge time measured in seconds. Each has an individual hit point value as well as individual electromagnetic (EM), thermal, kinetic, and explosive resistance percentages. Measured as effective hitpoints (EHP) and resistances, defense comes in three types: Shield, Armor, and Structure. Measured in damage per second (DPS), this is broken up into three groups: Turrets, Missiles, and Drones. There are two categories for rigs:Ĭombat rigs are designed to give an additional bonus to a specific stat for Weapons and DronesĮngineer rigs are designed to give an additional bonus to a specific stat of the ship such as Navigation, Engineering, Electronic or Industrial Ships also have rig slots to increase various bonuses. Ships can fit between 2 and 7 low slot modules, depending on its size. Most low slot modules have diminishing returns on effectiveness if more than one are fitted to a ship and some have a limit of one per ship, such as Reactive Shield Hardeners. Low slots are reserved for Enhancement modules such as Shield Boosters, Armor Repairers, Capacitor Batteries, propulsion modules and weapon upgrades. Ships have between 2 and 5 mid slots, depending on its size. While drones are considered a mid slot module, ships that can have them have a dedicated Drone Bay to load them into and do not take up a ships mid slots. Mid slots are reserved for a ship's Sub-Weapons such as Electronic Warfare (Webs and Warp Disrupters), Logistics Modules, and Drones. Ships have between 3 and 8 high slots, depending on its size. The larger class of ship, the more high slots it will have.

eve echoes ships

High slots are reserved for Weapons and Harvesting Modules, along with modules that allow you to transfer Shield or Armor to another ship. Drones are listed under Mid Slots High Slots There are four types of available slots:ĭrone slots are used for equipping Drones. Ships are enhanced by installing modules into their available slots.











Eve echoes ships