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training:game_mechanics:defense

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training:game_mechanics:defense [2017/02/14 22:57]
conscript [Other Types Of Defense]
training:game_mechanics:defense [2017/04/29 22:46] (current)
drhammond Links adapted because of a move operation
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 This wouldn'​t be Eve if we couldn'​t change all the stats of our ship and our opponent'​s,​ and we have quite a few options This wouldn'​t be Eve if we couldn'​t change all the stats of our ship and our opponent'​s,​ and we have quite a few options
  
-====Effective Hit Points====+====Changing ​Effective Hit Points====
 EHP can be changed by adding any type of defense module on your ship that increases [[training:​game_mechanics:​resists]] or adds raw health. There are many **[[eve:​ship_modules:​start]]** that increase your EHP. EHP can be changed by adding any type of defense module on your ship that increases [[training:​game_mechanics:​resists]] or adds raw health. There are many **[[eve:​ship_modules:​start]]** that increase your EHP.
  
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   - **Average Effective Hull HP** = Hull HP / (1 - Decimal resists) ​   - **Average Effective Hull HP** = Hull HP / (1 - Decimal resists) ​
   - **Total EHP** = Average Effective Shield HP + Average Effective Armor HP + Average Effective Hull HP    - **Total EHP** = Average Effective Shield HP + Average Effective Armor HP + Average Effective Hull HP 
-====Active Defenses====+====Changing ​Active Defenses====
 Active Defenses are how much your ship is actively repairing itself in one second. Besides the Passive Shield Recharge, the show the repair rate that will occur **ONLY** when your repair modules are activated. There are four options in the drop down menu on the Fitting screen to see your Active Defenses for each defense type: Active Defenses are how much your ship is actively repairing itself in one second. Besides the Passive Shield Recharge, the show the repair rate that will occur **ONLY** when your repair modules are activated. There are four options in the drop down menu on the Fitting screen to see your Active Defenses for each defense type:
  
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-====Resists====+====Changing ​Resists====
 These numbers show the **[[resists]]**,​ percentage of damage negated, from each damage type: EM, Thermal, Kinetic, Explosive. These numbers show the **[[resists]]**,​ percentage of damage negated, from each damage type: EM, Thermal, Kinetic, Explosive.
  
  
-====Shields====+====Changing ​Shields====
 This stat shows your raw hit points for your shields. The resists do **NOT** effect this number, only raw health modules (i.e. Shield Extenders). This defense is primarily focused on during **[[shield tanking]]** This stat shows your raw hit points for your shields. The resists do **NOT** effect this number, only raw health modules (i.e. Shield Extenders). This defense is primarily focused on during **[[shield tanking]]**
-====Armor====+====Changing ​Armor====
 This stat shows your raw hit points for your armor. The resists do NOT effect this number, only raw health modules (i.e. Steel Plates). This defense is primarily focused on during **[[armor tanking]]** This stat shows your raw hit points for your armor. The resists do NOT effect this number, only raw health modules (i.e. Steel Plates). This defense is primarily focused on during **[[armor tanking]]**
-====Structure====+====Changing ​Structure====
 This stat shows your raw hit points for your structure. The resists do NOT effect this number, only raw health modules (i.e. Reinforced Bulkheads). This defense is primarily focused on during **[[structure tanking]]** This stat shows your raw hit points for your structure. The resists do NOT effect this number, only raw health modules (i.e. Reinforced Bulkheads). This defense is primarily focused on during **[[structure tanking]]**
  
training/game_mechanics/defense.1487113044.txt.gz · Last modified: 2017/02/14 22:57 by conscript