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Item

Assault Damage Control I

Damage Control · Module · Damage Controls

Market prices for Assault Damage Control IBuild it: materials and costEverything in Damage Control

Volume
5 m³
unpacked
Packaged
5 m³
cargo space per unit
Mass
5,000 kg
affects agility and warp
Radius
1 m
hull size in space
Portion size
1
units per reprocessing batch
Type ID
47254
as used by ESI

What the game says about it

Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. May be activated to grant extreme resistances to shield, armor and hull for a short period of time. Only one Damage Control can be fit at a given time. Assault Damage Controls can only be fit to Assault Frigates and Heavy Assault Cruisers.

Attributes

The same numbers the game shows in Show Info.

Fitting

Structure

  • Structure Hitpoints40 HP
25%
EM
25%
Thermal
25%
Kinetic
25%
Explosive

Armor

7.5%
EM
7.5%
Thermal
7.5%
Kinetic
7.5%
Explosive

Shield

5%
EM
5%
Thermal
5%
Kinetic
5%
Explosive

Capacitor

  • Activation Cost32 GJ

Miscellaneous

  • Activation time / duration8.78 s
  • Cannot Auto Repeatyes
  • Meta Level0
  • Reactivation Delay150 s
  • Tech Level1

Other

  • Max Modules Of This Group Allowed1

Bonuses

  • Activated Damage Resistance75%

Skills needed to use it

Every skill with the skills it needs in turn - train from the bottom up.

2 skills in total · 750 skill points from scratch

Variations

The whole Assault Damage Control I family, as the game's Variations tab lists it - by tier and meta level.

Tech I 3

Tech II 1

Faction 1

Officer 1

What Assault Damage Control I is built from

Manufacturing from Assault Damage Control I Blueprint. Price the whole chain

1 unit per run
MaterialQuantity per runBuilt from something else
Tritanium1,462no - buy or mine it
Pyerite3no - buy or mine it
Mexallon62no - buy or mine it

Goes into

Assault Damage Control II

Assault Damage Control I in EVE Online

This page is the dictionary entry: what the item is, what it weighs, how much room it takes in a hold and - when a blueprint exists - what goes into making one. The numbers come from the game's own data, so they change when CCP patches the game and not before.

Prices are deliberately somewhere else. What something costs is a question about one item in one place at one moment, and its market page answers it properly: best sell, best buy and every order we have stored, region by region.