stellaris shield hardening cap. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. stellaris shield hardening cap

 
Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shieldsstellaris shield hardening cap  Edict Fund can be increased by the following:

Heavy platforms and their large weapons do best with larger forces towards the end of the game. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. Otherwise IMO it is worth it to use armor unless you are in dire straights for alloys. Warhunter May 10, 2016 @ 7:11pm. They cannot be built in orbit of a celestial body that has an. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. So +6. malakhglitch Rogue Servitor. Engineering research. 64) with. But the opposite will be better in all other situations, and there are more of those than pulsars. 4 Claim influence cost. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Stellaris. There's not really that much you need in terms of utility components. 50% shield hardening lets you live +100% longer (!!!!!). But the opposite will be better in all other situations, and there are more of those than pulsars. *) Created by jasonpepe. With a shield capacitor, that's +50% regen. ago. EDIT: the philosophy this is based on is pre-3. Attack the ship with a shield penetration weapon 3. Where's my fucking reactive armor, goddammit. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. Content is available under Attribution-ShareAlike 3. 25 days. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). #2. Members Online • Tornagh. Stellaris. 6 update). An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. . Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. So the Whirlwind Missiles and Strike Craft both pierce shields. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. The great khan event is brutal. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. Go to Stellaris r/Stellaris. Increased the base damage of Flak PD. 1. 1 shield regen, 15% shield hardening. Also, shield/armor hardening could make a disruptor-based. Legacy Wikis. 8. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Increased the range of Energy Siphons. 0. It gets deleted when the colossus is used. 1 shield regen, 15% shield hardening. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. 6 “Orion” update. 1680x8 shields or 13440 points. 5x divider on shields. Observe the full damage going through shield. As few weapons as possible. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. 2 (e793); build ID. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Tried again, happened again. The stasis field does less direct shielding than T5, but also adds hardening, which is big. This mod adds base hardening to shields and armor,. Shield strength, against full shield penetrators, is given by. 9K health and 20% evasion. You don't. ago. Stellaris. So if you got shield hardener, then 25% is dealt to shield. Shield capacitor gives +10% for more shield (2x repeatables) vs. g, 100% penetration vs 75% hardening means 25% of the damage goes through. The other version is "%chance to reduce any damage from penetrating at all" but I. Destroyers are around 2k health and 50% evasion. Shield nullification. 1 Anomaly research speed. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. 5 to hull, 18. Corvettes and Destroyers don't have enough space to run hardening, and Battleships and Cruisers get absolutely murdered by Tachyon Lances and Neutron Launchers if they don't have shields. ago. Refire rate and general stats have been adjusted. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. :- ( (building a new fleet is much. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. ago. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. 0 “Orion”. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. I don’t think they are worth their 16 fleet cap right now. 6 Badges. Callinicus. Early game of course I do the classic hangar DP, since they easily counter small ships. Living Metal and Zro are kinda weird resources because they have very few uses. Upload Attachment 7. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Cool. As accidental fly into a pulsar system means if you have the other way you get wrecked. Is this a good strategy for winning battles right now?Expand user menu Open settings menu. Reply ggmoyang Voidborne • Additional comment actions. If your opponent had 75% shield hardening, and you brought only 100% shield penetration weapons, you would be worse off than if you used 0% penetration. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Battleships are around 11. If I have shield hardening 25%, does that mean 25 is taken from the penetration factor (as in the hardening rating is subtracted from the penetration rating, meaning shields take 7. Their fleets tend to follow their overlord's. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Your enemy has to chew through them before attacking the hull. A quick search reveals that shield hardening apparently stacks. Catteraine Mar 24, 2023 Jump to latest Follow Reply Shields have become pointless. I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. And balance of anti shield and anti armour weapons set up as well. I ragequited after the battle, and than reloaded the save. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Archeao Engineers as a perk. 8. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. Mean-Falcon-6204 •. 2x Crystal plating (hull HP booster) - 550 HP. Gigacannon needs to do 12600 to. 7 Fleet command limit. Megacannon is 40% more DPS and 1. 8. Related Topics. (I. BUT the shield hardening form suspension shields do not. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. 2x Crystal plating (hull HP booster) - 550 HP. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. From the incoming 3. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. " Even at 100% armour pen it still reduces damage. Could be a researchable alternative under energy. If you mean by penetration resistance, then yes. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. It's mostly only going to be used in mp if you know the other guy is using full disruptor fleets, but even then I'd argue that going full shields with shield hardeners might be better because it's cheaper and more versatile. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. If you're using Clone Army, you want that empire to be war-heavy, more than likely. Cloaking shields, for when you don't want your fleet to be detected. It averages at 850. 8. If both these definitions are functionally identical, why does the game bother changing the tooltip from Shield Penetration to Ignore Shields when shield_damage is set to 0. Unable to carry any Point-Defense: very vulnerable to torpedoes. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. Best. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Report. Armor hardening is better and easier to get than shield hardening. For Psionics, the main benefit would be the Psychic trait. They cannot be built in orbit of a celestial body that has an. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit harsh, so I didn't do that) Generally you should mount a higher ratio of armour anyway. Current Stellaris Ship Meta (for v3. Jan 23, 2023. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Apr 23, 2023. M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. Dec 31, 2022 @ 11:16pm No, its pretty bad now. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. #1 Buzzard Feb 18 @ 10:20pm Armor/shield hardening is a counter for weapons that bypass that defense. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. You can roll. Basically arc does 25% damage as shields are enough. 3. but is shield hardening from ancient shield tech worth using if I'm focusing on shields for my defense? It's really good for Titans and Juggernauts, which have the power supply to afford heavy amounts of Shielding and the relic cost is reasonable on ships you won't be using in large quantities. and there is no way to bring them back. This means it now has 90-50=40% as the penetration just subtracts armor percentage. For shield tanking you don't need a large amount of shields. I've had trouble figuring this out exactly, but this is what it looks like. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. I recently fought the Unbidden, which I hadn't done in a long time. Can reliably hit 100% Shield Hardening with Archaeotechs. Add a Comment. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. This is a searchable and complete list of Stellaris technologies and their IDs. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. It gives a +10 fleet capacity but a 5% upkeep increase for ships. 7 (Ancient Suspension Field) and now especially with 3. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. Thirteen new plans for military reform are waiting for you to implement. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. TLDR; Armor is better than shields the vast majority of the time. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Pros: Only ship type with T-slot, which can have absurd range. After all it is better to field 100 cheap battleships than 80 armored ones. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. 67. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. • 2 yr. ago • Edited 5 yr. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Now say, 30% shield hardening cuts Disruptor damage by a third. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 1 Libra 4. Attack the ship with a shield penetration weapon 3. " Looks like a potential gamechanger for ship builds. Edict Fund can be increased by the following:. 8 Gemini) By foxfax. If you had a lot of spare power and put on two shield generators that could be +4 +4 = 8 + 50% = 12 hp a day. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). In the middle, fittingly, is the medium platform. Tiasmoon. In the meantime I found a bug. I get the sense the tech is a bit less finicky in Stellaris. Based on pre-2. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. 1. Maybe they won't attack next time. #1. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. Stellaris's performance issues have gotten better. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. Armor does not reduce damage to shields. Both are late game anyway so doesn't matter. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. 100% is ideal value - as it would protect you from penalties from hull damage. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. I was able to see that they now have 50% shield hardening (which makes sense to me. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Its not even an early game advantage anymore. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. add modifiers add/substracts a set amount of a resource or attribute to a scope. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. 6 shield regen, 15% shield hardening. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. design a battleship with nanites repair drones. Here are the complete notes for Stellaris 3. ago. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Addendum: Weapons that ignore shields tend to be counterbalanced by point defense that shoots them down (Regular PF for Missiles, Flak for Fighters). Report. The driller drones synergize really well with other shield bypass builds. Added new aux components that use Exotic Gases, Rare. This page was last edited on 14 October 2017, at 11:01. Replaced can_see_in_list with hide_leader. juggernaut: has 4 shield hardeners, this is how it is supposed to work without the 4x25%. • 5 yr. 25) gets tanked instead (meaning. I typically go shield hardener (because shield hardening feels broken at 25%) and two regenerative hull tissues or change one out for afterburners (they actually work well against crisis with the new staying at range. Jump to latest Follow Reply. They can help handle most forces until the enemy starts rolling. Bridger just gave an example of how he traded a 1200 HP shield fit for a 350 HP shield and armor 72 (70%) as displayed on his screen. It's comparable to shield regen on fortresses. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!+30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. 4. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Also, shield/armor hardening could make a disruptor. 30% armor hardening on top cuts it by another third. That’s how badly hardening gimps penetration weapons. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Megastructures are colossal constructions. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. 5 Stellaris Tech Id List – J to P. Ancient Pulse Armor (and other ancient armaments) are impractical. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. 0 unless otherwise noted. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. build several of these. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Economics is everything in stellaris if you have more ships you win. PitiRR. It gets shot by a 50% penetrating shot. Reclusive −5% Diplomatic Weight. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. It is developed by Paradox Development Studio and published by Paradox Interactive. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 5. Its DPS is 4. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. Other than Armor Hardening, it's just the edict to speed up megastructure construction. ago. No, those are permanently locked. is it worth it do you think?You can't just run pure Armor with hardening, as there are very strong anti-armor weapons out there. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor. guiskj Captain. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. NagolRiverstar • 1 mo. conflare. Sep 13, 2020 766 932. so first the missing techs. Armor provides. Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. But you're using a bad example with the trivial amount of tracking -- that's the level of tracking you get free, automatically, on every ship from sensors and. Armor/shield hardening is a counter for weapons that bypass that defense. So you can either go shield hardening or armor hardening, and it is usually better to go armor hardening due to all of the below. Go to Stellaris r/Stellaris. One of the several reasons that armour is generally considered a better defense than shields in Stellaris is that there are a lot more weapons that penetrate shields than armour, as well as more weapons with high damage multipliers to shields. Information. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. For downside traits, Unruly and Deviants are the best. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. If you go into a system with shield negation, you average them out for the value of your shield. Losing 100 Ar or 125 Sh to get 65 Hull. 18. ago. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Below is an example of what I found out while testing ship combat. Depends on who you're fighting. Generally you should mount a higher ratio of armour anyway. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. . 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it. ago. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 1 daily regen (2. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. The advantage to shields is that they recharge on their own, but no longer in combat. #15. Once you out-tech the AI, there's no point beyond FEs and Crisis. 5x divider on shields. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. 1x regenerative hull tissue. That's how counterplay works. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 1 comment. Armor hardening is better and easier to get than shield hardening. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. 25 to shield. Gigacannon needs. Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. Archaeoshields should now properly provide their shield hardening bonus. 1 the first in the 3. 3. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. NagolRiverstar • 1 mo. Stellaris is a sci-fi grand strategy game set 200 years into the future. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. M: +315 shield HP (505 with AP), 4. Sep. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. #1. 00, but energy torps have their shield_damage modifier at 0. You can roll. I wonder how good would it be against missile swarm cruiser spam. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. Third, buff the hardening components. 1680x8 shields or 13440 points. Hull is 3300. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. About this site. Mining lasers are now classified as Brawling weapons. Stellaris: Shield Hardeners - You must use them. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Cloaking disables shields. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. My enemy has mountains of torpedoes (no neutron launchers). - Gourmand in energy and is inefficient under a firepower too important. 1. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". That said, it might be viable to have different types of shields and armor, if the current defence modules system [the armor, aux and shield slots at the bottom of the designer] was scrapped, and instead ships got 5 extra core components, in such a way that you can only run 1 type of shield or armor at a time, to get different effects. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. Armor a in the presence of armor penetration p reduces hull damage by a percentage. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. Observe the full damage going through shield. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the.