Stellaris shield hardening cap. A quick search reveals that shield hardening apparently stacks. Stellaris shield hardening cap

 
 A quick search reveals that shield hardening apparently stacksStellaris shield hardening cap As probably most of you know

Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. Tiasmoon. 00, whereas explosive torps have 1. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. Armor hardening is better and easier to get than shield hardening. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. Cato Mar 7, 2018 @ 5:55pm. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. I don’t think they are worth their 16 fleet cap right now. . e. Jump to latest Follow Reply. 8. id say a part of it will be simply that stellaris has so many other things to worry about that players naturally want to simplify everything as long as the loss of efficiency isnt too big, so even if teh meta is balanced in a way where mixed fleets would be ideal, unless its by a huge margin most players will choose to rather be 5-10% less effective. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Heavy platforms and their large weapons do best with larger forces towards the end of the game. Report. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. +25% Shield Regen +3% Shield Hardening; Missiles. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. For Auxiliary slots, there are a number of potential options: Afterburners to allow for a small amount of kiting and speed your fleets up somewhat, Shield or Armor hardening against enemies running full Bypass weapons, and Regenerative Hull Tissue for a small boost in sustainability during battle, as the . Third, buff the hardening components. Dr_Bombinator • 6 yr. Mining lasers are now classified as Brawling weapons. )Galactic Paragons Expansion Features. Replaced can_see_in_list with hide_leader. +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. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. It's comparable to shield regen on fortresses. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. 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 with Archaeo. Also carries Auras. 4K views 8 months ago. Add a Comment. Arch weapons are garbage even with the perk I was still losing fights with people 15k below me. 3. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Yes they stack. They are very good. The advantage to shields is that they recharge on their own, but no longer in combat. So thats 285 average damage per shot v armor every 5. Shield hardening and capacity on the shields side, and on the hull side you get your resistances from the base 1 point in the skill, a cruiser's innate resistance bonuses, maybe a single utility-armor console like the Trellium-D, but most significantly boff powers. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. Peter34cph • 1 yr. Stellaris is a sci-fi grand strategy game set 200 years into the future. . " Looks like a potential gamechanger for ship builds. Thirteen new plans for military reform are waiting for you to implement. On a cruiser, with the same number of slots, but now getting less from its ancient suspension fields slot-for-slot compared to the big girls: 30%. 1 the first in the 3. Upload Attachment7. They cannot be built in orbit of a celestial body that has an. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Increased the base damage of Flak PD. Early game of course I do the classic hangar DP, since they easily counter small ships. Legacy Wikis. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. . Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). It gives +10% weapons damage, +10% shield hardening for admirals. 64) with it. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. Add a Comment. 00, but energy torps have their shield_damage modifier at 0. 1 Answer. Megastructures are colossal constructions. Otherwise IMO it is worth it to use armor unless you are in dire straights for alloys. The field cannot be removed by any means, with the. Larger ships have more. 5 days. 34 comments. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. Late game you can repeatedly boost ship and station health, increasing the effect of regenerative hull to the point where it becomes the best choice hands down. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. Current Stellaris Ship Meta (for v3. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. It averages at 850. Can't terraform Mars then. In this video I. 1x regenerative hull tissue. Callinicus. There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). 6 beta for Extra Ship Components:. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. This way I got a pretty low effective fleet cap but no changes in early game. They can help handle most forces until the enemy starts rolling. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Oct 14,. M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. 2x regenerative hull tissue. I was able to see that they now have 50% shield hardening (which makes sense to me. Legacy Wikis. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. For downside traits, Unruly and Deviants are the best. It gets deleted when the colossus is used. New comments cannot be posted and votes cannot be cast. It just misses an icon. About this site. If you mean by penetration resistance, then yes. Damage 16 - 24 +100% Shield Penetration +25% Hull Damage;Tactics Forever, before the dev put it on Steam and then gave up on it. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). As accidental fly into a pulsar system means if you have the other way you get wrecked. If other mods modify the initial material storage cap, the lower one in the sorted list. 4 Claim influence cost. M: +315 shield HP (505 with AP), 4. Pros: Only ship type with T-slot, which can have absurd range. For Psionics, the main benefit would be the Psychic trait. Small ships can't do it no matter how much you try. Refire rate and general stats have been adjusted. )Galactic Paragons Expansion Features. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. and a huge stack of armour. That's how counterplay works. Darvin3. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. -100% doubles your shields. 6 Badges. 6 “Orion” update. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. So Apparently my first Relic World happened to be where Shard woke up and decided she wanted to live there. and directly work on armor/hull. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. Armor does not reduce damage to shields. It gives a +10 fleet capacity but a 5% upkeep increase for ships. Hello, i wonder what "+% armor penetration" realy does. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. 3. -Ruler Job, meaning high upkeep. Can reliably hit 100% Shield Hardening with Archaeotechs. 1 Libra 4. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. The planet was full of genetically engineered super soldiers. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. g. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). A Tier 3 Railgun does 13-44 damage (+33% v shields but lets even ignore that). Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Attack the ship with a shield penetration weapon 3. 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. Warhunter May 10, 2016 @ 7:11pm. It also means you will only need 50% shield hardening to fully harden against these threats. Just don't expect much from Corvette shields. 2) if you took all the options to increase your leader cap. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". A tier 3 shield generator has 90 hit points, and a shield regen of +4. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. ago. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. Of course, check if your enemy has hardening, as that hard counters these and disruptors. #1. I tried everything, strikecraft, artillery, energy weapons, etc. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Also I think the best combination is to use armor + hull utility slots, and not using any shields. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly. 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. 5. It just combats against detection checks. ago. Each start system can have between 2 and 15 celestial bodies. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. Added new aux components that use Exotic Gases, Rare. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. Except that they use 25 / 50 / 100 power each. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. 85 -1 = 1. Increased the base damage of Flak PD. Their fleets tend to follow their overlord's. 3 Base intel level. 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. It is weird that the double amount of smaller shields is better than one class larger. Web Death Jun 4, 2019 @ 11:54am. Psychic Governors get +10% unity production, Psychic admirals get +10% weapons damage and +10% shield hardening, Psychic Generals get +15% morale and +15% morale damage, Psychic Scientists get +25% survey speed and +1. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Ancient Pulse Armor (and other ancient armaments) are impractical. The shield hardening components kind of revive the shields back to their older glory. Check to see if your rival is going Laser or Plasma before selecting defenses. and there is no way to bring them back. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. Deflectors are shields and do the same as any other shield within the game. 5 Q3. It matters more with shields. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. The ship cannot take damage for a whole 10 days before it regens. Wooden-Many-8509 • 22 min. 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. Is this a good strategy for winning battles right now?This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. 8. Apr 23, 2023. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. Hull is 3300. Megastructures are colossal constructions. 4. Shield strength, against full shield penetrators, is given by. and a huge stack of armour. Could be a researchable alternative under energy. 25 days. so first the missing techs. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ago. They cannot be built in orbit of a celestial body that has an. Now say, 30% shield hardening cuts Disruptor damage by a third. We’ll begin with an exploration of the goals and. I think some FE/AE focus on energy. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. guiskj Captain. Stellaris Wiki. As probably most of you know. Plasma is a bit niche, but against a pure armor ship. Shard. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 1 Large Neutron Armor gives 1740 armor. This is so effective that ~40k fleets 1:2 destro/cruiser. Stellaris Wiki Active Wikis. Increased the range of Energy Siphons. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. 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. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. Discovered a shielded world where the shield was failing and was about to cook the planet to death. Larger ships have more. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). Shield capacitor gives +10% for more shield (2x repeatables) vs. Stellaris Wiki Active Wikis. Here's the fleet comp I'm personally finding is my go to in 3. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Stellaris Wiki Active Wikis. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. There are three types of modifiers. Strictly speaking, I haven't found a lot of use for. Architect of War −10% Military Ships Build Cost +30% Military Ships Build. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per. 37 Badges. Note Police State does NOT require Enforcers for the 5% Stability. #1. Legacy Wikis. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. With a shield capacitor, that's +50% regen. All Discussions. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 5% Stability. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. (Also planet will become independent and who cracks the shield will be the new controller (You might have to handle these planets like primitives since we don't want border-gore)) Also the same way this could be reversed and when opening the world it changes the shield-planet to the original one (for example gaia. Just what it say on the tin. I recently fought the Unbidden, which I hadn't done in a long time. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. In the middle, fittingly, is the medium platform. 6 update). 4 Stellaris Tech Id List – F to I. Yes, I'll attack the frigates yada yada. This page was last edited on 21 May 2022, at 20:12. Effect: Allows ship not to be detected by scanners (S-C) systems away, where S is scanner level and C is cloaking shield level. Losing 100 Ar or 125 Sh to get 65 Hull. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. The cap to the Force Disparity bonus for fleets. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. Armor/shield hardening is a counter for weapons that bypass that defense. This mod adds base hardening to shields and armor,. This mod is a global compatibility patch for Stellaris 3. 50% shield hardening lets you live +100% longer (!!!!!). PitiRR. , facing Arc Emitter battleships or the like. 1. Shield nullification Starbase. So I’ve managed to repel quite a few attacks by bunching all my fleets together and stationing my huge clump of ships strategically so that the horde just sent groups of 18ks at my 30k, which eventually resulted in the great Khans death. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. Hardening stacking question. But that is only even taking into account the enemy damage types. This mod adds base hardening to shields and armor, increasing with their tier. Damage redirected to the hardened component. 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. Gigacannon needs. Megacannon is 40% more DPS and 1. The cost per point of HP is just so garbage for armor, and armor does not regenerate. I'm assuming. ago. Go to Stellaris r/Stellaris. What'ss the point omega lulzThis article is for the PC version of Stellaris only. 9) quite a lot. Meaning you can get 100% hardening on a large ship, pretty easily. Sep 13, 2020 766 932. I think it could be interesting if the rare resource edicts granted a small boost to armor/shield hardening, making the edicts a bit more useful, and an early source of armor/shield hardening before we research it proper. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. In Stellaris, if you lose the fight for the system, thats generally all that matter. Archaeoshields should now properly provide their shield hardening bonus. 6. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. 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. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. Megastructures are colossal constructions. 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. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. Yes, I'll attack the frigates yada yada. 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 with Archaeo. All Discussions. 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. Canis Minor v3. Tried again, happened again. Destroyers are around 2k health and 50% evasion. R5: Found a choke point on a pulsar that gives 100% shield nullification. Towards the late game I run Torpedo cruisers (20-30) with missile destroyer screens (15-30) and FAE battleship carriers(10) for support. If they're mostly armor, go for anti armor weapons like plasma, lances and torpedoes. and directly work on armor/hull. - PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet cap. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. Stellaris Real-time strategy Strategy video game Gaming. Go to Stellaris r/Stellaris. 7 (Ancient Suspension Field) and now especially with 3. These IDs are usually used with the research_technology tech ID command. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. To quickly find a tech in this list press ctrl + f and type in the techs name. ago. 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. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. So if you got 2 shield hardener, and one armor hardener, then 50% damage will be taken by the shield, and 25% will be taken by the armor, and the remaining 25% will hit the hull. +10% evasion (and 20% sublight speed). 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. The. Mining lasers are now classified as Brawling weapons. As accidental fly into a pulsar system means if you have the other way you get wrecked. Basically arc does 25% damage as shields are enough. is it worth it do you think?on titan I've gone for 12x armour, 1x hull regen, 2x armour hardening, nano-bot cloud, 20% extra range & fire rate 18,000 hull & 20880 armour. (Note: patch 3. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. Armor Tier [I. Content is available under Attribution-ShareAlike 3. None. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). Big sad. #4. Losing 100 Ar or 125 Sh to get 65 Hull. g. Stellaris. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively affected at all. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. Stellaris. There is no reason whatsoever to use them anymore after the recent patch. Very strong, resilient, psionic, cybernetic and robust (psionic neighbor had a AI rebellion that was an assimilator, I got the first psi/cyber pops as refugees. The downside if that they use power and missiles/torpedo bypass them entirely. 25 to shield. Stellaris's performance issues have gotten better. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. 3. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. The same goes for L-slot shields. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the.