Stellaris shield hardening cap. (Note: patch 3. Stellaris shield hardening cap

 
 (Note: patch 3Stellaris shield hardening cap That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates

+25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance. But the opposite will be better in all other situations, and there are more of those than pulsars. For example the ancient laster (Cavitation Collapser), resembles normal lasers. In Stellaris, if you lose the fight for the system, thats generally all that matter. However, shields are cheaper and regenerate automatically. nightraven1901. If they're mostly armor, go for anti armor weapons like plasma, lances and torpedoes. I started a new game and I saw the frame world origin. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). Wooden-Many-8509 • 22 min. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. The other version is "%chance to reduce any damage from penetrating at all" but I. Thus far, the only one I've encountered that actually focuses on anti. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Legacy Wikis. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. 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. 0 unless otherwise noted. 8. Oct 14,. Both are late game anyway so doesn't matter. Ancient Pulse Armor (and other ancient armaments) are impractical. Armor Tier [I. It is now possible to get 100% of both shield and armor hardening using councillors only. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. I tried everything, strikecraft, artillery, energy weapons, etc. M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. I'm assuming. 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. . The field cannot be removed by any means, with the. I intervened without looking it up (as I do. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. Equip an ancient suspension field 2. and there is no way to bring them back. Against 75% Armor Piercing, Crystal-Forged is better than Armor on ships under 3,600HP. Explosive Missiles Balanced MK 1 Concussion Missile. 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. . 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. Generally you should mount a higher ratio of armour anyway. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. 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. On a corvette with 2 armor. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. 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. Save file editing has to work too. 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. 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. Steps to reproduce the issue. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. This page was last edited on 21 May 2022, at 20:12. 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 one resource). Strictly speaking, I haven't found a lot of use for. The driller drones synergize really well with other shield bypass builds. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. 8. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Depends on who you're fighting. Q2. If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). Armor hardening is better and easier to get than shield hardening. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Celestial bodies may have resources which can be harvested by orbital stations. 34. Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. 6. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Stellaris. So if you got shield hardener, then 25% is dealt to shield. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. They're very powerful if your enemy lacks hardening. E. but they come at a few costs. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. As probably most of you know. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. That's how counterplay works. . So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. None. List of all technology ids in the game to be used with "research_technology" console command. 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). Just what it say on the tin. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. I've had trouble figuring this out exactly, but this is what it looks like. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. With 3. 2 Available envoys. There is no such thing as a "barrier" in the game. That seems to make Shield-focused fleet builds more attractive, i. Content is available under Attribution-ShareAlike 3. But only occurs during combat if you have shield capacitors installed. 1. 5 days. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. Also carries Auras. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Hull is 3300. Deflectors are shields and do the same as any other shield within the game. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Also, shield/armor hardening could make a disruptor. But the opposite will be better in all other situations, and there are more of those than pulsars. 3. Shield capacitor gives +10% for more shield (2x repeatables) vs. But if some torpedoes do get by, I. Gigacannon needs to do 12600 to. 50% shield hardening lets you live +100% longer (!!!!!). A quick search reveals that shield hardening apparently stacks. It does diminish in effectiveness slightly when faced with shield hardening. 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. Both are late game anyway so doesn't matter. 6 shield regen, 15% shield hardening. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. In this video I. Active Wikis. Shield Hardening should protect from storms and neutron stars. Attack the ship with a shield penetration weapon 3. So raw HP gives you better or same than the others, and always works. Refire rate and general stats have been adjusted. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Edict Fund can be increased by the following:. Just what it say on the tin. Archaeoshields should now properly provide their shield hardening bonus. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). I think some FE/AE focus on energy. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. Vassalization request towards a Machine Intelligence empire. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. 34 comments. Increased the range of Energy Siphons. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. MuffinFIN • 5 yr. 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). That's some. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. ago. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. 3. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. Deflectors are shields and do the same as any other shield within the game. Warhunter May 10, 2016 @ 7:11pm. Observe the full damage going through shield. And ye, I'm already undetectable and in a "sweet spot". ago. Stellaris: Shield Hardeners - You must use them. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. These are also stack. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. You are far better off with basically any slot except for them Reactor booster is a bit useless as well IMO except perhaps early game. 7. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Hardening stacking question. frac {a} {a + 60} * ( 100% - p% ) I. - PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet cap. Edit: there is also a define to allow easy scaling of this number, just modify LEADER_CAPACITY_XP_SCALE in stellaris/common/defines/Stellaris 3. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Just don't expect much from Corvette shields. Stellaris. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. Stellaris cheats and commands. . With a shield capacitor, that's +50% regen. It certainly made sense when minor artifacts couldn't be. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. • 1 yr. Maybe they won't attack next time. 3. Of course, check if your enemy has hardening, as that hard counters these and disruptors. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. 64) with. Taking any damage at all will reset this timer. 4. This thread is archived. Destroyers are around 2k health and 50% evasion. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. 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. 100% Armor Hardening? does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks? Showing 1 -. Alpha damage is the amount of damage a fleet can dish out per volley. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. The same principle applies if your enemy has shields instead of armor but in reverse. Promethian Mar 12, 2019 @ 7:28pm. 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. 9 that merges the various incompatible game rules and scripted triggers added by mods. 25 shieldpoints. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase. 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. 1 Regenerative hull gives +10% daily armor regen. it would still hit the 90% cap. Note Police State does NOT require Enforcers for the 5% Stability. 8 armor/day (round to 35 to make math easy). Ironically, there is an advanced armor option known as Dragonscale Armor. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. The 3k minor artifact cap is pretty painful now. However, there are a couple situations where. 0. Upload Attachment7. Reply ggmoyang Voidborne • Additional comment actions. 8. Go to Stellaris r/Stellaris. Yes, I'll attack the frigates yada yada. Small ships can't do it no matter how much you try. 4. I wonder how good would it be against missile swarm cruiser spam. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. Losing 100 Ar or 125 Sh to get 65 Hull. 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. I think the maximum leader cap was 12 or 15 (in 3. Apr 23, 2023. 1 shield regen, 15% shield hardening. ago. Discovered a shielded world - Event. I've had trouble figuring this out exactly, but this is what it looks like. Stellaris Wiki Active Wikis. 1 the first in the 3. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. Check to see if your rival is going Laser or Plasma before selecting defenses. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. Discussion. Doing some tests against the contingency. 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. You can send your ships to vassal ports if you. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. The same goes for L-slot shields. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. Side bonus of 80% shield hardening and 400 extra armor and shields. ago. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. +25% Shield Regen +3% Shield Hardening; Missiles. And you’d be better off fitting the cruiser with armor and shield hardening than trying to stack evasion, which the frigate doesn’t have enough A-slots to pull off. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. Attack the ship with a shield penetration weapon 3. 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. Armor applies damage reduction to the hull. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. I didn't know Gigastructures got an update the day before so I originally thought it was from a different mod, but it is in fact from gigastructural engineering. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. 1 the first in the 3. 30% armor hardening on top cuts it by another third. 6 ORION: Leader Balancing. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. My enemy has mountains of torpedoes (no neutron launchers). This mod adds base hardening to shields and armor, increasing with their tier. Where's my fucking reactive armor, goddammit. 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. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. ; About Stellaris Wiki; Mobile viewJust had a random thought here. It matters more with shields. Here are the complete notes for Stellaris 3. Stellaris is a sci-fi grand strategy game set 200 years into the future. 3. My enemy has mountains of torpedoes (no neutron launchers). 0 unless otherwise noted. So thats 285 average damage per shot v armor every 5. 0 “Orion”. I believe one of the fallen empires are very into disruptors. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. 00. Stellaris Real-time strategy Strategy video game Gaming. conflare. 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. Refire rate and general stats have been adjusted. . Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Can't terraform Mars then. Sep 13, 2020 766 932. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. The chance-to-hit calculation is: chance to hit = max (0, accuracy - max (0, evasion - tracking)) So, as long as the defender's evasion is higher than the attacker's tracking, it directly reduces the attacker's chance-to-hit by the difference. 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. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. Stellaris Wiki. Go to Stellaris r/Stellaris. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. The other version is "%chance to reduce any damage from penetrating at all" but I don't. 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. Would take an A slot. Tiasmoon. Log In / Sign UpI have always wondered whats the point of having penetration. The cap to the Force Disparity bonus for fleets. Upload Attachment 7. At 90% armor, 90% of all damage incoming to the ships' hull is. 1 Anomaly research speed. and a huge stack of armour. Negative shield negation adds to your shield value after all other calculations. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. . 1 Libra 4. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 25 days. #15. Clock Fail Detection for Stellaris LM3SX00 MCUs (AN01278) Author: Texas Instruments, Incorporated [SPMA031,*] Subject: Application Notes Keywords: SPMA031 Created Date:there are a few techs that are irrelevant, a couple missing that I would like to see, and I would like to resort a few of these so that engineering isn't so overwhelmed and physics so under-utilized. The. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. Except when he uses shield-piercing weaponry. With the 2. So in average the same amount of shield or armor will least half as much time as the hull. + Constantly blocks a number of damage per unit of time. 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. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Armor a in the presence of armor penetration p reduces hull damage by a percentage. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 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. 6x Crystal plating - 1650 HP. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. • 20 days ago. Megastructures are colossal constructions. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Technology. 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. There is no such thing as a "barrier" in the game. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Nov 16, 2023PitiRR. design a battleship with nanites repair drones. Peter34cph • 1 yr. Stellaris Real-time strategy Strategy video game Gaming. Early game of course I do the classic hangar DP, since they easily counter small ships. I get the sense the tech is a bit less finicky in Stellaris. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. 64) with it. Their fleets tend to follow their overlord's. I don’t think they are worth their 16 fleet cap right now. Pros: Only ship type with T-slot, which can have absurd range. g. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. 1 comment. Mining lasers are now classified as Brawling weapons. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. add modifiers add/substracts a set amount of a resource or attribute to a scope. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. The wiki doesn't say anything about them having point defense. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. )Galactic Paragons Expansion Features. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. 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. (autocannons, which the AI loves to use) are crap against it. 8 (Genius Armorer councilor leader trait), you can get a lot of shield hardening that makes those shields actually pretty important if you're, e. To quickly find a tech in this list press ctrl + f and type in the techs name. But it also penetrates armor by 50%. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. Armor provides. ago. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. 3. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. 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. Basically arc does 25% damage as shields are enough. 5% daily Armor regen will restore about. 3. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. 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. 6 Badges. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. 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.