2 Available envoys. HerewardTheWayk • 1 hr. It means it ignores shield and does damage. Even an armada of warships doesn't have enough firepower to crack a planetary shield. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. The cap to the Force Disparity bonus for fleets. 0 “Orion”. is it worth it do you think?2 Answers. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. 5 to hull, 18. E. In the meantime I found a bug. Stellaris's performance issues have gotten better. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 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. Third, buff the hardening components. Content is available under Attribution-ShareAlike 3. Legacy Wikis. From wiki. 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. 30% armor hardening on top cuts it by another third. Hello, i wonder what "+% armor penetration" realy does. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 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. That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. Losing 100 Ar or 125 Sh to get 65 Hull. Steps to reproduce the issue. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Of course, check if your enemy has hardening, as that hard counters these and disruptors. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. Can reliably hit 100% Shield Hardening with Archaeotechs. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Where's my fucking reactive armor, goddammit. Early game of course I do the classic hangar DP, since they easily counter small ships. As accidental fly into a pulsar system means if you have the other way you get wrecked. No. 0 was launched, they doubled the cap from 200 to 500. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. As probably most of you know. The stasis field does less direct shielding than T5, but also adds hardening, which is big. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). 3. They cannot be built in orbit of a celestial body that has an. Armor hardening is better and easier to get than shield hardening. For example. Information. No, those are permanently locked. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. The ship cannot take damage for a whole 10 days before it regens. Destroyers are around 2k health and 50% evasion. Increased the range of Energy Siphons. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. 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. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Stellaris Real-time strategy Strategy video game Gaming. A +50% bonus to one of the most common jobs in your empire. Here's the fleet comp I'm personally finding is my go to in 3. 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. All Discussions. Yeah, you kinda need this. Starbases and Defense platforms. 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. Edict Fund can be increased by the following:. An example would be the 100% shield bypass ability. )Galactic Paragons Expansion Features. Battleships are around 11. 1 Libra 4. It does diminish in effectiveness slightly when faced with shield hardening. In this video I. It also means you will only need 50% shield hardening to fully harden against these threats. 25 days. Catteraine Mar 24, 2023 Jump to latest Follow Reply Shields have become pointless. Shield strength, against full shield penetrators, is given by. 5 and armor takes 2. 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. 30% armor hardening on top cuts it by another third. Increased the base damage of Flak PD. 18. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. Absorbent. If the target has shield hardening, they still work together to beat the shields first. Thus far, the only one I've encountered that actually focuses on anti. For shield tanking you don't need a large amount of shields. They cannot be built in orbit of a celestial body that has an. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. Good uses: Artillery and Auras. The 3k minor artifact cap is pretty painful now. 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). Stellaris technology list and IDs cheat. On a corvette with 2 armor. Time to load it up with armor and plasma! 12. juggernaut: has 4 shield hardeners, this is how it is supposed to work without the 4x25%. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. What's the value/purpose of the Hardening stat? Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". shields shields shields man. 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. +10% evasion (and 20% sublight speed). Stellaris Real-time strategy Strategy video game Gaming. Versatility: this machine-only tradition is carried by a single benefit: +2 Amenities per Maintenance Drone. 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. 1 shield regen, 15% shield hardening. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. Best. 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. 3. 25k health and 12% evasion. 00?Stellaris. Recently I decided to pick it up again. Decreased the base damage of explosive torpedoes. 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. Stellaris Wiki Active Wikis. This thread is archived. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. Stellaris Real-time strategy Strategy video game Gaming. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 5 Defense platform cap. Is this a good strategy for winning battles right now?and a huge stack of armour. 1 Regenerative hull gives +10% daily armor regen. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Inversely scale hardening module impact against hull size. What'ss the point omega lulzThis article is for the PC version of Stellaris only. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. Observe the full damage going through shield. The Perdition beam costs me 8 naval cap (because the rest of the ship has 6 L slots, like a battleship) and while 5000-10000 damage every 21 days is cool, in the era of cruisers being. Police State is. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. ago. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Darvin3. Hull is 3300. 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. +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. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Wooden-Many-8509 • 22 min. 13. 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. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. Auras of the same type do not stack. . Reply. 7. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Engineering research. 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. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. Related Topics. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. But the opposite will be better in all other situations, and there are more of those than pulsars. +25% Shield Regen +3% Shield Hardening; Missiles. 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. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The. Oct 14,. Any chance next patch our own bases and AI bases will deploy only armor in a zone that removes all energy shield (stars nebula with 100%shield nullification) Also same for weapons why would my station need guns with extra shield damage when there are no shields in those sectors id rather see my station. 7 (Ancient Suspension Field) and now especially with 3. As soon as version 2. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. guiskj Captain. 64) with it. M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. BUT the shield hardening form suspension shields do not. However, shields are cheaper and regenerate automatically. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. 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 Target Uplink Computer building on starbases that increases the range by 50%, does not work. Both have their shield_penetration modifier set to 1. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. 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. Here are the complete notes for Stellaris 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 with Archaeo. 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. 34. 50% shield. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Cruisers are around 5. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. I believe one of the fallen empires are very into disruptors. Archaeoshields should now properly provide their shield hardening bonus. Gigacannon needs. It is developed by Paradox Development Studio and published by Paradox. 6x Crystal plating - 1650 HP. 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. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. *) Created by jasonpepe. NagolRiverstar • 1 mo. About this site. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. +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. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I recommend using hull plating only if you have Crystal Forged hull plating. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 7% shields/day, or 250 out of 35834. Heavy platforms and their large weapons do best with larger forces towards the end of the game. 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. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. 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. The shield hardening components kind of revive the shields back to their older glory. 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. 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. design a battleship with nanites repair drones. Jump to latest Follow Reply. In Stellaris, if you lose the fight for the system, thats generally all that matter. Technology. 5 Stellaris Tech Id List – J to P. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 5. 4. 8. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. malakhglitch Rogue Servitor. 8 Governing ethics attraction. My enemy has mountains of torpedoes (no neutron launchers). The current "meta" is hardening and penetrating weapons, often hardened armor. Megacannon is 40% more DPS and 1. I've had trouble figuring this out exactly, but this is what it looks like. Is this a good strategy for winning battles right now?Megastructures are colossal constructions. So if you got shield hardener, then 25% is dealt to shield. 6 update). Stellaris Wiki. 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. And if they have, armor is better than hull against kinetic batteries. Archaeoshields should now properly provide their shield hardening bonus. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. 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. ago. +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. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Discussion. The advantage to shields is that they recharge on their own, but no longer in combat. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. Generally you should mount a higher ratio of armour anyway. Architect of War −10% Military Ships Build Cost +30% Military Ships Build. Doing some tests against the contingency. Stellaris. and you should focus on only one hardening to make it actually viable. ago. Patch 3. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. Megastructures are colossal constructions. Mining lasers are now classified as Brawling weapons. PitiRR. Stellaris is a sci-fi grand strategy game set 200 years into the future. +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. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). 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. Vassalization request towards a Machine Intelligence empire. Yes they stack. Alpha damage is the amount of damage a fleet can dish out per volley. 8. For downside traits, Unruly and Deviants are the best. Refire rate and general stats have been adjusted. 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. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. Equip an ancient suspension field 2. X branch. 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. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. Living Metal and Zro are kinda weird resources because they have very few uses. Take these battleship to a space mining drone system. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. If you go into a system with shield negation, you average them out for the value of your shield. 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. Sep. Base: 20 Modifiers. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 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. Hardening stacking question. Stellaris. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. You can roll. +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. Dr_Bombinator • 6 yr. 25 shieldpoints. 7 throwing this strategy out the window. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. • 2 yr. The other version is "%chance to reduce any damage from penetrating at all" but I. Depends on who you're fighting. 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. Ran into a new event last night. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. 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. 1 Answer. 2x Crystal plating (hull HP booster) - 550 HP. Removed any mention of a 365 day calendar in Stellaris. Thirteen new plans for military reform are waiting for you to implement. The great khan event is brutal. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Third, buff the hardening components. I think some FE/AE focus on energy. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the. Strictly speaking, I haven't found a lot of use for. Stellaris. It's comparable to shield regen on fortresses. 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 -. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Attack the ship with a shield penetration weapon 3. After all it is better to field 100 cheap battleships than 80 armored ones. So thats 285 average damage per shot v armor every 5. g, 100% penetration vs 75% hardening means 25% of the damage goes through. This way I got a pretty low effective fleet cap but no changes in early game. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. 50% shield hardening lets you live +100% longer (!!!!!). Is this a good strategy for winning battles right now?Vote. And ye, I'm already undetectable and in a "sweet spot". Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. 5% daily Armor regen will restore about. Celestial bodies may have resources which can be harvested by orbital stations. 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. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. I don’t think they are worth their 16 fleet cap right now. The shield regen is just insane and my battleships only die when focused heavily. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stellaris > Workshop > Laquly 零者's Workshop. and a huge stack of armour. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). Unlike EVE stellaris have weapons that do bonus damage or lower damage to shields or armor, so if you know your target is sheild heavy, you can equip weaons that do more damage to shields or ignore. The downside if that they use power and missiles/torpedo bypass them entirely. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Inversely scale hardening module impact against hull size. 1. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. 1 daily regen (2. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Decreased the base damage of explosive torpedoes. 25 days. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. You have a Ramparts module (more armor, armor hardening and hull for the starbase, +2 defensive platforms cap) and the shield overcharger building (+50% starbase shield and shield hardening, +25% defense platform shield and shield hardening). Jump to latest Follow Reply. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. So armor is coming at a premium. Increased the base damage of Flak PD. Canis Minor v3. 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. Armor/shield hardening is a counter for weapons that bypass that defense. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the reasons why Devouring Swarms are awesome to play in early conquests. 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. I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. nightraven1901. In Stellaris, the current command limit cap is set at 500. You can roll. 8 Gemini) By foxfax. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. So that gives us 34. 6 ORION: Leader Balancing. 3. Patch 3.