Stellaris shield hardening cap. - PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet cap. Stellaris shield hardening cap

 
 - PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet capStellaris shield hardening cap  Ancient Pulse Armor (and other ancient armaments) are impractical

Absorbent. So +6. Armor a in the presence of armor penetration p reduces hull damage by a percentage. Shield capacitor gives +10% for more shield (2x repeatables) vs. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Towards the late game I run Torpedo cruisers (20-30) with missile destroyer screens (15-30) and FAE battleship carriers(10) for support. A quick search reveals that shield hardening apparently stacks. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Xaphnir. Architect of War −10% Military Ships Build Cost +30% Military Ships Build. From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. 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. Report. Engineering research. 3. Add a Comment. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. 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 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. • 1 yr. • 20 days ago. (Note: patch 3. Stellaris Real-time strategy Strategy video game Gaming. It is now possible to get 100% of both shield and armor hardening using councillors only. Smaller ships only have one aux slot. 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. :- ( (building a new fleet is much. 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. 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. Stellaris. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. 25 shieldpoints. The nano missiles and saturation artillery are flatly excellent. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. 3. . They can help handle most forces until the enemy starts rolling up with battleships. 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 . If you mean by penetration resistance, then yes. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Best. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. None. shields shields shields man. 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 nonsense on this list o. I was able to see that they now have 50% shield hardening (which makes sense to me. So the Whirlwind Missiles and Strike Craft both pierce shields. Meaning you can get 100% hardening on a large ship, pretty easily. 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. 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. This impenetrable shield cuts both ways, however. Cato Mar 7, 2018 @ 5:55pm. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. This is so effective that ~40k fleets 1:2 destro/cruiser. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Stellaris. Battleships are around 11. 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. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. ago. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Stellaris: Shield Hardeners - You must use them. I wonder how good would it be against missile swarm cruiser spam. #15. No, those are permanently locked. About this site. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. 0. Archaeoshields should now properly provide their shield hardening bonus. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 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. On a corvette with 2 armor. In Stellaris, if you lose the fight for the system, thats generally all that matter. Mining lasers are now classified as Brawling weapons. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. 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. 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). Living Metal and Zro are kinda weird resources because they have very few uses. You can roll. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Reclusive −5% Diplomatic Weight. 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 Target Uplink Computer building on starbases that increases the range by 50%, does not work. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Upload Attachment7. Hello, i wonder what "+% armor penetration" realy does. 2 (e793); build ID. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Can reliably hit 100% Shield Hardening with Archaeotechs. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. guiskj Captain. Where's my fucking reactive armor, goddammit. Technology. I typically go shield hardener (because shield hardening feels broken at 25%) and two regenerative hull tissues or change one out for afterburners (they actually work well against crisis with the new staying at range. Dr_Bombinator • 6 yr. List of all technology ids in the game to be used with "research_technology" console command. 1. The other version is "%chance to reduce any damage from penetrating at all" but I. The shield hardening components kind of revive the shields back to their older glory. Ancient Pulse Armor (and other ancient armaments) are impractical. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. Edict Fund can be increased by the following:. - Gourmand in energy and is inefficient under a firepower too important. If this capacity is exceeded, they become permeable to the following attacks. Their battle ships regen something like 14k shield per day. 1 comment. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. The planet was full of genetically engineered super soldiers. 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. That's good, but not great for an ascension path. Shield strength, against full shield penetrators, is given by. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. e. Versatility: this machine-only tradition is carried by a single benefit: +2 Amenities per Maintenance Drone. This mod adds base hardening to shields and armor, increasing with their tier. 34. Increased the range of Energy Siphons. Megastructures are colossal constructions. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. is it worth it do you think?You can't just run pure Armor with hardening, as there are very strong anti-armor weapons out there. • 5 yr. As soon as version 2. 3. A tier 3 shield generator has 90 hit points, and a shield regen of +4. From wiki. • 20 days ago. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Stellaris Wiki. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. It also means you will only need 50% shield hardening to fully harden against these threats. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. 6. Stellaris Wiki Active Wikis. and a huge stack of armour. 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. New comments cannot be posted and votes cannot be cast. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. Legacy Wikis. 8 Governing ethics attraction. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. The 3k minor artifact cap is pretty painful now. Losing 100 Ar or 125 Sh to get 65 Hull. Except when he uses shield-piercing weaponry. 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. 5 Q3. #1 Buzzard Feb 18 @ 10:20pm Armor/shield hardening is a counter for weapons that bypass that defense. This page was last edited on 21 May 2022, at 20:12. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. R5: Found a choke point on a pulsar that gives 100% shield nullification. About this site. Current Stellaris Ship Meta (for v3. They cannot be built in orbit of a celestial body that has an. Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. 50% shield hardening lets you live +100% longer (!!!!!). 1 the first in the 3. Big sad. That seems to make Shield-focused fleet builds more attractive, i. Both are late game anyway so doesn't matter. 6. Cruisers are around 5. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). My enemy has mountains of torpedoes (no neutron launchers). 1680x8 shields or 13440 points. build several of these. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 8. You don't. g, 100% penetration vs 75% hardening means 25% of the damage goes through. This page was last edited on 14 October 2017, at 11:01. It just misses an icon. Jump to latest Follow Reply. However, there are a couple situations where. Losing 100 Ar or 125 Sh to get 65 Hull. 5x divider on shields. So the Whirlwind Missiles and Strike Craft both pierce shields. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. . Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. An example would be the 100% shield bypass ability. #23,663. +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. Add a Comment. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. EDIT: the philosophy this is based on is pre-3. nightraven1901. Shields are hit-points on top of your hull hitpoints. Best. 3. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. Doing some tests against the contingency. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. Armor provides. 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. Early game of course I do the classic hangar DP, since they easily counter small ships. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. 0 was launched, they doubled the cap from 200 to 500. 1x shield capacitor. You should have a mix of weapons for this reason. 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 . M: +315 shield HP (505 with AP), 4. In summary, use the weapons that are effective against what your enemy has most of. ago. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. ago. The cap to the Force Disparity bonus for fleets that are significantly. Sep 13, 2020 766 932. Is this a good strategy for winning battles right now?and a huge stack of armour. Base: 20 Modifiers. It certainly made sense when minor artifacts couldn't be. 2x regenerative hull tissue. And balance of anti shield and anti armour weapons set up as well. . Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. 4. +25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance. Planetary shield generators in Star Wars are impenetrable. 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. Against 75% Armor Piercing, Crystal-Forged is better than Armor on ships under 3,600HP. And if they have, armor is better than hull against kinetic batteries. They cannot be built in orbit of a celestial body that has an. However, shields are cheaper and regenerate automatically. 6 shield regen, 15% shield hardening. 00, but energy torps have their shield_damage modifier at 0. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. . It lacks the bonus to hull damage lasers have. 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). Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. 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. 9. +10% evasion (and 20% sublight speed). 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. 50, vs Gamma lasers at 6. Pros: Only ship type with T-slot, which can have absurd range. Decreased the base damage of explosive torpedoes. 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. Larger ships have more. is it worth it do you think?Hello! I used to be pretty hardcore into this game. MuffinFIN • 5 yr. 3. So you can either go shield hardening or armor hardening, and it is usually better to go armor hardening due to all of the below. 1x regenerative hull tissue. 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. The ship cannot take damage for a whole 10 days before it regens. Stellaris Real-time strategy Strategy video game Gaming. Stellaris > Workshop > Laquly 零者's Workshop. 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. Megacannon is 40% more DPS and 1. 1x regenerative hull tissue. Damage 16 - 24 +100% Shield Penetration +25% Hull Damage;Tactics Forever, before the dev put it on Steam and then gave up on it. Early game of course I do the classic hangar DP, since they easily counter small ships. 7 days. 5x divider on shields. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. The advantage to shields is that they recharge on their own, but no longer in combat. 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. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. Regenerative Hull Tissue Buff 3. 34. juggernaut: has 4 shield hardeners, this is how it is supposed to work without the 4x25%. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). Shield Hardening should protect from storms and neutron stars. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. Stellaris > General Discussions > Topic Details. It means it ignores shield and does damage. Save file editing has to work too. Armor is generally the better of the two, but it can depend on the AI's ship designs. 5. 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 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. 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. This is before introducing Shield repeatable. Refire rate and general stats have been adjusted. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. 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. If you go into a system with shield negation, you average them out for the value of your shield. As accidental fly into a pulsar system means if you have the other way you get wrecked. Armor/shield hardening is a counter for weapons that bypass that defense. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Content is available under Attribution-ShareAlike 3. As probably most of you know. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. 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. Stellaris. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Baby's First Stellaris Ships (3. Stellaris Real-time strategy Strategy video game Gaming. Web Death Jun 4, 2019 @ 11:54am. The field cannot be removed by any means, with the. Thorin May 12, 2016 @ 8:08am. Decreased the base damage of explosive torpedoes. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. 6. Replaced can_see_in_list with hide_leader. 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. So if you got shield hardener, then 25% is dealt to shield. 5% daily Armor regen will restore about. 13. Report. 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. That's some. Alpha damage is the amount of damage a fleet can dish out per volley. Unable to carry any Point-Defense: very vulnerable to torpedoes. Attack the ship with a shield penetration weapon 3. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. Below is an example of what I found out while testing ship combat. The amount of hull it. This means it now has 90-50=40% as the penetration just subtracts armor percentage. 9) quite a lot. This mod is a global compatibility patch for Stellaris 3. Also carries Auras. design a battleship with nanites repair drones. There are three types of modifiers. +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. I'm assuming. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. This mod adds base hardening to shields and armor,. 8, but take with pinch of salt because I've clocked 3000 hours so my micro game is probably strong enough to beat most players with tier 1 coilgun corvettes at this point. Battle ships are your heavy carriers and artillery weapons. 0 was never released to the public instead making patch 3. Stellaris. 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. This thread is archived. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. Damage redirected to the hardened component. 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. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far.