stellaris shield penetration. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. stellaris shield penetration

 
some weapons are better at killing shields, some are better at killing armor and some are better at killing hullstellaris shield penetration  Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull

Concussion Missile ( Small )Shield Penetration is stupid . mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Fun fact. ParasiteX Apr 21, 2017 @ 9:12pm. 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. Potentially best vs human opponents with point defense. ParasiteX Apr 21, 2017 @ 9:12pm. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. this gives you a lot more time to defeat the portal. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). - Gourmand in energy and is inefficient under a firepower too important. Energy weapon or kinetic weapon. Or shield and some armor plus the crystal plate. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon. Yes. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Armor reduces damage by a set percent. Modifier Effects. Anything that has 100% penetration on BOTH needs to be shot. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. . Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Hello everybody. 100% shield penetration. There's no difference in Shield. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). That’s 17. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. So two m-shields are strictly superior to one l-shield. 80% damage pierce. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. 13. This can make cloaking a fleet a risky gambit if an empire manages. - Component ("Psi Shield Module") like a. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to damage against. 100% shield penetration, 100% armor penetration. Stellaris Real-time strategy Strategy video game Gaming. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So im making custom tech for an assimilation empire (yeah its cliche but its the Borg) as an AI empire. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). Third destroyer fleet lost 19 ships and the remaining hull was 38. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). They are very good. Kinetics only get like +15% penetration for medium and +30% for large size. So the damage per second for each weapon is the same. < > Showing 1-5 of 5 comments . However, it looks like that at some point between then and now weapons were changed considerably. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. maybe some space fauna or raiders come and lower one, and the other one kills it. 6 “Orion” update includes many changes to combat. Jump to latest Follow Reply. ago. Consumes power. Driller drones have some problems, but are awesome in no shield systems. Massive overkill armor can leave you with fairly substantial damage reduction against 90% penetration weapons (plasma/lances), but if the enemy brings these two janky and underused weapons they do completely 'turn off' your armor, which sucks. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Hello everybody. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Plus mining habitats around every planet with gas, motes or crystals. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 装甲 ( Armor )是舰船的直接减伤防护层,能够在结算伤害时先于船体值承受伤害,从而保护舰船。. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. 6. Forty battleships have been equipped with. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Spare_Development_64 • 1 min. Stellaris. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. In addition to that, explosives tend to have Penetration. To combat this, you’ll need to. At which point it still doesnt offer enough to be valueable. If some ship does a. There are three types of modifiers. Computer system. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. In addition to that, explosives tend to have Penetration. Not only were more slots available, but as the highest combat strength available there was a bias towards them, even as the missile rework to s-slot missiles meant earlier and more shield-penetration weapons. The other version is "%chance to reduce any damage from penetrating at all" but I. Stellaris. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speedSo if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. In the original release version of the game I reliably went with energy weapons and was happy with the results. Doing some tests against the contingency. Modifier Effects. r/Stellaris. I've had trouble figuring this out exactly, but this is what it looks like. Wooden-Many-8509 • 22 min. Go to Stellaris r/Stellaris. If the enemy has no shield penetration, then shield hardening does nothing. 27 dps. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). 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. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). The other version is "%chance to reduce any damage from penetrating at all" but I don't. Component. This article is for the PC version of Stellaris only. Fighters - 2. , stuff with %100 Shield Penetration and %100 Armor Penetration. Ironically, there is an advanced armor option known as Dragonscale Armor. 6 also includes new galaxy shapes to explore, new story events, a new. Large Auto is range 30 as well of course, but. I'm not a fan of this new type of ship parameter. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). All of it is quite nice, but extreamally flat (tho, shields should not be fully. Penetration means it completely avoids the health bar and will directly damage the underlying bar. The shield hardening components kind of revive the shields back to their older glory. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor. Weapon damage hierarchy. Its DPS is 4. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Torpedo = 100% Shield penetration. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. It does but if you modify battleships, titans and juggernaut for armor and shield penetration (Cloud lightning for L slots, focused arc emitter for x slots) you literally engage and shoot across a whole system. So, half of the damage they do will be harming your hull even before your shields drop. Stellaris fleet getting destroyed. 1- They spawned really far and holy fuck so much micro. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. The Stellaris 3. . But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. It then gets divided by 4, presumably to make it the type of number Paradox. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. Depends on who you're fighting. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. But next I found out "penetration shield 50%" and realized, that this is something wrong. Strike Craft - Bombers have 100% shield penetration but I'm wondering if that is lowering my overall effectiveness because all my other weapons are mitigated by shields. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. 25 days. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. I've had trouble figuring this out exactly, but this is what it looks like. Shield Penetration is stupid . They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. Mathematically, these weapons have the. File size:42. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. You starting weapons should make up the backbone of your fleet throughout the entire game. Weapons: As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. hardening * total. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. 420K subscribers in the Stellaris community. It's a great mode for Stellaris. The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 50, vs Gamma lasers at 6. 2 Forge Habitats. Fun fact. Stellaris: Shield Hardeners - You must use them. The detonation of a. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. . That is, have psionic shields counter weapons that have 100% Shield Penetration, either by outright negating/ignoring it, or by treating it as 100% Shield. Component. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. 装甲的优点在于能够. • 1 yr. Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. However I would also like to make clear that the mechanics of. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. Business, Economics, and Finance. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. The entire 'disruptor' line is a noob trap. It lacks the bonus to hull damage lasers have. Unfortunately battleships can't equip torpedoes or you'd be perfect. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. Vulnerable to kinetic weapons. Torpedo = 100% Shield penetration. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?With the experts at Paradox putting their own spin on a classic genre, it seems like a can’t-miss proposition. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?M slot: This will depend heavily on how well the strikecraft changes work. 5 days. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. In general, vs Kinetics, Disruptors, strike craft and trops. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. but the 50% shield penetration on the arc emitter might help too. BTW, this is modded. ago. None of their ship ever produce debris and their ship configuration is quite deadly. Second destroyer fleet lost 23 ships and the remaining hull was 44%. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Probably ~ the same usefulness as Tachyon Beams. Relevant lines are here:Anti-Armor Bonuses. There's no difference in Shield penetration and ignore shields. Hull - 125% of 'normal' damage for as long as it lasts. 8) melt. 100% Shield penetration = Ignores shields (no damage at all to shields). 护盾穿透( Shield penetration ):武器将按一定比例忽略对方舰只的护盾,这部分伤害将会直接作用于对方船体和装甲本身。 装甲伤害( Armor damage ):武器将按一定比例增加或减少对对方舰只护甲的伤害。这项属性与船体和护盾没有任何关系。 总结 Cool. 2 armor for every 1 shield. 30 per day/tick). I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. LockdownA10 • 6 yr. 13. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. ago. Driller drones have some problems, but are awesome in no shield systems. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing: the arc. And it's absolutely nonsense to use a lot of shield strength (cruiser. . Hello everybody. A quick search reveals that shield hardening apparently stacks. What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. Go to Stellaris r/Stellaris. Production Revolution. Viral Cascade - Increased ship shield penetration and evasion 10. You don't really need anti-shield ships for Unbidden. But it also penetrates armor by 50%. Strike Craft penetrate shields to do bonus damage to armor, but like arc emitters above, the most vulnerable ships to them cannot really harden against the incoming damage. 4 in to hull through armor, if shield penetration, in to hull through shield. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. Medium. 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. reduction modifiers divide an amount of a resource or attribute by a set amount. Damage redirected to the hardened component. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Lance. Shields are probably the better option, since stacking armor on small ships is futile. Disruptor = 100% Shield penetration. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. 4 in to hull through armor, if shield penetration, in to hull through shield. Frop. Stellaris > Discussions générales > Détails du sujet. 8-15. For example the ancient laster (Cavitation Collapser), resembles normal lasers. All Discussions. . Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. 6 update. But next I found out "penetration shield 50%" and realized, that this is something wrong. If any other. −20% armor penetration. And only 12. Auto-best is not good, it frequently makes completely nonsensical design decisions. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). kinetic, explosive), which would make for a more engaging system. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 7% reduction against medium plasma. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). 2 - 3 Generator Habitats. Cloud Flare etc. They also have 50% armor penetration, so armor will be less effective. That is what the anomaly says. maximize weapon range though admirals/policies/shield build spam cheap naked corvettes, their entire purpose is to die so your battleships don't, keep making and replacing themHello everybody. That's physics. 33% reduction, it's 33. This works because Amoebas are carriers, they flay you with fighters. ajanymous2. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. Honestly shield penetration and armor penetration is pretty amazing. [deleted] • 5 yr. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Jun 15, 2019 @. Using the Shroud. I ragequited after the battle, and than reloaded the save. My enemy has mountains of torpedoes (no neutron launchers). Stellaris fleet getting destroyed. • 2 yr. I could use a little help. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. Reply. but with the new system it seems like you have to make huge sacrifices in weapon or support system quality to make a shield build work, while armor is essentially free. Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. In late game battleships, you have a similar effect, just the other way around. Which also kinda makes sense. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. more of the planet states, and info on the ships. 420K subscribers in the Stellaris community. 67. This test is about which ship does beat job against contingency. Space empire 5 had like, five different ones (that i recall):. Stellaris: Shield Hardeners - You must use them. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Advanced shields require Strategic Resource to make. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. ago. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. Stellaris Dev Diary #312 - 3. If a hot border can be anticipated, I go for a Bastion Habitat. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Given that Stellaris' movement, war, etc. Shorter reload times, higher movement speeds, but lacks shield penetration. ago. Cool. Plasma = 100% Armour penetration. • 1 yr. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. In earlier versions of the game this bonus was described as. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. So what does that really mean? Does that mean it bypasses my shields and. The differences between the weapons are much more nuanced. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. I have always wondered whats the point of having penetration. This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. The anomaly generated "shield world" is actually in a time loop. . Penetration means it completely avoids the health bar and will directly damage the underlying bar. I’ll stack a range-aura juggernaut in with them. Compare with Marauders : +25% hull damage, 20 dps. They sound better than they really are, for which I am thankful. Disruptor = 100% Shield penetration. Frop. In general, vs Kinetics, Disruptors, strike craft and trops. It's pretty noticeable in a fight 1 vs. That's worse than 6+6=12s for a purely neutral weapon. Just imagine it exploding outwards and back on the superweapon. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Armor, that stand in a way to hull. Even a full point defence fleet would be unable to stop this many missiles. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). The ship cannot take damage for a whole 10 days before it regens. Taking any damage at all will reset this timer. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. 1 comment. 14 votes, 10 comments. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. 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. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. For instance, this explosive has 100%. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Side bonus of 80% shield hardening and 400 extra armor and shields. This article is for the PC version of Stellaris only. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. Disruptors are just annoying. 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. That’s how badly hardening gimps penetration weapons. 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%. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Once you. The only way to stop the Unbidden is to destroy the Extradimensional Portal. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. In this video I explore the effe. Preferably from far away :p. 34 comments. Relevant lines are here: Anti-Armor Bonuses. 概述. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. I'd guess it's also much better against other heavily armored, lightly shielded targets. Bolt. Armor is still very effective at countering them than shields. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc.