stellaris shield hardening cap. 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. stellaris shield hardening cap

 
 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 thinstellaris shield hardening cap  Ograe • 5 yr

I intervened without looking it up (as I do. 1x shield capacitor. So that gives us 34. Just don't expect much from Corvette shields. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Armor hardening is better and easier to get than shield hardening. Legacy Wikis. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. Alpha damage is the amount of damage a fleet can dish out per volley. ago. 3. You can roll back to a. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. 1 Anomaly research speed. Strictly speaking, I haven't found a lot of use for. It gets deleted when the colossus is used. The downside if that they use power and missiles/torpedo bypass them entirely. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Larger ships have more. E. 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. Content is available under Attribution-ShareAlike 3. With a shield capacitor, that's +50% regen. Is this a good strategy for winning battles right now?Megastructures are colossal constructions. Below is an example of what I found out while testing ship combat. and a huge stack of armour. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. Just use a balanced approach when it comes to shields and armour. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. 6 Diplomatic weight. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. - Gourmand in energy and is inefficient under a firepower too important. Basically arc does 25% damage as shields are enough. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Shield hardening and capacity on the shields side, and on the hull side you get your resistances from the base 1 point in the skill, a cruiser's innate resistance bonuses, maybe a single utility-armor console like the Trellium-D, but most significantly boff powers. cake_flattener5 Corporate Dominion • 11. 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. Best. 00, whereas explosive torps have 1. Battle ships are your heavy carriers and artillery weapons. Shield nullification Starbase. Stellaris. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. I recommend using hull plating only if you have Crystal Forged hull plating. If both these definitions are functionally identical, why does the game bother changing the tooltip from Shield Penetration to Ignore Shields when shield_damage is set to 0. Explosive Missiles Balanced MK 1 Concussion Missile. Police State is. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. )Galactic Paragons Expansion Features. and a huge stack of armour. I get the sense the tech is a bit less finicky in Stellaris. Reply. EDIT: the philosophy this is based on is pre-3. 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. Ograe • 5 yr. Side bonus of 80% shield hardening and 400 extra armor and shields. 5% daily Armor regen will restore about. e. The shield regeneration is per shield slot. Current Stellaris Ship Meta (for v3. Mining lasers are now classified as Brawling weapons. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. 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%. 8 Governing ethics attraction. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. is it worth it do you think?Hello! I used to be pretty hardcore into this game. It is developed by Paradox Development Studio and published by Paradox. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. The cap to the Force Disparity bonus for fleets that are significantly. Edit: there is also a define to allow easy scaling of this number, just modify LEADER_CAPACITY_XP_SCALE in stellaris/common/defines/Stellaris 3. 34. 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 . Their battle ships regen something like 14k shield per day. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. The shield regen is just insane and my battleships only die when focused heavily. The planet was full of genetically engineered super soldiers. Wooden-Many-8509 • 22 min. Larger ships have more. If your opponent had 75% shield hardening, and you brought only 100% shield penetration weapons, you would be worse off than if you used 0% penetration. Except when he uses shield-piercing weaponry. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. Depends on who you're fighting. Stellaris Real-time strategy Strategy video game Gaming. Jan 23, 2023. The shield hardening components kind of revive the shields back to their older glory. Meaning you can get 100% hardening on a large ship, pretty easily. Ancient Pulse Armor (and other ancient armaments) are impractical. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. In the meantime I found a bug. 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. As soon as version 2. so first the missing techs. +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. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Nearly all "special" AI empires build anti Shield. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. That'll teach 'em. • 20 days ago. I tried everything, strikecraft, artillery, energy weapons, etc. 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. 4. M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. Arch weapons are garbage even with the perk I was still losing fights with people 15k below me. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. The stasis field does less direct shielding than T5, but also adds hardening, which is big. 3. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Edict Fund can be increased by the following:. Smaller ships only have one aux slot. . 7 throwing this strategy out the window. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. 6 ORION: Leader Balancing. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. 8. 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. The amount of hull it. and a huge stack of armour. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit harsh, so I didn't do that) Generally you should mount a higher ratio of armour anyway. . In summary, use the weapons that are effective against what your enemy has most of. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. As probably most of you know. You can send your ships to vassal ports if you. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. • 5 yr. To quickly find a tech in this list press ctrl + f and type in the techs name. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. 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. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. Report. In the middle, fittingly, is the medium platform. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Members Online • Tornagh. Note Police State does NOT require Enforcers for the 5% Stability. An example would be the 100% shield bypass ability. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Good uses: Artillery and Auras. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Go to Stellaris r/Stellaris. 3. If you go into a system with shield negation, you average them out for the value of your shield. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. "Attacking. Stellaris cheats and commands. Edict Fund can be increased by the following:. Stellaris is a sci-fi grand strategy game set 200 years into the future. 1 comment. 0 was never released to the public instead making patch 3. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Reclusive −5% Diplomatic Weight. I wonder how good would it be against missile swarm cruiser spam. In-combat regeneration occurs but its not a significant factor. Armor provides. Here are the complete notes for Stellaris 3. Stellaris. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. As much shield as possible. 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. 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. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 0 unless otherwise noted. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. Even an armada of warships doesn't have enough firepower to crack a planetary shield. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. 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. So if you got shield hardener, then 25% is dealt to shield. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. 2 from 2 Shield Caps x 1. A celestial body is a star, planet, moon or asteroid present in a star system. Here are the complete notes for Stellaris 3. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. Cruisers are around 5. Stellaris > Workshop > Laquly 零者's Workshop. Is this a good strategy for winning battles right now?and a huge stack of armour. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. 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. Just had a random thought here. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. There is no such thing as a "barrier" in the game. Basically arc does 25% damage as shields are enough. Apr 23, 2023. ago. The. A +50% bonus to one of the most common jobs in your empire. 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). I think some FE/AE focus on energy. A quick search reveals that shield hardening apparently stacks. They can help handle most forces until the enemy starts rolling. The teachers of the Shroud origin gives you a chance for some of your leaders to have the Psychic trait. Both have their shield_penetration modifier set to 1. Thread starter Chuunibyou Imouto;. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. They can help handle most forces until the enemy starts rolling up with battleships. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. The 3k minor artifact cap is pretty painful now. YokimisaIf I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardeningI feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. 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. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Increased the base damage of Flak PD. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. This is a searchable and complete list of Stellaris technologies and their IDs. R5: Found a choke point on a pulsar that gives 100% shield nullification. 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. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Doesn't seem like silos or anything else increase it. There is no such thing as a "barrier" in the game. 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. ago. If there is a storm that nullifies 100% shields, but ships have 20%. Observe the full damage going through shield. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. Yes, I'll attack the frigates yada yada. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. As a rare tech, Basic Cloaking Fields has a small chance of appearing. There's about a 10 day delay though. 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. 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. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. 2 Available envoys. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. 6 Technology List – Q to S. 1. That's worse than 6+6=12s for a purely neutral weapon. They're very powerful if your enemy lacks hardening. 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. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. They cannot be built in orbit of a celestial body that has an. Refire rate and general stats have been adjusted. 25 to shield. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively affected at all. However, there are a couple situations where. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. You don't. . 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. They cannot be built in orbit of a celestial body that has an. Apr 23, 2023. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The cap to the Force Disparity bonus for fleets. 7 Technology List – T to Z. 2 (e793); build ID. ; About Stellaris Wiki; Mobile viewMaybe having the galactic community resolutions have an affect like "Hiring a Merc fleet increases your naval cap by X% of the fleet's size" Because right now hiring mercs almost always tanks your economy to the point that it can lose you the war, unless you keep your naval cap practically empty. 2x Crystal plating (hull HP booster) - 550 HP. Jump to latest Follow Reply. Take these battleship to a space mining drone system. In the default galaxy map mode, subjects have the same color as their overlord. They cannot be built in orbit of a celestial body that has an. Mining lasers are now classified as Brawling weapons. 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. Megacannon is 40% more DPS and 1. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 5% Stability. Absorbent. I didn't know Gigastructures got an update the day before so I originally thought it was from a different mod, but it is in fact from gigastructural engineering. Technology. Cool. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or 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. As accidental fly into a pulsar system means if you have the other way you get wrecked. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Enforcers produce 1 Unity. 0. 1680x8 shields or 13440 points. Planetary shield generators in Star Wars are impenetrable. If this capacity is exceeded, they become permeable to the following attacks. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. Megacannon is 40% more DPS and 1. Mining lasers are now classified as Brawling weapons. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). 64) with. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. 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. That's how counterplay works. 1 comment. M. 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. 6 update). These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. I posted a bug report on the Stellaris forums. 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. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. Their fleets tend to follow their overlord's. What'ss the point omega lulzThis article is for the PC version of Stellaris only. It is developed by Paradox Development Studio and published by Paradox Interactive. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Shields regenerate on their own after battles. Doing some tests against the contingency. That's some. Losing 100 Ar or 125 Sh to get 65 Hull. malakhglitch Rogue Servitor. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. It gives +10% weapons damage, +10% shield hardening for admirals. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. The cap to the Force Disparity bonus for fleets. )Galactic Paragons Expansion Features. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. Losing 100 Ar or 125 Sh to get 65 Hull. The ship cannot take damage for a whole 10 days before it regens. rely solely on them, because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. 50, vs Gamma lasers at 6. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. Hello, i wonder what "+% armor penetration" realy does. Add a Comment. {"payload":{"allShortcutsEnabled":false,"fileTree":{"en/localisation/english":{"items":[{"name":"name_lists","path":"en/localisation/english/name_lists","contentType. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. Armor hardening is better and easier to get than shield hardening. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. I think it could be interesting if the rare resource edicts granted a small boost to armor/shield hardening, making the edicts a bit more useful, and an early source of armor/shield hardening before we research it proper. For example. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). The driller drones synergize really well with other shield bypass builds. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. nightraven1901. 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). 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. 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. 6 Badges. And ye, I'm already undetectable and in a "sweet spot". 0 “Orion”. The shield hardening components kind of revive the shields back to their older glory. 8. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Stellaris. 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. That’s how badly hardening gimps penetration weapons. Add a Comment. This thread is archived. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. Hardening stacking question. -Ruler Job, meaning high upkeep. Megastructures are colossal constructions. Yeah, you kinda need this. Negative shield negation adds to your shield value after all other calculations. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. and a huge stack of armour. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. disruptors late game might be worse now. On a cruiser, with the same number of slots, but now getting less from its ancient suspension fields slot-for-slot compared to the big girls: 30%. Yes they stack. 9 that merges the various incompatible game rules and scripted triggers added by mods. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. This mod adds base hardening to shields and armor,. And balance of anti shield and anti armour weapons set up as well. But you're using a bad example with the trivial amount of tracking -- that's the level of tracking you get free, automatically, on every ship from sensors and. Oct 14,.