stellaris shield hardening cap. New comments cannot be posted and votes cannot be cast. stellaris shield hardening cap

 
 New comments cannot be posted and votes cannot be caststellaris shield hardening cap  That’s how badly hardening gimps penetration weapons

0. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. In summary, use the weapons that are effective against what your enemy has most of. Negative shield negation adds to your shield value after all other calculations. 0 “Orion”. This mod adds base hardening to shields and armor, increasing with their tier. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Deflectors are shields and do the same as any other shield within the game. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. but they come at a few costs. 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. 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. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). Removed any mention of a 365 day calendar in 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. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. 5 days. If they're using mostly Lasers or Point Defense then you would want shielding. Cruisers are around 5. Add a Comment. 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. Report. Equip an ancient suspension field 2. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. 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. 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. 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. EDIT: the philosophy this is based on is pre-3. Stellaris > General Discussions > Topic Details. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. Steps to reproduce the issue. Each start system can have between 2 and 15 celestial bodies. 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. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Is this a good strategy for winning battles right now?Vote. Maybe they won't attack next time. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to go. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 2k. Xaphnir. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). (Note: patch 3. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. That’s 17. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. 50% shield hardening lets you live +100% longer (!!!!!). In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. I usually go with 2:1 armor to shield. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Discussion. 7. Counter Evasion with Tracking once you cap at 100. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). . Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. Stellaris Wiki Active Wikis. Recently I decided to pick it up again. 1 comment. I ragequited after the battle, and than reloaded the save. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. " Even at 100% armour pen it still reduces damage. Shields are hit-points on top of your hull hitpoints. With the 2. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Stellaris cheats and commands. 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. Stellaris Wiki Active Wikis. 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 devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. Attack the ship with a shield penetration weapon 3. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. 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. Deflectors are shields and do the same as any other shield within the game. The current "meta" is hardening and penetrating weapons, often hardened armor. 37 Badges. The downside if that they use power and missiles/torpedo bypass them entirely. hardening * total. For shield tanking you don't need a large amount of shields. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). Yes they stack. Replaced can_see_in_list with hide_leader. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per. As accidental fly into a pulsar system means if you have the other way you get wrecked. Increased the base damage of Flak PD. 00?Stellaris. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. They're more effective the more shielding you have on the ship. Good uses: Artillery and Auras. 3. Here's the fleet comp I'm personally finding is my go to in 3. They can help handle most forces until the enemy starts rolling up with battleships. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Ancient Pulse Armor (and other ancient armaments) are impractical. 8 Gemini) By foxfax. Losing 100 Ar or 125 Sh to get 65 Hull. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. 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. As soon as version 2. I recently fought the Unbidden, which I hadn't done in a long time. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. As few weapons as possible. It matters more with shields. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. 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. The shield regen is just insane and my battleships only die when focused heavily. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Stellaris. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 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. Cloaking disables shields. 30% armor hardening on top cuts it by another third. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. And Unbidden anchors now give their ships shield hardening and boost shield regen. Towards the late game I run Torpedo cruisers (20-30) with missile destroyer screens (15-30) and FAE battleship carriers(10) for support. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. Shields with capacitors, on the other hand, will regenerate an infinite number of times as long as they aren't focus fired or one shot. 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. Apr 23, 2023. . Losing 100 Ar or 125 Sh to get 65 Hull. The teachers of the Shroud origin gives you a chance for some of your leaders to have the Psychic trait. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. 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. 9 that merges the various incompatible game rules and scripted triggers added by mods. 3. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. Armor hardening is better and easier to get than shield hardening. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 0 “Orion”. They are very good. Basically arc does 25% damage as shields are enough. 1 Answer. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Increased the range of Energy Siphons. 8. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. is it worth it do you think?2 Answers. They cannot be built in orbit of a celestial body that has an. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. It gives a +10 fleet capacity but a 5% upkeep increase for ships. 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). so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. You don't. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. 75% hardening all shield targets stop arc pretty well. 6x Crystal plating - 1650 HP. The 3k minor artifact cap is pretty painful now. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. No, those are permanently locked. Small ships can't do it no matter how much you try. 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. 1. 3 Stat modifiers affecting empire. Living Metal and Zro are kinda weird resources because they have very few uses. Mono-shield is much harder to pull off because of the power demand (and is very weak to penetration), and mono-either is (almost) strictly better than. The. 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. Refire rate and general stats have been adjusted. 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. Increased the range of Energy Siphons. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. Arch weapons are garbage even with the perk I was still losing fights with people 15k below me. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 00. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. Thirteen new plans for military reform are waiting for you to implement. #1. The stasis field does less direct shielding than T5, but also adds hardening, which is big. It averages at 850. Stellaris's performance issues have gotten better. Stellaris. Cool. Stellaris. There's about a 10 day delay though. This page was last edited on 21 May 2022, at 20:12. 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 probably most of you know. 6; 1; Reactions: Reply. 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. PitiRR. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. 34. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. 50% shield hardening lets you live +100% longer (!!!!!). I recommend using hull plating only if you have Crystal Forged hull plating. If the target has shield hardening, they still work together to beat the shields first. Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. 1 Large Neutron Armor gives 1740 armor. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. Time to load it up with armor and plasma! 12. 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. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. That’s how badly hardening gimps penetration weapons. This is before introducing Shield repeatable. 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). The cap to the Force Disparity bonus for fleets. Shield Hardening should protect from storms and neutron stars. 75 to armor and 6. 6 beta for Extra Ship Components:. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. )Galactic Paragons Expansion Features. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. I don’t think they are worth their 16 fleet cap right now. Discovered a shielded world where the shield was failing and was about to cook the planet to death. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. There's not really that much you need in terms of utility components. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. Legacy Wikis. 5 days. 50, vs Gamma lasers at 6. In the tests, I made 3 test juggernauts: 1. 2) if you took all the options to increase your leader cap. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. majdavlk • 2 min. 6. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Where's my fucking reactive armor, goddammit. That's how counterplay works. Also carries Auras. +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. 9. 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. They can help handle most forces until the enemy starts rolling. I'm assuming. Equip an ancient suspension field 2. M: +315 shield HP (505 with AP), 4. 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. Total HP = 2853 with 5. Best. For downside traits, Unruly and Deviants are the best. But if some torpedoes do get by, I. 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. It gets deleted when the colossus is used. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. The ship cannot take damage for a whole 10 days before it regens. With 3. 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. 2 thirds armour 1 third shield. 1 the first in the 3. Armor Tier [I. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. If they're mostly armor, go for anti armor weapons like plasma, lances and torpedoes. 1 daily regen (2. 0 unless otherwise noted. Cloaking shields, for when you don't want your fleet to be detected. Just don't expect much from Corvette shields. Your enemy has to chew through them before attacking the hull. Vassalization request towards a Machine Intelligence empire. It's comparable to shield regen on fortresses. Edict Fund can be increased by the following:. Patch 3. EDIT: the philosophy this is based on is pre-3. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. 6. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Archaeoshields should now properly provide their shield hardening bonus. Stellaris. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. . If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. add modifiers add/substracts a set amount of a resource or attribute to a scope. Both have FTL, but it's not super clear what the range/speed is for XCOM. 1x regenerative hull tissue. 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 . 8. The wiki doesn't say anything about them having point defense. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. "Attacking. Pros: Only ship type with T-slot, which can have absurd range. Go to Stellaris r/Stellaris. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. Added new aux components that use Exotic Gases, Rare. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. Also, the planet was stuck in a loop where the civilization would grow and die off in a matter of hours before starting up again. What'ss the point omega lulzThis article is for the PC version of Stellaris only. This page was last edited on 14 October 2017, at 11:01. My enemy has mountains of torpedoes (no neutron launchers). NagolRiverstar • 1 mo. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. 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). For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. 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. As much shield as possible. #1. They cannot be built in orbit of a celestial body that has an. 6. Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap. Its not even an early game advantage anymore. 2 from 2 Shield Caps x 1. 2x regenerative hull tissue. My enemy has mountains of torpedoes (no neutron launchers). build several of these. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. Depends on who you're fighting. 6 Badges. Nov 16, 2023PitiRR. Very strong, resilient, psionic, cybernetic and robust (psionic neighbor had a AI rebellion that was an assimilator, I got the first psi/cyber pops as refugees. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. Stellaris > Workshop > AlexaTheGoddess's. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Megastructures are colossal constructions. ; 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. Shard. The chance-to-hit calculation is: chance to hit = max (0, accuracy - max (0, evasion - tracking)) So, as long as the defender's evasion is higher than the attacker's tracking, it directly reduces the attacker's chance-to-hit by the difference. Shield hardeners are a new defensive technology in the upcoming 3. Paradox Forum. and a huge stack of armour. This mod adds base hardening to shields and armor, increasing with their tier. Jump to latest Follow Reply. 7% shields/day, or 250 out of 35834. I was able to see that they now have 50% shield hardening (which makes sense to me. 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. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. 7 throwing this strategy out the window. 0 unless otherwise noted. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Current Stellaris Ship Meta (for v3. !!Universal Modifier Patch (3. Observe the full damage going through shield. 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. 64) with. You can send your ships to vassal ports if you. It is developed by Paradox Development Studio and published by Paradox. 1. e. 5 and armor takes 2. #15. Their faces are melting so lovely and the screams music to my ears. Unable to carry any Point-Defense: very vulnerable to torpedoes. 3 Base intel level. Archaeoshields should now properly provide their shield hardening bonus. Hull is 3300. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. However, shields are cheaper and regenerate automatically. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 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). Discovered a shielded world - Event. Plasma is a bit niche, but against a pure armor ship. I intervened without looking it up (as I do. The cap to the Force Disparity bonus for fleets. 5 Stellaris Tech Id List – J to P. TLDR; Armor is better than shields the vast majority of the time. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. Taking any damage at all will reset this timer. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. 13. Mining lasers are now classified as Brawling weapons. Refire rate and general stats have been adjusted. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. 1 Libra 4. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. is it worth it do you think?on titan I've gone for 12x armour, 1x hull regen, 2x armour hardening, nano-bot cloud, 20% extra range & fire rate 18,000 hull & 20880 armour. 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. So raw HP gives you better or same than the others, and always works. 4. This is so effective that ~40k fleets 1:2 destro/cruiser. Apr 23, 2023. I started a new game and I saw the frame world origin. 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. 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. Decreased the base damage of explosive torpedoes. Tiasmoon.