30 sec (+25% shield bonus, +25% hull bonus) - 425 speed So if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. Yes, I'll attack the frigates yada yada. But next I found out "penetration shield 50%" and realized, that this is something wrong. My enemy has mountains of torpedoes (no neutron launchers). I ragequited after the battle, and than reloaded the save. 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. But that isn't something I expect to happen, as. But next I found out "penetration shield 50%" and realized, that this is. All Discussions. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Shield nullification. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. In terms of armor/shield balance, I find a 2:1 ratio works best. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. Missiles have 100% shield penetration like fighters. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won’t need to be taken down to destroy the enemy. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Jun 15, 2019 @. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. 1. They are very good. Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. 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). 80% damage against armor. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. 8) melt. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. 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). Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 1. That’s how badly hardening gimps penetration weapons. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Frop. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. 2 - 3 Generator Habitats. 概述. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and 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?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?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). 8 battleship - particle lance and kinetic artillery, even on armor/shield. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. There are three types of modifiers. Shield hardeners are a new defensive technology in the upcoming 3. 14 0. g, 100% penetration vs 75% hardening means 25% of the damage goes through. For example the ancient laster (Cavitation Collapser), resembles normal lasers. If a hot border can be anticipated, I go for a Bastion Habitat. And then I did the same test again, but this time without armor, no shield too. Corvettes might be better than cruisers just because if they get in range they're toast either. 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. 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. Armor - normal, needs to be destroyed before hull damage starts. So. 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. In case of. 2. Or shield and some armor plus the crystal plate. Lance. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. 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. I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Stellaris. In this video I explore the effe. Beam. Added new. In earlier versions of Stellaris, I had to research both kinetic and energy. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. ship_armor_add = adding an amount of armor . As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. Armor hardening is better and easier to get than shield hardening. 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). 26. However, it looks like that at some point between then and now weapons were changed considerably. Third destroyer fleet lost 19 ships and the remaining hull was 38. Disruptor = 100% Shield penetration. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. Proton. If you don't have cloud lightnings you might want to switch to a giga cannon + 2 artillery + 2 neutron launchers or 3 artillery +1 neutron launcher. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Armor and shields are weighted equally, while ship hull points get a 0. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. Even with their bonuses, their time to kill is awful. Hello everybody. spacemanspiff30 • 4 yr. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. The eternal psionic avatar battle. Projectile and Missle Weapons. Wooden-Many-8509 • 22 min. 1- They spawned really close and the endgame crisis didnt even take 2 years. In Stellaris, if you lose the fight for the system, thats generally all that matter. 1 Graphics; 2 Ship Sizes. Have Psionic Shields be non-bypassable. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. Contrary to some 'popular' opinion, they are mostly garbage. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. . 该项目已经被移除游戏或未被更新 最后更新的版本为:2. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. None of their ship ever produce debris and their ship configuration is quite deadly. 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). . 25 days. Relevant lines are here: Anti-Armor Bonuses. Consumes power. Driller drones have some problems, but are awesome in no shield systems. . 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Who knows how many galactic cycles it had been in place before it. Check Out This Mod. 1- They spawned really close and the endgame crisis didnt even take 2 years. Stellaris. In this video I explore the effe. But next I found out "penetration shield 50%" and realized, that this is something wrong. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. 1?. Large Auto is range 30 as well of course, but. Then you would have a trade-off between more regen or more shield health. Slap on 3 afterburners. The weapons the Unbidden use have 50% shield penetration. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. 0 (当前最新版本:3. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Frop. Graphical effect for the planetary shield generator. In addition to that, explosives tend to have Penetration. Only larger weapons, medium and Large types get a small increase to armor penetration. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Even Hiveminds get some love, with the mod allowing them to turn other states into “appendages” for future integration. 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. So what does that really mean? Does that mean it bypasses my shields and. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). 5 multiplier. 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. 75% armor penetration 75% Shield penetration and 120 range as well as a high damage ratio. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 8) melt. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Jun 15, 2019 @ 11:18pm "penetration" #1. shadowtheimpure. ParasiteX Apr 21, 2017 @ 9:12pm. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. I think Stellaris could benefit from a breakdown of shield technology, allowing shields to become more specialised in the type of damage they absorb (similar to how EvE Online does this). 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. Kinetics only get like +15% penetration for medium and +30% for large size. They sound better than they really are, for which I am thankful. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. Failing that, Energy torpedos, or your highest tier torpedo. Shields require energy from the ship's. 44 MB. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Compare with Marauders : +25% hull damage, 20 dps. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. A new UI interface is made for mod. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. 2 - 3 Generator Habitats. #2. I am talking entry to exit longest distance available. This can make cloaking a fleet a risky gambit if an empire manages. The weapons the Unbidden use have 50% shield penetration. Each transport fleet consist of 20 Android Assault Army and do not have a general. Go to Stellaris r/Stellaris. This page is about modding of Ships, Sections and Components. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Unfortunately by the time you research your own fighters most people have some PD, so carriers are better at defending against stuff like corvette swarms than on offense against a cruiser or up. Particular_Jicama_97. . 概述. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. Second destroyer fleet lost 23 ships and the remaining hull was 44%. Well, as you know in Stellaris ships have 3 "health bars". Each variant is in its own fleet so I can track damage. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. While it’s been possible since Utopia to. All of it is quite nice, but extreamally flat (tho, shields should not be fully. ago. Shield strength, against full shield penetrators, is given by. Just don't expect much from Corvette shields. Torpedo = 100% Shield penetration. Diversify. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. 9 (played a couple more in older versions). Edit: my second guess is that it stops all shield penetration completely,. I haven't played in almost a year. If I have a weapon that says it causes 125% hull damage and 100% shield penetration, that means it will need to chew through the armor at a normal rate, correct? Shields - would be bypassed. 13. 9%. 26. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. shield_damage = <float> shield_penetration = <float> armor_damage = <float> armor_penetration = <float> Determines the damage efficiencies and. 索林原虫的先头部队将会占据5个行星系(除了失落帝国附近,传说如果. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. 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. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). And it's absolutely nonsense to use a lot of shield strength (cruiser. 15. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Increase the fire rate of point defence and flak slightly, but give them a reverse version of the size bonus torpedoes have, so that they are more capable of dealing with missiles while being rubbish. Slap on 3 afterburners. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). I tried everything, strikecraft, artillery, energy weapons, etc. 100% shield penetration. 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. more of the planet states, and info on the ships. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Ideal for intercepting, escorting, and dogfighting. 7. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. , stuff with %100 Shield Penetration and %100 Armor Penetration. When it comes to hard countering something (such as the. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. reduction modifiers divide an amount of a resource or attribute by a set amount. reduction modifiers divide an amount of a resource or attribute by a set amount. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. difference assuming 100% hit is only on the order of 6% less damage than a plasma/disruptor split with a balanced shield/armour target, difference being that there are 2 phases of battle, shields and armour/hull, and once the specialized weapon gets through. Point defense need variety in stellaris. 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. ago. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. 27 dps. If any other. There's no difference in Shield. 2 fleets. < > Showing 1-5 of 5 comments . With the occasional situational exception, of course. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. Projectile and Missle Weapons. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. ago. Modifier Effects. You starting weapons should make up the backbone of your fleet throughout the entire game. So the damage per second for each weapon is the same. Shields are basically extra HP, damage to shields isn't affected by the armor stat. 1. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. To combat this, you’ll need to beef up your fleets as much as possible. Once you. Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. 14 votes, 10 comments. this gives you a lot more time to defeat the portal. If you mean by penetration resistance, then yes. Fun fact. Compare with Marauders : +25% hull damage, 20 dps. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. All targets have no weapons. 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). Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy replace some shields with armor) A-Slots: 3 Shield Hardeners OR 3 Auxiliary Fire-Control if you don't have Shield Hardeners H-Slots: 1 Strike Craft G-Slots: 1 Torpedo S-Slots: 4 Autocannons (or 4 Disruptors if the enemy doesn't have Shield Hardeners) PD-Slots: 2 Point Defense Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. (Except for the shield debuff). Robotics and Kinetic are all rounders in this aspect. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Missiles have 100% shield penetration like fighters. A new Stellaris update 3. In-combat regeneration occurs but its not a significant factor. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). They also have 50% armor penetration, so armor will be less effective. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. 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. Component. 5 Starship Shield Hardness +47. Time to bring out the torpedos. . 15. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one) a second tech to get an improved version of the shield generator. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. I tried everything, strikecraft, artillery, energy weapons, etc. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. However, it looks like that at some point between then and now weapons were changed considerably. 14 votes, 10 comments. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. 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. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. 索林原虫的先头部队将会占据5个行星系(除了失落帝国附近,传说如果. You can see armor is quite effective against medium plasmas. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Damage redirected to the hardened component. The other version is "%chance to reduce any damage from penetrating at all" but I. Callinicus. Robotics and Kinetic are all rounders in this aspect. A crisis is an event that threatens the entire galaxy and all life within it. Damage redirected to the hardened component. E. It'd be a considerable hard counter. Mathematically, these weapons have the highest DPS in game against most endgame enemies. 6 update. Designed to be a spiritual successor to Star Wars Weapons Legacy, Star Wars Weapons and Ship Components is an entirely re-imagined version of that mod with the intent of being more vanilla and compatibility friendly while bringing the authentic sounds and projectile effects for the Star Wars weapons we all. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. IPWIW. −20% armor penetration. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Stellaris Real-time strategy Strategy video game Gaming. Space empire 5 had like, five different ones (that i recall):. they probably will die at some point. Stellaris: Shield Hardeners - You must use them. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Anything that has 100% penetration on BOTH needs to be shot. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. −20% armor penetration. Against something like. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Well, as you know in Stellaris ships have 3 "health bars". Auto-best is not good, it frequently makes completely nonsensical design decisions. And it's absolutely nonsense to use a lot of shield strength (cruiser. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. If some ship does a. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. 420K subscribers in the Stellaris community. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken down to. There's about a 10 day delay though. Stellaris. At which point it still doesnt offer enough to be valueable. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. That’s how badly hardening gimps penetration weapons. Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. In earlier versions of the game this bonus was described as. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Go to Stellaris r/Stellaris. 6 also includes new galaxy shapes to explore, new story events, a new. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken. 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. 5. They are called Space Torpedoes. #3. Destroying the Portal earns the Rift. Edit: my second guess is that it stops all shield penetration completely, like from fighters. add modifiers add/substracts a set amount of a resource or attribute to a scope. Stellaris fleet getting destroyed. 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。. I have always wondered whats the point of having penetration. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. I've had trouble figuring this out exactly, but this is what it looks like. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. In the original release version of the game I reliably went with energy weapons and was happy with the results. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Best. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). Railguns with 30% bonus to shields and 50% armor penetration are perfect. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 85 -1 = 1. 5 Starship Shield Penetration. 2x damage against corvettes and frigates, 3x damage against destroyers, 5x damage against cruisers, 9x damage against battleships. Taking any damage at all will reset this timer. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. 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. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. But it also penetrates armor by 50%. Shields can be stacked higher than armour. 2 Forge Habitats. Apart from this, Stellaris patch 3. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. ago. These are also stack. 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). ago. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. Armor reduces damage by a set percent. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. But next I found out "penetration shield 50%" and realized, that this is something wrong. A quick search reveals that shield hardening apparently stacks. Fighters - 2. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Tried again, happened again. 80% damage pierce. " 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. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide.