The other version is "%chance to reduce any damage from penetrating at all". 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. Armor is still very effective at countering them than shields. 8%. 1- They spawned really close and the endgame crisis didnt even take 2 years. (which does not seem to happen in Stellaris). The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. Stellaris Real-time strategy Strategy video game Gaming. 7. 6 is now available on PC. 14 0. Jump to latest Follow Reply. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?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). 44 MB. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. ago. 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. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. Fun fact. Failing that, Energy torpedos, or your highest tier torpedo. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. Even with their bonuses, their time to kill is awful. And PD is the fighter-counter as well as the missile-counter. Dr_Bombinator • 6 yr. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. But good lord do those eat power. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 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. Particular_Jicama_97. The detonation of a. Contrary to some 'popular' opinion, they are mostly garbage. Stellaris fleet getting destroyed. ago. EMP fuse -Specifically design torpedo, to. Yes. ajanymous2. Gunships Support 6. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. It then gets divided by 4, presumably to make it the type of number Paradox wants. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. Robotics and Kinetic are all rounders in this aspect. wpmaura. Failing that, Energy torpedos, or your highest tier torpedo. Disruptor = 100% Shield penetration. At which point it still doesnt offer enough to be valueable. Stellaris Dev Diary #312 - 3. “虚空恶魔”应当是早期版本的误称。. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. In earlier versions of Stellaris, I had to research both kinetic and energy. Potentially best vs human opponents with point defense. Destroying the Portal earns the Rift. Against other AI empires I’m just going to assume you can out-economy them and out-micro them to the point where ship design barely matters. 1 Basics. some weapons have armor/shield penetration so they ignore it. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. If some ship does a. 高维入侵(异次元入侵)是指来自另一空间维度的敌人入侵本世界。高维入侵是《群星》后期危机的一种。. ago. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. Check Out This Mod. Guass has weapon_role_anti_shield, so its love of shield targetting isn't surprising but the rather opaque name of weapon_role_short_range for auto in the stellaris files doesn't give. I am talking entry to exit longest distance available. In addition to that, explosives tend to have Penetration. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. 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. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Armor - normal, needs to be destroyed before hull damage starts. 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. And it's absolutely nonsense to use a lot of shield strength (cruiser. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. Driller drones have some problems, but are awesome in no shield systems. I’ll stack a range-aura juggernaut in with them. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. The bonuses are explicit for how/what they apply to. Shield strength, against full shield penetrators, is given by. 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). :- ( (building a new fleet is much. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. I could use a little help. Stellaris fleet getting destroyed. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 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). It then gets divided by 4, presumably to make it the type of number Paradox. It lacks the bonus to hull damage lasers have. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. Armor is still very effective at countering them than shields. In the original release version of the game I reliably went with energy weapons and was happy with the results. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. Hello everybody. 1- They spawned really far and holy fuck so much micro. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield 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). For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Go to Stellaris r/Stellaris. This page is about modding of Ships, Sections and Components. It's a great mode for Stellaris. Medium. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor. Well I guess we could go through process of elimination . You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. Hello everybody. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. I highly recommend it if you haven't played it. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. But next I found out "penetration shield 50%" and realized, that this is. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). It lacks the bonus to hull damage lasers have. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. 5 days. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. Edit: my second guess is that it stops all shield penetration completely,. 30% armor hardening on top cuts it by another third. 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. In terms of armor/shield balance, I find a 2:1 ratio works best. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 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。. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. These are also stack. 5 Starship Shield Penetration. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 1. Proton. 25 days. At which point it still doesnt offer enough to be valueable. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. Shorter reload times, higher movement speeds, but lacks shield penetration. My enemy has mountains of torpedoes (no neutron launchers). 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). . It's pretty noticeable in a fight 1 vs. Probably ~ the same usefulness as Tachyon Beams. Destroyers- if you use them, should be built for alpha and to die. And only 12. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. It makes no sense what so ever to have this. Stellaris. 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. kinetic, explosive), which would make for a more engaging system. The only quibble I might have with it is that penetration is often overpowered. Stellaris. Each transport fleet consist of 20 Android Assault Army and do not have a general. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. 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. 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. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. ago. The other version is "%chance to reduce any damage from penetrating at all" but I. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. ive been running into an issue with shield regeneration after some repeatables. 8) melt. Ideal for intercepting, escorting, and dogfighting. So you know how if you destroy the Hull you basically destroy the entire ship. Beam. 带有装甲穿透效果的武器,穿透效果百分比的伤害将无视装甲。. 2x damage against corvettes and frigates, 3x damage against destroyers, 5x damage against cruisers, 9x damage against battleships. Go to Stellaris r/Stellaris. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. (Except for the shield debuff). +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. Lance. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Shield worlds, halos, arks, all that good stuff. That is different than the global pacifier, which creates an impenetrable shield over the planet. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. 6 “Orion” update includes many changes to combat. I had success using corvette swarms with crystalline hulls and then backing them up with Destroyers, Cruisers and Battleships which utilized Torpedo weapons, Laser weapons, Arc Emitters and Shield disintegrators and some plasma. That’s 17. The entire 'disruptor' line is a noob trap. Stellaris Real-time strategy Strategy video game Gaming. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Armor reduces damage by a set percent. Armor, that stand in a way to hull. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. IPWIW. Since my BB has 84. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Take the Ruby Guardian (Topaz/etc. shields, lower dps compared to kinetics). This test is about which ship does beat job against contingency. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. ago. 67. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. add modifiers add/substracts a set amount of a resource or attribute to a scope. But next I found out "penetration shield 50%" and realized, that this is something wrong. It's pretty noticeable in a fight 1 vs. Related Topics. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). The shield hardening components kind of revive the shields back to their older glory. - Component ("Psi Shield Module") like a. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. Shields are basically extra HP, damage to shields isn't affected by the armor stat. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. 30 per day/tick). Stellaris. Best. 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. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. 3. Shield hardeners are a new defensive technology in the upcoming 3. I'm still trying to wrap my head around how Stellaris handles weapons and defense. 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. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Honestly shield penetration and armor penetration is pretty amazing. Fun fact. But next I found out "penetration shield 50%" and realized, that this is something wrong. " 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:. But it also penetrates armor by 50%. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Well, as you know in Stellaris ships have 3 "health bars". EDIT: If I get the Enigmatic Decoder from the Enigmatic. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). −20% armor penetration. Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Advanced shields require Strategic Resource to make. 50, vs Gamma lasers at 6. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. " 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. That’s how badly hardening gimps penetration weapons. hard shields that limit shield penetration, etc . The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. The entire 'disruptor' line is a noob trap. 6. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. . Corvettes armed with the torpedoes that have the same bonus are pretty good as well. 9 (played a couple more in older versions). They are more hp than shields. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Armor reduces damage by a set percent. Even with their bonuses, their time to kill is awful. Using the Shroud. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor,. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?With the experts at Paradox putting their own spin on a classic genre, it seems like a can’t-miss proposition. shadowtheimpure. Once you. So using them is a safe bet. 装甲的优点在于能够. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. Computer system. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Forty battleships have been equipped with. 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. Time to bring out the torpedos. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. Strike Craft penetrate shields to do bonus damage to armor, but like arc emitters above, the most vulnerable ships to them cannot really harden against the incoming damage. The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. 80% damage pierce. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. You can beat anything because Stellaris is not hard. 0 (当前最新版本:3. Stellaris Real-time strategy Strategy video game Gaming. That does not mean they. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). Anything that has 100% penetration on BOTH needs to be shot. 常规的远古采矿无人机使用能量武器采矿镭射和护甲,没有ftl引擎。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). But next I found out "penetration shield 50%" and realized, that this is something wrong. - Gourmand in energy and is inefficient under a firepower too important. . The below video linked when completely seen will provided the needed information. 2 Forge Habitats. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Missiles are best now. That's physics. Stellaris Wiki Active Wikis. Robotics and Kinetic are all rounders in this aspect. , stuff with %100 Shield Penetration and %100 Armor Penetration. Well, as you know in Stellaris ships have 3 "health bars". Stellaris. Zabu Jun 26, 2016 @ 12:09pm. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. 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. When you have a shield hardener, they are practically not working from suspenion shields. So. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. In this video I explore the effe. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. 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. The Shroud. But if some torpedoes do get by, I wonder what is the. Cloud Flare etc. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. One thing i have noticed though is that Shield Regeneration pretty. - No Armor Penetration - Lowest Base Damage. My fleet is using 31 of those battleships. g, 100% penetration vs 75% hardening means 25% of the damage goes through. I know this has been brought up before in the context of "I want to design my own starbase loadouts" but I'm suggesting something simpler that should be much easier to implement: if a starbase is built in a pulsar system (i. Vulnerable to kinetic weapons. ago. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". 5 multiplier. Just imagine it exploding outwards and back on the superweapon. −20% armor penetration. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. Hull - 125% of 'normal' damage for as long as it lasts. While Stellaris’ 4X-flavored. Relevant lines are here:Anti-Armor Bonuses. That’s how badly hardening gimps penetration weapons. They also have 50% armor penetration, so armor will be less effective. I have always wondered whats the point of having penetration. Go to Stellaris r/Stellaris. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. There's no difference in Shield penetration and ignore shields. 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. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. ago. Stellaris. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. This is the first game of Stellaris I've played, so far. Cheaper Alloys cost than armor. So what does that really mean? Does that mean it bypasses my shields and. Report. A crisis is an event that threatens the entire galaxy and all life within it. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Have Psionic Shields be non-bypassable. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Second destroyer fleet lost 23 ships and the remaining hull was 44%. Generally speaking you also want to choose either kinetic, missile or. In addition to that, explosives tend to have Penetration. So if you got shield hardener, then 25% is dealt to shield. Stellaris Galaxy Command Wiki is a FANDOM Games Community. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I ragequited after the battle, and than reloaded the save. Penetration means it completely avoids the healthbar and will directly damage the underlying bar.