stellaris shield penetration. Which also kinda makes sense. stellaris shield penetration

 
 Which also kinda makes sensestellaris shield penetration <u> It makes no sense what so ever to have this</u>

This article is for the PC version of Stellaris only. All of it is quite nice, but extreamally flat (tho, shields should not be fully. I haven't played in almost a year. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. Yes. It's pretty noticeable in a fight 1 vs. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. 25 days. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Stellaris. These are also stack. But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. It's pretty noticeable in a fight 1 vs. One thing i have noticed though is that Shield Regeneration pretty. Reply. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. 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). A new Stellaris update 3. IPWIW. Hardening stacking question. A new UI interface is made for mod. Frop. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 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. 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". They also have 50% armor penetration, so armor will be less effective. 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. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Stellaris. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. add modifiers add/substracts a set amount of a resource or attribute to a scope. Shields are basically extra HP, damage to shields isn't affected by the armor stat. #3. Supremacy Adoption - Naval Cap +20%, Ship Upkeep -10% Supremacy Finisher - +5% Shield and Armor Penetration Supremacy #1 - Ship Speed +10%, Command Limit +25% Supremacy #2 - Unchanged Supremacy #3 - Unchanged Supremacy #4 - +25% Damage vs Default Countries, -15% War Exhaustion Supremacy #5 - +20%. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. 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. Slap on 3 afterburners. Shield damage have every gun +100%, which mean 1:1, except ↓. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. • 2 yr. 14 0. Compare with Marauders : +25% hull damage, 20 dps. Particular_Jicama_97. Reply. If you mean by penetration resistance, then yes. 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. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. #4. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Missiles have 100% shield penetration like fighters. 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。. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. 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. I'm still trying to wrap my head around how Stellaris handles weapons and defense. 5. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. 420K subscribers in the Stellaris community. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 8-15. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. they probably will die at some point. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. , stuff with %100 Shield Penetration and %100 Armor Penetration. Stellaris > General Discussions > Topic Details. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. Stellaris. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. Hull, that once depleted, destroys ship. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. shadowtheimpure. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. . is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. There's no difference in Shield penetration and ignore shields. Cheaper Alloys cost than armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. ago. Time to bring out the torpedos. Only. 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 earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. 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). Small. ago. Disruptors are mostly for the memes or countering certian crises. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to damage against. 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. Driller drones have some problems, but are awesome in no shield systems. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. −20% armor penetration. . 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). ship_armor_mult = % the ships armor amount is increased byFeatures. Stellaris: Shield Hardeners - You must use them. I do full penetration armaments for the titans and battleships. HerewardTheWayk • 1 hr. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. Hello everybody. Jun 15, 2019 @ 11:18pm "penetration" #1. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. 1- They spawned really close and the endgame crisis didnt even take 2 years. All Discussions. Doing some tests against the contingency. Once you. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Shields are probably the better option, since stacking armor on small ships is futile. In the original release version of the game I reliably went with energy weapons and was happy with the results. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. −5% accuracy. Stellaris Real-time strategy Strategy video game Gaming. In general, vs Kinetics, Disruptors, strike craft and trops. They already have extremely low range (20) and require a large slot making them all but useless at the moment, and this change would make them useful against smaller craft who get too close, once again making sense thematically and mechanically. Hull - 125% of 'normal' damage for as long as it lasts. First destroyer fleet lost 19 ships and the remaining hull was 40. Projectile and Missle Weapons. 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. 67. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Destroying the Portal earns the Rift. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. But that isn't something I expect to happen, as. this gives you a lot more time to defeat the portal. But it does miss, turning great early-game potential into a slow, dull grind. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. reduction modifiers divide an amount of a resource or attribute by a set amount. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Viral Cascade - Increased ship shield penetration and evasion 10. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. If the enemy has no shield penetration, then shield hardening does nothing. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. None of their ship ever produce debris and their ship configuration is quite deadly. 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?Does any one knows the difference? Some examples would be great. 85 -1 = 1. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. There's about a 10 day delay though. 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. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. 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. Against other players in pvp, yes you would be right, as players usually don’t have +6000% bonuses to shield and armor or severe imbalances between shield/armor and hull (among other factors). 100% Shield penetration = Ignores shields (no damage at all to shields). Go to Stellaris r/Stellaris. 45% shield penetration. If they are still useless, a mix of shield stripping and anti armor weapons will be better. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. 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. But it also penetrates armor by 50%. This works because Amoebas are carriers, they flay you with fighters. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Xaphnir. Fun fact. 25 days. Its DPS is 4. 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. 7% reduction against medium plasma. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. 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. 80% damage against armor. The Stellaris 3. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. Shields require energy from the ship's. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). +47. If this capacity is exceeded, they become permeable to the following attacks. . Depends on who you're fighting. 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). Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. 索林原虫的出现不需要任何先决条件。. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. CryptoDoes any one knows the difference? Some examples would be great. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. With the occasional situational exception, of course. Doing some tests against the contingency. 34. I’ll stack a range-aura juggernaut in with them. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Penetration means it completely avoids the health bar and will directly damage the underlying bar. Computer system. Time to bring out the torpedos. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. Gunships Support 6. This test is about which ship does beat job against contingency. 100% shield penetration. Man, the forerunner tech would be massively op but so fun to have in Stellaris. Does any one knows the difference? Some examples would be great. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. Jun 15, 2019 @. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. As of 3. Armor hardening is better and easier to get than shield hardening. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. 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. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Which also kinda makes sense. 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. 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. But good lord do those eat power. 14 votes, 10 comments. The below video linked when completely seen will provided the needed information. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. It basically boils down to the armour penetration, shield penetration and hull effectiveness. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. The entire 'disruptor' line is a noob trap. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Large. Still you want to go shield heavy and shield capacitors. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. ago. To top it off, the time loop had become destabilized over an extremely long time. 3. 420K subscribers in the Stellaris community. It then gets divided by 4, presumably to make it the type of number Paradox wants. Who knows how many galactic cycles it had been in place before it. Armor - normal, needs to be destroyed before hull damage starts. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. +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. 67. 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. The entire 'disruptor' line is a noob trap. For example the ancient laster (Cavitation Collapser), resembles normal lasers. In addition to that, explosives tend to have Penetration. If you can, research more advanced. Graphical effect for the planetary shield generator. Jump to latest Follow Reply. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. 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. Bolt. 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. Go to Stellaris r/Stellaris. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. This article is for the PC version of Stellaris only. It lacks the bonus to hull damage lasers have. Proton. Penetrate through shield but lost 50% of their power. 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. 2 Mining Habitats. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. Stellaris. shields, lower dps compared to kinetics). Energy weapon or kinetic weapon. Failing that, Energy torpedos, or your highest tier torpedo. 100% shield penetration. ajanymous2. Shield strength, against full shield penetrators, is given by. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. 6. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. . Armor reduces damage by a set percent. EMP fuse -Specifically design torpedo, to. Well I guess we could go through process of elimination . Stellaris. In general, vs Kinetics, Disruptors, strike craft and trops. Side bonus of 80% shield hardening and 400 extra armor and shields. The anomaly generated "shield world" is actually in a time loop. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. + Constantly blocks a number of damage per unit of time. Shorter reload times, higher movement speeds, but lacks shield penetration. They are called Space Torpedoes. Shield hardeners are a new defensive technology in the upcoming 3. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Beam. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Cloud lightning + arc emitters + disruptors. hardening * total. 6 also includes new galaxy shapes to explore, new story events, a new. A quick search reveals that shield hardening apparently stacks. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. Now say, 30% shield hardening cuts Disruptor damage by a third. 5 multiplier. Ironically, there is an advanced armor option known as Dragonscale Armor. Armor and shields are weighted equally, while ship hull points get a 0. ago. It then gets divided by 4, presumably to make it the type of number Paradox. In addition to that, explosives tend to have Penetration. Its DPS is 4. Armor and shields are weighted equally, while ship hull points get a 0. If they fire on ship without shield, it deal same damage, as if it fly through shield. 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. 50, vs Gamma lasers at 6. E. 2 - 3 Generator Habitats. 34 comments. Auto-best is not good, it frequently makes completely nonsensical design decisions. Frop. This mod is an optional content expansion package for Azur Lane Stellaris DLC. Disruptor = 100% Shield penetration. That’s 17. Corvettes with high evasion are really good too, and you should have those anyway. Honestly shield penetration and armor penetration is pretty amazing. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). 50, vs Gamma lasers at 6. That's physics. Beam. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. Take the Ruby Guardian (Topaz/etc. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Just imagine it exploding outwards and back on the superweapon. Fighters - 2. That’s how badly hardening gimps penetration weapons. Even a full point defence fleet would be unable to stop this many missiles. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. That’s 17. 2 armor for every 1 shield. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. My fleet is using 31 of those battleships. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. 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. 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). Each variant is in its own fleet so I can track damage. EDIT: If I get the Enigmatic Decoder from the Enigmatic. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 100% shield penetration, 100% armor penetration. 36%. The ship cannot take damage for a whole 10 days before it regens. 13. 5 Starship Shield Hardness +47. 装甲的优点在于能够. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Vulnerable to kinetic weapons.