Stellaris shield hardening cap. The shield regeneration is per shield slot. Stellaris shield hardening cap

 
 The shield regeneration is per shield slotStellaris shield hardening cap  Stellaris: Shield Hardeners - You must use them

Can't terraform Mars then. Small ships can't do it no matter how much you try. 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. frac {a} {a + 60} * ( 100% - p% ) I. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. Just what it say on the tin. . Battle ships are your heavy carriers and artillery weapons. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). This thread is archived. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Shield Hardening should protect from storms and neutron stars. 1. There is no reason whatsoever to use them anymore after the recent patch. In Stellaris, the current command limit cap is set at 500. Stellaris. 3. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. Clock Fail Detection for Stellaris LM3SX00 MCUs (AN01278) Author: Texas Instruments, Incorporated [SPMA031,*] Subject: Application Notes Keywords: SPMA031 Created Date:there are a few techs that are irrelevant, a couple missing that I would like to see, and I would like to resort a few of these so that engineering isn't so overwhelmed and physics so under-utilized. That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. Web Death Jun 4, 2019 @ 11:54am. 3. 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. With 3. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Is this a good strategy for winning battles right now?Expand user menu Open settings menu. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. You are literally paying double for only 30% extra defense. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 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 one resource). 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. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on. 1 Libra 4. I posted a bug report on the Stellaris forums. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. Mining lasers are now classified as Brawling weapons. In the default galaxy map mode, subjects have the same color as their overlord. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. These IDs are usually used with the research_technology tech ID command. From the incoming 3. If you mean by penetration resistance, then yes. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. • 5 yr. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. It gets shot by a 50% penetrating shot. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. The 3k minor artifact cap is pretty painful now. 7 Fleet command limit. A tier 3 shield generator has 90 hit points, and a shield regen of +4. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. Edict Fund can be increased by the following:. But the opposite will be better in all other situations, and there are more of those than pulsars. Shields are hit-points on top of your hull hitpoints. 6 shield regen, 15% shield hardening. Explosive Missiles Balanced MK 1 Concussion Missile. R5: Found a choke point on a pulsar that gives 100% shield nullification. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Larger ships have more. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. Stellaris. 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. 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. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. 0 “Orion”. Go to Stellaris r/Stellaris. Taking any damage at all will reset this timer. If this capacity is exceeded, they become permeable to the following attacks. Here are the complete notes for Stellaris 3. On the other hand, Nobles can produce upto 15% Stability. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. 0 unless otherwise noted. 25 days. Early game of course I do the classic hangar DP, since they easily counter small ships. 0. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. 2 from 2 Shield Caps x 1. This is a searchable and complete list of Stellaris technologies and their IDs. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. Auras of the same type do not stack. On a cruiser, with the same number of slots, but now getting less from its ancient suspension fields slot-for-slot compared to the big girls: 30%. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. ago. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Decreased the base damage of explosive torpedoes. Gigacannon needs. 1x regenerative hull tissue. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. For example the ancient laster (Cavitation Collapser), resembles normal lasers. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. The cap to the Force Disparity bonus for fleets. Stellaris. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. They can help handle most forces until the enemy starts rolling. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. Warhunter May 10, 2016 @ 7:11pm. 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. Upload Attachment 7. 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. Other than Armor Hardening, it's just the edict to speed up megastructure construction. I ragequited after the battle, and than reloaded the save. Damage redirected to the hardened component. "Shields aren't too good" really depends on the situation. And ye, I'm already undetectable and in a "sweet spot". 5% daily Armor regen will restore about. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. This page was last edited on 14 October 2017, at 11:01. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. Report. There is no such thing as a "barrier" in the game. 2x regenerative hull tissue. 25) gets tanked instead (meaning. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Stellaris > Workshop > Laquly 零者's Workshop. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. 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). Against 75% Armor Piercing, Crystal-Forged is better than Armor on ships under 3,600HP. -Ruler Job, meaning high upkeep. Technology. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. Add a Comment. That seems to make Shield-focused fleet builds more attractive, i. 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). So if you got shield hardener, then 25% is dealt to shield. Check to see if your rival is going Laser or Plasma before selecting defenses. 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. Stellaris > General Discussions > Topic Details. Archaeoshields should now properly provide their shield hardening bonus. Log In / Sign UpI have always wondered whats the point of having penetration. Economics is everything in stellaris if you have more ships you win. If the target has shield hardening, they still work together to beat the shields first. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. . Increased the range of Energy Siphons. Stellaris is a sci-fi grand strategy game set 200 years into the future. It just misses an icon. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. X branch. Enforcers produce 1 Unity. NagolRiverstar • 1 mo. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. 8. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. All Discussions. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. The stasis field does less direct shielding than T5, but also adds hardening, which is big. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. 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. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Stellaris. ago. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 8. So thats 285 average damage per shot v armor every 5. It is now possible to get 100% of both shield and armor hardening using councillors only. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. The advantage to shields is that they recharge on their own, but no longer in combat. • 20 days ago. Darvin3. Decreased the base damage of explosive torpedoes. Hello, i wonder what "+% armor penetration" realy does. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. Shield hardeners are a new defensive technology in the upcoming 3. 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. Steps to reproduce the issue. ; 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. M: +315 shield HP (505 with AP), 4. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Dimensional Artificing: 10 +5 Minor artifacts per month Planar Mastery astral action Manifesting objects of cultural significance from other dimensions can be done under the right circumstances. HerewardTheWayk • 1 hr. Ancient Pulse Armor (and other ancient armaments) are impractical. 25 to shield. Reply ggmoyang Voidborne • Additional comment actions. 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 . 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. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 50% shield. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. Report. I tried everything, strikecraft, artillery, energy weapons, etc. Total HP = 2853 with 5. Stellaris Real-time strategy Strategy video game Gaming. Archeao Engineers as a perk. 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. 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. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Also there is +30% evasion from 3 thrusters and 10% from combat. They're more effective the more shielding you have on the ship. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. Megastructures are colossal constructions. Their fleets tend to follow their overlord's. 18. Destroyers are around 2k health and 50% evasion. As much shield as possible. 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. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. They can help handle most forces until the enemy starts rolling up with battleships. Discovered a shielded world where the shield was failing and was about to cook the planet to death. But it also penetrates armor by 50%. cake_flattener5 Corporate Dominion • 11. There is no such thing as a "barrier" in the game. For example. 0 unless otherwise noted. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 5 days. Nov 16, 2023PitiRR. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. 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. nightraven1901. 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. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. 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. ago • Edited 5 yr. EDIT: the philosophy this is based on is pre-3. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Sep 13, 2020 766 932. A quick search reveals that shield hardening apparently stacks. Also carries Auras. 2x Armor III - 430 HP. I usually go with 2:1 armor to shield. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. The same goes for L-slot shields. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. ; About Stellaris Wiki; Mobile viewJust had a random thought here. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). The Dragon. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. 6. Big sad. You can send your ships to vassal ports if you. Cool. The stasis field does less direct shielding than T5, but also adds hardening, which is big. All Discussions. If other mods modify the initial material storage cap, the lower one in the sorted list. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Increased the range of Energy. The driller drones synergize really well with other shield bypass builds. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Best. 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. 3. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. 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). That’s how badly hardening gimps penetration weapons. 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. Basically arc does 25% damage as shields are enough. From wiki. Callinicus. 7 (Ancient Suspension Field) and now especially with 3. *) Created by jasonpepe. (Note: patch 3. 75% hardening all shield targets stop arc pretty well. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the reasons why Devouring Swarms are awesome to play in early conquests. Stellaris. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. That’s 17. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Now say, 30% shield hardening cuts Disruptor damage by a third. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to go. If the target has shield hardening, they still work together to beat the shields first. But if some torpedoes do get by, I. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Content is available under Attribution-ShareAlike 3. Equip an ancient suspension field 2. Your enemy has to chew through them before attacking the hull. This is so effective that ~40k fleets 1:2 destro/cruiser. Third, buff the hardening components. Thread starter Chuunibyou Imouto;. 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. The shield hardening components kind of revive the shields back to their older glory. So the Whirlwind Missiles and Strike Craft both pierce shields. 1 Large Neutron Armor gives 1740 armor. #23,663. Absorbent. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. 2x Crystal plating (hull HP booster) - 550 HP. . (autocannons, which the AI loves to use) are crap against it. MuffinFIN • 5 yr. Megacannon is 40% more DPS and 1. is it worth it do you think?You can't just run pure Armor with hardening, as there are very strong anti-armor weapons out there. And if they have, armor is better than hull against kinetic batteries. And balance of anti shield and anti armour weapons set up as well. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. Larger ships have more. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. Basically arc does 25% damage as shields are enough. Can reliably hit 100% Shield Hardening with Archaeotechs. . I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. Is this a good strategy for winning battles right now?Vote. 34. This mod adds base hardening to shields and armor, increasing with their tier. 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. Is this a good strategy for winning battles right now?Im gonna be quick here since most of the introduction i have done in the past few times, bringing simmilar topics: Shield hardening should protect from "shield nullification". My enemy has mountains of torpedoes (no neutron launchers). Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. The bad news is that it doesn't increase say shield benefits. 1x shield capacitor. 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. 8 Governing ethics attraction. 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. This way I got a pretty low effective fleet cap but no changes in early game. 3. BUT the shield hardening form suspension shields do not. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. 3 Stellaris Tech Id List – C to E. Decreased the base damage of explosive torpedoes. Damage 16 - 24 +100% Shield Penetration +25% Hull Damage;Tactics Forever, before the dev put it on Steam and then gave up on it. What's the value/purpose of the Hardening stat? Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. Of course, check if your enemy has hardening, as that hard counters these and disruptors. Stellaris Wiki Active Wikis. Also, shield/armor hardening could make a disruptor-based. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. and there is no way to bring them back. Refire rate and general stats have been adjusted. Reply. 1680x8 shields or 13440 points. Armor/shield hardening is a counter for weapons that bypass that defense. Mining lasers are now classified as Brawling weapons. 2 Available envoys. Any chance next patch our own bases and AI bases will deploy only armor in a zone that removes all energy shield (stars nebula with 100%shield nullification) Also same for weapons why would my station need guns with extra shield damage when there are no shields in those sectors id rather see my station. 5 days. Would take an A slot. Paradox Forum. Edit: there is also a define to allow easy scaling of this number, just modify LEADER_CAPACITY_XP_SCALE in stellaris/common/defines/Stellaris 3. 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. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Except when he uses shield-piercing weaponry. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. Good uses: Artillery and Auras. Here are the complete notes for Stellaris 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Planetary shield generators in Star Wars are impenetrable. 8. 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. 6. Steps to reproduce the issue. Except that they use 25 / 50 / 100 power each. Do the math: Crystal forged armor gives you around 100% bonus hp (maxed out. Smaller ships only have one aux slot. EDIT: the philosophy this is based on is pre-3. If the attacker's tracking is higher than the defender's. at a much lower cost, and will be able to provide shields and armor penetration, and even unbeatable shield and armor hardening. Observe the full damage going through shield. Yes, I'll attack the frigates yada yada. Stellaris. 34. 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. Catteraine Mar 24, 2023 Jump to latest Follow Reply Shields have become pointless. And a corvette: 50%.