stellaris shield hardening cap. Reclusive −5% Diplomatic Weight. stellaris shield hardening cap

 
 Reclusive −5% Diplomatic Weightstellaris shield hardening cap  In-combat regeneration occurs but its not a significant factor

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. So thats 285 average damage per shot v armor every 5. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Is this a good strategy for winning battles right now?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. 75% hardening all shield targets stop arc pretty well. Reclusive −5% Diplomatic Weight. 0 unless otherwise noted. I think the maximum leader cap was 12 or 15 (in 3. 4 Stellaris Tech Id List – F to I. Destroyers are around 2k health and 50% evasion. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. Observe the full damage going through shield. 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. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. 4. 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. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. Stellaris. 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. Big sad. It matters more with shields. 34. And ye, I'm already undetectable and in a "sweet spot". conflare. Time to load it up with armor and plasma! 12. Equip an ancient suspension field 2. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. For downside traits, Unruly and Deviants are the best. Yes, I'll attack the frigates yada yada. 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. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. Increased the base damage of Flak PD. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. Each start system can have between 2 and 15 celestial bodies. Hello, i wonder what "+% armor penetration" realy does. Late game you can repeatedly boost ship and station health, increasing the effect of regenerative hull to the point where it becomes the best choice hands down. Megastructures are colossal constructions. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. As soon as version 2. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Meaning you can get 100% hardening on a large ship, pretty easily. There is no such thing as a "barrier" in the game. Stellaris Real-time strategy Strategy video game Gaming. Stellaris > Workshop > AlexaTheGoddess's. and a huge stack of armour. Their fleets tend to follow their overlord's. Legacy Wikis. Archaeoshields should now properly provide their shield hardening bonus. Stellaris: Shield Hardeners - You must use them. If they're mostly armor, go for anti armor weapons like plasma, lances and torpedoes. (Note: patch 3. This is a searchable and complete list of Stellaris technologies and their IDs. ago. Stellaris Real-time strategy Strategy video game Gaming. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. 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. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. Starbases and Defense platforms. Once you out-tech the AI, there's no point beyond FEs and Crisis. They cannot be built in orbit of a celestial body that has an. 3. And Unbidden anchors now give their ships shield hardening and boost shield regen. 3. I typically go shield hardener (because shield hardening feels broken at 25%) and two regenerative hull tissues or change one out for afterburners (they actually work well against crisis with the new staying at range. 9. 30% armor hardening on top cuts it by another third. The driller drones synergize really well with other shield bypass builds. and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships. 1 Large Neutron Armor gives 1740 armor. Base: 20 Modifiers. 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. I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. A Tier 3 Railgun does 13-44 damage (+33% v shields but lets even ignore that). Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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 . Sep 13, 2020 766 932. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. There is no reason whatsoever to use them anymore after the recent patch. 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. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. Addendum: Weapons that ignore shields tend to be counterbalanced by point defense that shoots them down (Regular PF for Missiles, Flak for Fighters). With 3. X branch. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. 3. 100% is ideal value - as it would protect you from penalties from hull damage. Small ships can't do it no matter how much you try. It's a bit slower than shield reg, but your fleet starts each battle at full health. . On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. Now say, 30% shield hardening cuts Disruptor damage by a third. This mod is a global compatibility patch for Stellaris 3. In the middle, fittingly, is the medium platform. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. 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. Depends on who you're fighting. 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. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. As accidental fly into a pulsar system means if you have the other way you get wrecked. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. I think it could be interesting if the rare resource edicts granted a small boost to armor/shield hardening, making the edicts a bit more useful, and an early source of armor/shield hardening before we research it proper. Megastructures are colossal constructions. 0 was launched, they doubled the cap from 200 to 500. The same goes for L-slot shields. 00?Stellaris. 00. Edict Fund can be increased by the following:. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. 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. Current Stellaris Ship Meta (for v3. Archaeoshields should now properly provide their shield hardening bonus. Stellaris Real-time strategy Strategy video game Gaming. Stellaris Wiki Active Wikis. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. What'ss the point omega lulzThis article is for the PC version of Stellaris only. The nano missiles and saturation artillery are flatly excellent. I think some FE/AE focus on energy. 0 “Orion”. and a huge stack of armour. Against 75% Armor Piercing, Crystal-Forged is better than Armor on ships under 3,600HP. As accidental fly into a pulsar system means if you have the other way you get wrecked. 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. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. 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. Would take an A slot. frac {a} {a + 60} * ( 100% - p% ) I. Battle ships are your heavy carriers and artillery weapons. Stellaris > Workshop > Laquly 零者's Workshop. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. ago. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. 2k. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Explosive Missiles Balanced MK 1 Concussion Missile. 1. Gigacannon needs to do 12600 to. I'm in the middle of a game on the new patch, trying out all the archaeo goodies, and as much as I want to try fully outfitting my fleets with the new toys, the cap is holding me back. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. That's worse than 6+6=12s for a purely neutral weapon. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. So +6. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. 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. The cap to the Force Disparity bonus for fleets. 3. Stellaris > General Discussions > Topic Details. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. And you’d be better off fitting the cruiser with armor and shield hardening than trying to stack evasion, which the frigate doesn’t have enough A-slots to pull off. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 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. nightraven1901. In Stellaris, the current command limit cap is set at 500. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. Yes they stack. at a much lower cost, and will be able to provide shields and armor penetration, and even unbeatable shield and armor hardening. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. g. HerewardTheWayk • 1 hr. Otherwise IMO it is worth it to use armor unless you are in dire straights for alloys. 67. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Yeah, you kinda need this. They're 100% shield and armor penetration with higher base damage output in the S slot than M slot disruptors, and on top of that do +25% to hull. 00, whereas explosive torps have 1. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. Go to Stellaris r/Stellaris. but is shield hardening from ancient shield tech worth using if I'm focusing on shields for my defense? It's really good for Titans and Juggernauts, which have the power supply to afford heavy amounts of Shielding and the relic cost is reasonable on ships you won't be using in large quantities. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. Equip an ancient suspension field 2. Stellaris. . 1 shield regen, 15% shield hardening. Increased the range of Energy Siphons. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. ago. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. Attack the ship with a shield penetration weapon 3. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. After all it is better to field 100 cheap battleships than 80 armored ones. Edict Fund can be increased by the following:. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. Stellaris Real-time strategy Strategy video game Gaming. 1 the first in the 3. If you mean by penetration resistance, then yes. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. Armor Tier [I. 1. Alpha damage is the amount of damage a fleet can dish out per volley. cake_flattener5 Corporate Dominion • 11. (Note: patch 3. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). 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. 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. Just had a random thought here. 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. This mod adds base hardening to shields and armor, increasing with their tier. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. This mod adds base hardening to shields and armor, increasing with their tier. So raw HP gives you better or same than the others, and always works. Losing 100 Ar or 125 Sh to get 65 Hull. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. 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. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. Attack the ship with a shield penetration weapon 3. Sep. 4. Below is an example of what I found out while testing ship combat. hardening * total. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Apr 23, 2023. and a huge stack of armour. • 5 yr. 64) with it. 25 shieldpoints. 6 shield regen, 15% shield hardening. They're very powerful if your enemy lacks hardening. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Mono-shield is much harder to pull off because of the power demand (and is very weak to penetration), and mono-either is (almost) strictly better than. Related Topics. e. 1x regenerative hull tissue. 50% shield. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. I started a new game and I saw the frame world origin. One of the several reasons that armour is generally considered a better defense than shields in Stellaris is that there are a lot more weapons that penetrate shields than armour, as well as more weapons with high damage multipliers to shields. Total HP = 2853 with 5. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. 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. Both are late game anyway so doesn't matter. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. That's good, but not great for an ascension path. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. rely solely on them, because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. 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. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. E. Increased the range of Energy Siphons. 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. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. This means it now has 90-50=40% as the penetration just subtracts armor percentage. 5 Stellaris Tech Id List – J to P. 4K views 8 months ago. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. 8. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. "Attacking. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. It gives +10% weapons damage, +10% shield hardening for admirals. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. It certainly made sense when minor artifacts couldn't be. 5 to hull, 18. They cannot be built in orbit of a celestial body that has an. Hull is 3300. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. About this site. Larger ships have more. The same principle applies if your enemy has shields instead of armor but in reverse. Just don't expect much from Corvette shields. build several of these. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap. So if you got shield hardener, then 25% is dealt to shield. With the 2. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Baby's First Stellaris Ships (3. Armor hardening is better and easier to get than shield hardening. The shield hardening components kind of revive the shields back to their older glory. 1 comment. ago. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. 1 daily regen (2. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). 3. There is no such thing as a "barrier" in the game. 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. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. Observe the full damage going through shield. I tried 2k nav cap frigates before, didn’t kill a single contingency ship. Jan 23, 2023. Also there is +30% evasion from 3 thrusters and 10% from combat. Canis Minor v3. Losing 100 Ar or 125 Sh to get 65 Hull. Stellaris is a sci-fi grand strategy game set 200 years into the future. 50% shield hardening lets you live +100% longer (!!!!!). {"payload":{"allShortcutsEnabled":false,"fileTree":{"en/localisation/english":{"items":[{"name":"name_lists","path":"en/localisation/english/name_lists","contentType. It also means you will only need 50% shield hardening to fully harden against these threats. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. This page was last edited on 23 March 2022, at 17:16. Discussion. Stellaris technology list and IDs cheat. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. MuffinFIN • 5 yr. 1 comment. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. Heavy platforms and their large weapons do best with larger forces towards the end of the game. 1 Anomaly research speed. These are also stack. Stellaris. - Gourmand in energy and is inefficient under a firepower too important. Report. As much shield as possible. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. Effect: Allows ship not to be detected by scanners (S-C) systems away, where S is scanner level and C is cloaking shield level. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 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. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. 6 update. The only refrence to it I can find online is an Apec video that doesn't really take the frame world to its full potential. With the new Subterranean Origin it's now possible (in fact very easy) to reach 100% Orbital Bombardment Damage reduction: Subterranean Origin: -75% Orbital Bombardment Damage Never Surrender (Unyielding Tradition Tree): -25% Orbital Bombardment Damage Survival of the Fittest (Adaptability Tradition Tree): -25% Orbital Bombardment Damage. 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). Also, shield/armor hardening could make a disruptor. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Best. 8. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. Doesn't seem like silos or anything else increase it. Tried again, happened again. 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. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). Increased the base damage of Flak PD. 2x Crystal plating (hull HP booster) - 550 HP. Is this a good strategy for winning battles right now?Megastructures are colossal constructions. Upload Attachment 7. Armor does not reduce damage to shields. 0 “Orion”. Corvettes and Destroyers don't have enough space to run hardening, and Battleships and Cruisers get absolutely murdered by Tachyon Lances and Neutron Launchers if they don't have shields. Basically arc does 25% damage as shields are enough. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Go to Stellaris r/Stellaris. 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. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. 3. I was able to see that they now have 50% shield hardening (which makes sense to me. So the Whirlwind Missiles and Strike Craft both pierce shields. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. 8 Gemini) By foxfax. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. 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. These IDs are usually used with the research_technology tech ID command. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!+30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. . Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. Stellaris is a sci-fi grand strategy game set 200 years into the future. It is developed by Paradox Development Studio and published by Paradox. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Increased the range of Energy. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. So Apparently my first Relic World happened to be where Shard woke up and decided she wanted to live there. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. They can help handle most forces until the enemy starts rolling. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Shields regenerate on their own after battles. . 25 to shield. 1x regenerative hull tissue. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. Psychic Governors get +10% unity production, Psychic admirals get +10% weapons damage and +10% shield hardening, Psychic Generals get +15% morale and +15% morale damage, Psychic Scientists get +25% survey speed and +1. Megastructures are colossal constructions. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. 8 (Genius Armorer councilor leader trait), you can get a lot of shield hardening that makes those shields actually pretty important if you're, e. Stellaris. They can help handle most forces until the enemy starts rolling up with battleships. and directly work on armor/hull. 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. #23,663. I get the sense the tech is a bit less finicky in Stellaris.