Stellaris shield hardening cap. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Stellaris shield hardening cap

 
Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armorStellaris shield hardening cap  On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons

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. and directly work on armor/hull. 2 (e793); build ID. 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. Sep 13, 2020 766 932. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Except that they use 25 / 50 / 100 power each. hardening * total. The wiki doesn't say anything about them having point defense. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. Discovered a shielded world where the shield was failing and was about to cook the planet to death. As few weapons as possible. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. Stellaris. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. Even an armada of warships doesn't have enough firepower to crack a planetary shield. Go to Stellaris r/Stellaris. 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. 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. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Increased the base damage of Flak PD. 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. • 1 yr. If you mean by penetration resistance, then yes. You can roll. #1. This latest play through was going pretty good I had a fairly strong empire with about 60k troops and decided to take on the empire next to me so I amassed all my troops and went to war. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 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. 6 ORION: Leader Balancing. I tried 2k nav cap frigates before, didn’t kill a single contingency ship. "Attacking. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. 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. and a huge stack of armour. And if they have, armor is better than hull against kinetic batteries. 1 Large Neutron Armor gives 1740 armor. Stellaris Real-time strategy Strategy video game Gaming. Is this a good strategy for winning battles right now?and a huge stack of armour. (Note: patch 3. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. 50% shield hardening lets you live +100% longer (!!!!!). With a shield capacitor, that's +50% regen. E. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. In the default galaxy map mode, subjects have the same color as their overlord. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. +10% evasion (and 20% sublight speed). Also, shield/armor hardening could make a disruptor. Mean-Falcon-6204 •. The cap to the Force Disparity bonus for fleets. Decreased the base damage of explosive torpedoes. :- ( (building a new fleet is much. Yes, I'll attack the frigates yada yada. The shield hardening components kind of revive the shields back to their older glory. Mining lasers are now classified as Brawling weapons. 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. You can send your ships to vassal ports if you. 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. Here's the fleet comp I'm personally finding is my go to in 3. 0 unless otherwise noted. Armor/shield hardening is a counter for weapons that bypass that defense. Attack the ship with a shield penetration weapon 3. Content is available under Attribution-ShareAlike 3. it would still hit the 90% cap. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. 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. I intervened without looking it up (as I do. Meaning you can get 100% hardening on a large ship, pretty easily. ago. So raw HP gives you better or same than the others, and always works. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 6 shield regen, 15% shield hardening. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 3 Stat modifiers affecting empire. And balance of anti shield and anti armour weapons set up as well. EDIT: the philosophy this is based on is pre-3. 8 armor/day (round to 35 to make math easy). Save file editing has to work too. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Increased the base damage of Flak PD. 4. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the nonsense on this list o. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. Increased the range of Energy. It's a bit slower than shield reg, but your fleet starts each battle at full health. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. ago Maybe. Would take an A slot. I've had trouble figuring this out exactly, but this is what it looks like. 7 (Ancient Suspension Field) and now especially with 3. Oct 14,. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. Best. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. There's not really that much you need in terms of utility components. And ye, I'm already undetectable and in a "sweet spot". Stellaris. 1x shield capacitor. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). 0 “Orion”. give shroud avatars 90 or 95% shield hardening . Smaller ships only have one aux slot. 3. In the meantime I found a bug. 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. They cannot be built in orbit of a celestial body that has an. Shield strength, against full shield penetrators, is given by. 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. TLDR; Armor is better than shields the vast majority of the time. • 20 days ago. Darvin3. YokimisaIf I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardeningI feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. Information. The other version is "%chance to reduce any damage from penetrating at all" but I. Deflectors are shields and do the same as any other shield within the game. 1 the first in the 3. 1. Report. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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). It certainly made sense when minor artifacts couldn't be. With the 2. 3 Base intel level. 1 Regenerative hull gives +10% daily armor regen. The nano missiles and saturation artillery are flatly excellent. and there is no way to bring them back. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. Apr 23, 2023. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. 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. and you should focus on only one hardening to make it actually viable. If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). Starbases and Defense platforms. 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. and a huge stack of armour. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. This mod adds base hardening to shields and armor, increasing with their tier. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). So you can either go shield hardening or armor hardening, and it is usually better to go armor hardening due to all of the below. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Increased the base damage of Flak PD. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 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%. What's the value/purpose of the Hardening stat? Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 2% armour/day, or 122-123 out of 6444, and 1% without Titan. New comments cannot be posted and votes cannot be cast. The shield hardening components kind of revive the shields back to their older glory. 6 Technology List – Q to S. If there is a storm that nullifies 100% shields, but ships have 20%. Recently I decided to pick it up again. They're more effective the more shielding you have on the ship. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. BUT the shield hardening form suspension shields do not. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Discussion. Cato Mar 7, 2018 @ 5:55pm. Megastructures are colossal constructions. . First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. ago. nightraven1901. Your enemy has to chew through them before attacking the hull. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). Larger ships have more. On the other hand, Nobles can produce upto 15% Stability. Alpha damage is the amount of damage a fleet can dish out per volley. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Gigacannon needs. 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). If you're using Clone Army, you want that empire to be war-heavy, more than likely. Celestial bodies may have resources which can be harvested by orbital stations. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. You should have a mix of weapons for this reason. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. Shield capacitor gives +10% for more shield (2x repeatables) vs. 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. Cool. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Cons: Hard-capped quantity based on Naval Capacity. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. #1 Buzzard Feb 18 @ 10:20pm Armor/shield hardening is a counter for weapons that bypass that defense. g, 100% penetration vs 75% hardening means 25% of the damage goes through. . X branch. guiskj Captain. 1x regenerative hull tissue. Planetary shield generators in Star Wars are impenetrable. 3. This page was last edited on 21 May 2022, at 20:12. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. 1 the first in the 3. + Constantly blocks a number of damage per unit of time. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. 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. Observe the full damage going through shield. 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). You can roll. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. 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. Economics is everything in stellaris if you have more ships you win. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. This page was last edited on 23 March 2022, at 17:16. The cap to the Force Disparity bonus for fleets. 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. 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. Archeao Engineers as a perk. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. 5. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. 2k. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the. 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. 30% armor hardening on top cuts it by another third. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. ago. 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%. 0 was never released to the public instead making patch 3. It is developed by Paradox Development Studio and published by Paradox. 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). Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 6; 1; Reactions: Reply. 8. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. It gets shot by a 50% penetrating shot. 37 Badges. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. You are literally paying double for only 30% extra defense. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. 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. I wonder how good would it be against missile swarm cruiser spam. Now say, 30% shield hardening cuts Disruptor damage by a third. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. However, there are a couple situations where. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. *) Created by jasonpepe. But the opposite will be better in all other situations, and there are more of those than pulsars. 13. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Edict Fund can be increased by the following:. Added new aux components that use Exotic Gases, Rare. I posted a bug report on the Stellaris forums. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). But the opposite will be better in all other situations, and there are more of those than pulsars. 8 Gemini) By foxfax. Both are late game anyway so doesn't matter. A tier 3 shield generator has 90 hit points, and a shield regen of +4. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it. Stellaris: Shield Hardeners - You must use them. As accidental fly into a pulsar system means if you have the other way you get wrecked. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. Just use a balanced approach when it comes to shields and armour. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Megastructures are colossal constructions. 18. Add a Comment. 0 “Orion”. E. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Megacannon is 40% more DPS and 1. They cannot be built in orbit of a celestial body that has an. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. 34. Addendum: Weapons that ignore shields tend to be counterbalanced by point defense that shoots them down (Regular PF for Missiles, Flak for Fighters). 0 unless otherwise noted. From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. Armor Tier [I. I've had trouble figuring this out exactly, but this is what it looks like. 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. Refire rate and general stats have been adjusted. 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 driller drones synergize really well with other shield bypass builds. So that gives us 34. Observe the full damage going through shield. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. Side bonus of 80% shield hardening and 400 extra armor and shields. Tried again, happened again. It is weird that the double amount of smaller shields is better than one class larger. 0. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. 1 comment. 7. 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. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating. I tried everything, strikecraft, artillery, energy weapons, etc. Explosive Missiles Balanced MK 1 Concussion Missile. 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. E. Do the math: Crystal forged armor gives you around 100% bonus hp (maxed out. 0 unless otherwise noted. +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 Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. Total HP = 2853 with 5. Of course, check if your enemy has hardening, as that hard counters these and disruptors. Patch 3. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. . Base: 20 Modifiers. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. Is this a good strategy for winning battles right now?Expand user menu Open settings menu. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. If the target has shield hardening, they still work together to beat the shields first. ago. They can help handle most forces until the enemy starts rolling. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. 6. 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. This impenetrable shield cuts both ways, however. But it also penetrates armor by 50%. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. and a huge stack of armour. 3. Archaeoshields should now properly provide their shield hardening bonus. 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. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Sep. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. 4 Claim influence cost. Add a Comment. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. That’s how badly hardening gimps penetration weapons. Shard. 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. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. In Stellaris, if you lose the fight for the system, thats generally all that matter. There is no such thing as a "barrier" in the game. Thus far, the only one I've encountered that actually focuses on anti. If both these definitions are functionally identical, why does the game bother changing the tooltip from Shield Penetration to Ignore Shields when shield_damage is set to 0. I get the sense the tech is a bit less finicky in Stellaris. Q1. Attack the ship with a shield penetration weapon 3. Think of the Stellaris shield trade-offs the same way. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). 9) quite a lot. 34. 2 Available envoys. 3. 1 comment. Jump to latest Follow Reply. and a huge stack of armour. 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. Based on pre-2. The cap to the Force Disparity bonus for fleets that are significantly. 2x Armor III - 430 HP. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. id say a part of it will be simply that stellaris has so many other things to worry about that players naturally want to simplify everything as long as the loss of efficiency isnt too big, so even if teh meta is balanced in a way where mixed fleets would be ideal, unless its by a huge margin most players will choose to rather be 5-10% less effective. Both are late game anyway so doesn't matter. . It gets deleted when the colossus is used. There is no reason whatsoever to use them anymore after the recent patch. There are three types of modifiers. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system.