shield hardening stellaris. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. shield hardening stellaris

 
PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anywayshield hardening stellaris  This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull

They have their own weapons they fire. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Generally you should mount a higher ratio of armour anyway. 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. The only place where I can see myself choosing shields instead of (even more) armor is when you can get 3 shield hardening aux slots to back them up. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. - Update ESC-Unbidden crisis to follow same spawn rules as the vanilla one (no pulsar / binary system spawning). Negative shield negation adds to your shield value after all other calculations. 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. 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. ago. My enemy has mountains of torpedoes (no neutron launchers). The shield hardening components kind of revive the shields back to their older glory. . Destroyers are only good at. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. Contingency have massive range XL weapons that will OHKO anything they hit, and Unbidden gets shield hardening, and more importantly, silly shield regen as 2nd and 3rd crisis (I ran the math, their battleship regen. Best settings for quick multiplayer game? I'm playing my first multiplayer game with some friends tonight and am looking for advice on settings. ). It may not be the strongest of origins, but when you play to its strengths it can cover all of your resources with just merchants and scrap miners. Report. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 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. Stellaris Real-time strategy Strategy video game Gaming. +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. 100% is overkill and make bypass weapon useless, but there should be incentive for player to not going for bypass as a no brainer. Yes it's worth it. But the opposite will be better in all other situations, and there are more of those than pulsars. Max shields with 2 armor slots, and 2 crystal plating, with shield hardening and afterburners, one standard torpedo, torpedo AI, and as many autocannons as you can squeeze on it. What I want in a fleet is good firepower, while having a high survival rate. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I think that crisis, FE, AE, leviathans should have hardening. Using 3 on either shield, armor, or mixed made it easier for them. Archaeoshields should now properly provide their shield hardening bonus. 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. Ironically, there is an advanced armor option known as Dragonscale Armor. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 1. r/Stellaris • Someone on the forum made a really good write up on how ship engagement works, and demonstrated mechanics that I didn't know existed even at 2,000+ hours in the gameOriginally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. This means it now has 90-50=40% as the penetration just subtracts armor percentage. stephencorby • 3 yr. Don't forget to turn. 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. Subspace Hardening + Hypermatter Augment + Adaptive Hull (come at me bro levels of armor) Angel Shield (honestly my backup shielding) Shield Hardening (Angel Shield becomes stupid powerful) Goddess Halo (turns Storm Envelope into a fleet-killer and removes the drawback of Angel Shield's limited cover)Stellaris Dev Diary #318 - Announcing Astral Planes r/Stellaris • When I start a megastructure and activate the edict that speeds up megastructure construction halfway through, will it still speed up the remaining construction?{"payload":{"allShortcutsEnabled":false,"fileTree":{"en/localisation/english":{"items":[{"name":"name_lists","path":"en/localisation/english/name_lists","contentType. +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 can see that by putting two afterburners or shield capacitors on. Code. This will not only help balance armor vs shields. 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!Go to Stellaris r/Stellaris. Stellaris 3. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Below is an example of what I found out while testing ship combat. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Their fleets tend to follow their overlord's. I don't know why it would be small, other than your resolution setting being set to an absurdly high number, but there is a UI scaling option in the menu that might fix this (if it doesn't, lower your resolution maybe?). 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. Armor hardening is better and easier to get than shield hardening. My ships have self healing hull and armor so they are full hull and armor but their shields wont regen. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Those things will just idiot charge directly for their heaviest ships (battlecarriers) and take a ton of focused fire. Stellaris is discrete in nature, as any software is, and it has to try to represent our continuous time in the best possible way. Early game of course I do the classic hangar DP, since they easily counter small ships. 6 “Orion” update includes many changes to combat. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. -100% doubles your shields. 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 that's what your enemies are running they're worth it, and if not, they're. Those things will just idiot charge directly for their heaviest ships (battlecarriers) and take a ton of focused fire. Adds the Shrouded Star, which gives . Mar 29 @ 11:36am Minor Artifacts So I just got a notice I've got 3000/3000 minor artifacts. Stellaris: Armor Hardeners are very effective. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. is it worth it do you think?Related Topics. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Why the techs. Note that the Tech Tree starts where Stellaris' base game tech tree ends, with a few steps before mine truly begins. 7 throwing this strategy out the window. In fact, except for the Crisis Empire, no one can afford to use expensive hardening for every ship in the fleet unless you don't care about the total number. The ability to stack tons of shield and armor hardening is maybe useful for things like your flagship titans and juggernaut, but it's otherwise of very little value (and costs enough energy that starbases will leave weapon slots empty in order to try to mount defenses that they can't even benefit from!). But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. Big sad. Stellaris. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. Added new. 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. Each strike craft module can support a number of individual strike craft (it's usually 8 per module). Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 6 “Orion” update includes many changes to combat. 2 thirds armour 1 third shield. So having two grants you 30% hardening. Bumc Apr 10 @ 12:11pm. 75% hardening all shield targets stop arc pretty well. Stellaris: Suggestions. . 6 update. Also, shield hardening is easier to come by than armor hardening, which is relevant against the disruptor meta. Explosive Missiles Balanced MK 1 Concussion Missile. ago. 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. Couldn't say for stellaris, used console in most paradox games but never have for stellaris yet. Here are the complete notes for Stellaris 3. 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. That’s 17. Recently I decided to pick it up again. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. . Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. It won't be that bad in 2. There's not really that much you need in terms of utility components. It gives +10% weapons damage, +10% shield hardening for admirals. Shield strength, against full shield penetrators, is given by. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. . 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. 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. 1;. nAnd they got a hidden damage multiplier of shipsize+1. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. It’s sort of trend in strategy gaming…A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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 before submitting the new version to the. Both are late game anyway so doesn't matter. Which is better crystal hull plating or armour? Once we fill out our ship with shields we need to put something in our remaining defensive modules. Choose between 5% more hit points and 15% hardening for either shield or armor, or 10% more hull hit points. All Shield components draw double power but provide nearly double shields, and all ships have 15% baseline shield hardening. Shield nullification. Losing 100 Ar or 125 Sh to get 65 Hull. . 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. In the olden days of stellaris when the resources were only available as deposits and gave empire wide buffs they felt a lot more like. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. g. One does not ‘beat’ the Great Khan… the Great Khan beats you. There is too much data tied up in a planet. Legacy Wikis. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Relic fighters **melt** corvettes and woe to any corvette that puts on shield hardening when the swarm missiles come knocking Relic Lasers can wreck through heavy armored ships that the AI uses, however i never bothered to slot. Also, shield/armor hardening could make a disruptor-based. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Related Topics. Living Metal and Zro are kinda weird resources because they have very few uses. Cool. You are correct that hull regen is per month. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. I fly with a combination of torpedoes and stormfire cannons. are doing shield or armor damage, it's because of hardening, and you can tell how much hardening by looking at the ratio of hull damage to armor/shield damage. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. Deselect it. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Stellaris is a sci-fi grand strategy game set 200 years into the future. Stellaris: Armor Hardeners are very effective. Shield hardening was extremely useful in my last game (mostly against the Scourge). It lets me go all-in on shield repeatables and shield slots, without worrying. 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. 30% armor hardening on top cuts it by another third. The traits for the admiral in the screenshot are Clone Ascendant (+35% ship fire rate and -20% ship upkeep), Gale Speed (+5% evasion and +20% sublight speed), Aggressive (+5% ship fire rate and +10% sublight speed), Chosen of the Eater. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Q1. That will allow you to go on a militarised economy to boost the alloys. Their faces are melting so lovely and the screams music to my ears. Menacing, which does not require additional resources, has always had good strength, but this update gives it power. 1 shield regen, 15% shield hardening. I had an idea for a star that's got some psionic mist around it, like shrouded worlds. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. ago. 7% shields/day, or 250 out of 35834. That's the most common clear command. Remember that your ships will do less damage as the hull takes damage (all the way down to the 50%). r/Stellaris. 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. E. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. In case of 50%. +25% Shield Regen +3% Shield Hardening; Missiles. Basically arc does 25% damage as shields are enough. Stellaris Wiki Active Wikis. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. This mod adds base hardening to shields and armor, increasing with their tier. . Their battle ships regen something like 14k shield per day. Refire rate and general stats have been adjusted. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. armor an shield hardening definitely help ship survival vs missiles and disruptors. Darvin3. 6 update. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Stellaris: Tech. Don't forget to turn. L gates are different though and they can still enter from the closest I gate into the cluster and go through your L GATE gateway. Stellaris > General Discussions > Topic Details. It's a bit slower than shield reg, but your fleet starts each battle at full health. I just researched armor hardening (Reactive Armor), and I'm wondering if someone can point me in the right direction regarding what weapons this helps counter. Decreased the base damage of explosive torpedoes. Torpedoes got full shield penetration until ships get shield hardening. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. And will probably not have a 3. R5: Found a choke point on a pulsar that gives 100% shield nullification. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield points to them. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. 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. No, those are permanently locked. Increased the range of Energy Siphons. Instead of trying to undermine battleships in Stellaris, which seems to be the case as they are being nerfed in multiple ways - there now isn't even a good anti-armor artillery weapon anymore (sure, neutron launchers were outrageous,. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. 75 to armor and 6. Besides, shield/ hull regen don't seem to be much use on a corvette- if it's being targeted odds of it surviving a day are probably slim. If you're using a 1080p display you could try using this mod. Archeotech Makes Juggernauts Waaaaaaay More Tanky. "Attacking. It gets deleted when the colossus is used. That will allow you to go on a militarised economy to boost the alloys. Go to Stellaris r/Stellaris. Think about it, your have more than enough shield and armor slots to reach 100% hardening on the shields and reach 60% hardening on the armor thanks to having four utility slots. Stellaris. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. NagolRiverstar • 1 mo. " Even at 100% armour pen it still reduces damage. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. That's some. Go to the situation log and look for a google maps type blip in the top right corner. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". For downside traits, Unruly and Deviants are the best. I spent a few hours last night searching around the sub and only found info I believe to be outdated or just didn't work for me. 1x shield capacitor. It lacks the bonus to hull damage lasers have. Apart from this, Stellaris patch 3. . E. Jan 23, 2023. 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. There are also more. 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. Just what it say on the tin. Stellaris > General Discussions > Topic Details. 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. The end of my last game i had 550. 7. Total HP = 2853 with 5. Further, with 30% Armor Hardening your corvette has 286 EHP. Just what it say on the tin. There is also shield and armour hardening to consider. Below is an example of what I found out while testing ship combat. You’ll see your numbers go up in the ship designer, 1. Advanced Shield Hardening. Their ships are primarily shield based, with no/minimal armour and hull. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. There's no difference in Shield penetration and ignore shields. There. E. Patch 19-03-2023. Toggle signature Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. You'd use it late on battleships against shield/armor ignoring enemies, but now shield/armor hardening + actual shield-armor seems better, and. #15. 6. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Generally you should mount a higher ratio of armour anyway. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Archeao Engineers problem. Hardening stacking question. Strictly speaking, I haven't found a lot of use for. Stellaris. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. ago. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The wiki doesn't say anything about them having point defense. Stellaris has a rather cheap upgrade system, where its easy to switch designs. I believe one of the fallen empires are very into disruptors. Please don't talk to me about hardening. Adds a new unique system containing a Shrouded Star with some large Zro deposits. • 20 days ago. Bumc Apr 10 @ 12:11pm. and there is no way to bring them back. Equip an ancient suspension field 2. 2x Armor III - 430 HP. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . So in average the same amount of shield or armor will least half as much time as the hull. Similar argument applies to, e. As accidental fly into a pulsar system means if you have the other way you get wrecked. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Legacy Wikis. But only occurs during combat if you have shield capacitors installed. Similar argument applies to, e. And Unbidden anchors now give their ships shield hardening and boost shield regen. 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. Only by about . In this video I test out the new Armor Hardeners which is part of the new 3. 2 Answers. Stellaris is a fairly complex game with a lot of variables at play. Some ship components like the self-hardening shields and shield+armor combo are pretty good, if you have the. 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. 10 - Advanced archaeotech armor and shields now gain extra shield regen speed in addition to extra shields when archaeotech Ascension Perk is taken. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. Ship accuracy and evasion increased by 5%. Community Hub. 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 a try. Update: Mar 19 @ 1:39am. This is a discussion thread, where you can discuss amongst yourselves the changes in the 3. 6. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Best. About this site. Increased the base damage of Flak PD. If you go into a system with shield negation, you average them out for the value of your shield. I get this idea that cruisers are smaller battleships and are ditched the second you get battleships. Stellaris Wiki. These are also stack. It averages at 850. The wiki doesn't say anything about them having point defense. Didn't new armour/shield hardening kill them?. Living Metal and Zro are kinda weird resources because they have very few uses. Hello, i wonder what "+% armor penetration" realy does. 25 shield hardening and . common. Smaller ships only have one aux slot. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. 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%. 64) with. Shield hardening was extremely useful in my last game (mostly against the Scourge). +15% Armor and Shield Hardening +10% Behemoth Planetcraft Hull Points and Tracking, +20% Attack Moon Hull Points, and +10% Attack Moon Tracking +15% Damage to Gigastructures endgame crises and +15% Blokkats Research Speed;Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Keep an eye on the khan strength relative to still-free empires and observe how easily they win their battles. In the corvette era in a general sense, it's going to be 1 shield / 2 armor, or 2 shield if you know it's an anti-armor centered force. Best. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. 25 shieldpoints. 5 to hull, 18. my shield nullification surprise. The thing is I have no idea if this rule still applies. No need for armor or PD then, just put 7 of them on a Cruiser or Juggernaut and fill the rest with regular shields. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. I like shattered ring. 9K health and 20% evasion. 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 think some FE/AE focus on energy. The mining drones do a ton of. As for the shields and armor (Suspension Field and Pulse Armor), they have hardening characteristics. and directly work on armor/hull. This page was last edited on 23 March 2022, at 17:16. Shield hardening needs aux slots (same problem - you probably don't want to lose them), or Genius Armorer, or Ancient Suspension Field (this is the. Remember the khan still gets a free death in battle, but will eventually die of old age. frac {a} {a + 60} * ( 100% - p% ) I. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Refire rate and general stats have been adjusted. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Armor/shield hardening is a counter for weapons that bypass that defense. Added new. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. Just don't expect much from Corvette shields. As accidental fly into a pulsar system means if you have the other way you get wrecked. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. . It may not be the strongest of origins, but when you play to its strengths it can cover all of your resources with just merchants and scrap miners. g. If your FAEs/disruptors/etc. Stellaris Real-time strategy Strategy video game Gaming. are doing shield or armor damage, it's because of hardening, and you can tell how much hardening by looking at the ratio of hull damage to armor/shield damage. 5 and armor takes 2. There are also orbital farms in starbases and trade. R5: Founder species with Psionic, Limited Regeneration, Venerable, Fertile, Robust, Talented, and Unruly. 1 shield regen, 15% shield hardening. Most of my games last about two days. Increased the range of Energy Siphons. Legacy Wikis. Field Manipulation - Tier 5. 1 jump drive range to ships in the system. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. Hello all, I'm new to stellaris and I've recently been messing around trying to learn things. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. If playing as organics you will probably want a trade league as early as possible to cover CG and Unity. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 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%. So 2x Adv Shield hardener for 50% hardened shields. Third, buff the hardening components. 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). This is a representation of time internal. Later i tried picket cruiser with hardeners.