85 -1 = 1. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Plasma = 100% Armour penetration. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I tried everything, strikecraft, artillery, energy weapons, etc. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. Stellaris fleet getting destroyed. Disruptor = 100% Shield penetration. Go to Stellaris r/Stellaris. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Deflector shield SHR-1 Deflector shiel. Yes. And PD is the fighter-counter as well as the missile-counter. Against something like the contingency with lots of shields and armor, but little hull these are going to be awesome. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. 420K subscribers in the Stellaris community. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. All of it is quite nice, but extreamally flat (tho, shields should not be fully. Advanced shields require Strategic Resource to make. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. However I would also like to make clear that the mechanics of. wpmaura. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). shadowtheimpure. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won’t need to be taken down to destroy the enemy. 2 fleets. Related Topics. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. 5 multiplier. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. Shield strength, against full shield penetrators, is given by. Even a full point defence fleet would be unable to stop this many missiles. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. #3. But if some torpedoes do get by, I wonder what is the. In earlier versions of Stellaris, I had to research both kinetic and energy. 15. Component. Torpedo = 100% Shield penetration. -Missiles stay as they are. 14 votes, 10 comments. I'm not a fan of this new type of ship parameter. 常规的远古采矿无人机使用能量武器采矿镭射和护甲,没有ftl引擎。The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor, but for whatever reason armor penetration is calculated using the following formula. 8) melt. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 1 comment. but with the new system it seems like you have to make huge sacrifices in weapon or support system quality to make a shield build work, while armor is essentially free. Hyper-focusing Trinary Arrays. That is different than the global pacifier, which creates an impenetrable shield over the planet. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Third destroyer fleet lost 19 ships and the remaining hull was 38. This is the first game of Stellaris I've played, so far. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. 13. 索林原虫的先头部队将会占据5个行星系(除了失落帝国附近,传说如果. The below video linked when completely seen will provided the needed information. Modifier Effects. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing: the arc. In earlier versions of the game this bonus was described as. In case of. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. Jump to latest Follow Reply. Cloud Flare etc. Stellaris Dev Diary #312 - 3. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. 2. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. 7. 6 update. Arc emitters: 100% accuracy. I've had trouble figuring this out exactly, but this is what it looks like. Hello everybody. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. 高维入侵(异次元入侵)是指来自另一空间维度的敌人入侵本世界。高维入侵是《群星》后期危机的一种。. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. 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. Hull, that once depleted, destroys ship. If a hot border can be anticipated, I go for a Bastion Habitat. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). They do explosive damage. 1. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. Corvettes might be better than cruisers just because if they get in range they're toast either. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Cheaper Alloys cost than armor. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. There's about a 10 day delay though. . Zabu Jun 26, 2016 @ 12:09pm. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. . But next I found out "penetration shield 50%" and realized, that this is something wrong. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. Maybe, but that'd have to be very shield heavy ships to be worth bothering, as sure they do 400% damage to shields, but only 25% damage against hull and armour, this kinda sucks as most AI have vaguely balanced shields and armour leading to a balanced approach typically being more beneficial. If they fire on ship without shield, it deal same damage, as if it fly through shield. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. They also have 50% armor penetration, so armor will be less effective. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. Have Psionic Shields be non-bypassable. And then I did the same test again, but this time without armor, no shield too. 25-30K with plasma and armor piercing things (like torpedoes). Consumes power. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. They already have extremely low range (20) and require a large slot making them all but useless at the moment, and this change would make them useful against smaller craft who get too close, once again making sense thematically and mechanically. I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. Hull - 125% of 'normal' damage for as long as it lasts. 27 votes, 31 comments. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. As of 3. 30 per day/tick). So, half of the damage they do will be harming your hull even before your shields drop. Modded stats: 50% orbital bombardment damage reduction. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. 7% reduction against medium plasma. Shield hardeners are a new defensive technology in the upcoming 3. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. 14 0. hard shields that limit shield penetration, etc . :- ( (building a new fleet is much. Vulnerable to kinetic weapons. Stellaris Real-time strategy Strategy video game Gaming. This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. Armor reduces damage by a set percent. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Ironically, there is an advanced armor option known as Dragonscale Armor. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Strike Craft penetrate shields to do bonus damage to armor, but like arc emitters above, the most vulnerable ships to them cannot really harden against the incoming damage. If the enemy has no shield penetration, then shield hardening does nothing. 8-15. You can see armor is quite effective against medium plasmas. Business, Economics, and Finance. Just don't expect much from Corvette shields. This article is for the PC version of Stellaris only. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. That is what the anomaly says. 6. It gives +100% to both shield and armor penetration. It lacks the bonus to hull damage lasers have. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. 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. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Missiles have 100% shield penetration like fighters. Failing that, Energy torpedos, or your highest tier torpedo. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. is it ideal, who knows, is it perfect, i doubt it but it works for me. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. Apart from point defense. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). shields, lower dps compared to kinetics). Consumes power. shield_damage = <float> shield_penetration = <float> armor_damage = <float> armor_penetration = <float> Determines the damage efficiencies and. 1- They spawned really close and the endgame crisis didnt even take 2 years. Each variant is in its own fleet so I can track damage. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. Bolt. 4 in to hull through armor, if shield penetration, in to hull through shield. 67. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Doing some tests against the contingency. 14 0. At which point it still doesnt offer enough to be valueable. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. Unfortunately battleships can't equip torpedoes or you'd be perfect. The realm is inhabited by powerful beings of pure psionic energy that can be communed with through great effort. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. Hello everybody. Stellaris > General Discussions > Topic Details. 5 multiplier. Bolt. As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). Only larger weapons, medium and Large types get a small increase to armor penetration. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Shields are probably the better option, since stacking armor on small ships is futile. Gunships Support 6. But it does miss, turning great early-game potential into a slow, dull grind. ive been running into an issue with shield regeneration after some repeatables. Fighters - 2. 04 0. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. . A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. None of their ship ever produce debris and their ship configuration is quite deadly. 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. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. ago. Jun 15, 2019 @ 11:18pm "penetration" #1. There's no difference in Shield penetration and ignore shields. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. Honestly shield penetration and armor penetration is pretty amazing. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. So using them is a safe bet. Both are late game anyway so doesn't matter. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. You don't really need anti-shield ships for Unbidden. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. You starting weapons should make up the backbone of your fleet throughout the entire game. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. . Depends on who you're fighting. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 概述. For instance, if the enemy fleet is composed of mostly battleships with low tracking L weapons, then you should build a fleet of small ships with swarm combat computers fitted with weapons like Devastator Torpedoes and. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. Stellaris Real-time strategy Strategy video game Gaming. Potentially best vs human opponents with point defense. 5 days. The anomaly generated "shield world" is actually in a time loop. But that isn't something I expect to happen, as. For instance, this explosive has 100%. So if you got 2 shield hardener, and one armor hardener, then 50% damage will be taken by the shield, and 25% will be taken by the armor, and the remaining 25% will hit the hull. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. And only 12. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). That's a 1:1 ratio, which means (relatively speaking) defense. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 9%. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. I'd guess it's also much better against other heavily armored, lightly shielded targets. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. Penetration means it completely avoids the health bar and will directly damage the underlying bar. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. My enemy has mountains of torpedoes (no neutron launchers). 2 - 3 Generator Habitats. If this capacity is exceeded, they become permeable to the following attacks. Shield damage have every gun +100%, which mean 1:1, except ↓. 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. maybe some space fauna or raiders come and lower one, and the other one kills it. The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". BTW, this is modded. Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. Armor is still very effective at countering them than shields. That's physics. Disruptor = 100% Shield penetration. Penetrate through shield but lost 50% of their power. they probably will die at some point. I've had trouble figuring this out exactly, but this is what it looks like. A crisis is an event that threatens the entire galaxy and all life within it. 30% armor hardening on top cuts it by another third. So two m-shields are strictly superior to one l-shield. For example the ancient laster (Cavitation Collapser), resembles normal lasers. But next I found out "penetration shield 50%" and realized, that this is something wrong. . 04 0. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. Slap on 3 afterburners. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. Taking any damage at all will reset this timer. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. Ideal for intercepting, escorting, and dogfighting. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. Driller drones have some problems, but are awesome in no shield systems. Disruptors are mostly for the memes or countering certian crises. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. 09 0. 26. 34. 3: zhcn_name: 天洪浩荡: en_name: Deluge Machine: zhcn_desc: 大量的水被倾倒在行星上,消灭了所有人造结构和陆地生命形式。Does any one knows the difference? Some examples would be great. • 1 yr. To combat this, you’ll need to beef up your fleets as much as possible. Spectrum Cycle - Increased ship sensor range 9. 01 ship_armor_damage_mult = 0. It'd be a considerable hard counter. 75% armor penetration 75% Shield penetration and 120 range as well as a high damage ratio. Shield damage have every gun +100%, which mean 1:1, except ↓. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. 5. Projectile and Missle Weapons. I've had trouble figuring this out exactly, but this is what it looks like. this gives you a lot more time to defeat the portal. Is it that 50% of the damage goes to shields and 50% goes to armor/hull? If so, a little useless, since almost all ships have more hull than shields. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. With the occasional situational exception, of course. That is, have psionic shields counter weapons that have 100% Shield Penetration, either by outright negating/ignoring it, or by treating it as 100% Shield. Damage redirected to the hardened component. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. great importance to defense in tactics. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Hello everybody. Frop. They also have 50% armor penetration, so armor will be less effective. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. r/Stellaris. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Then you would have a trade-off between more regen or more shield health. If some ship does a. Advanced shields require Strategic Resource to make. 30 per day/tick). They sound better than they really are, for which I am thankful. 2 Mining Habitats. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. In earlier versions of the game this bonus was described as armor penetration. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. spacemanspiff30 • 4 yr. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. 2x damage against corvettes and frigates, 3x damage against destroyers, 5x damage against cruisers, 9x damage against battleships. Vulnerable to kinetic weapons. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Armor - normal, needs to be destroyed before hull damage starts. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. After one of the fleets was halfway dead I stopped the test and recorded the damage to. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. −20% armor penetration. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 2 Fabrication Habitats. In addition to that, explosives tend to have Penetration. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. Stellaris. EDIT: If I get the Enigmatic Decoder from the Enigmatic. E. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. enemy leans much more torwards battle ships and. . Now say, 30% shield hardening cuts Disruptor damage by a third. Lower DPS than Tachyon Beams but RNG damage range. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 6. Proton. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Slap on 3 afterburners. This can make cloaking a fleet a risky gambit if an empire manages. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Cheaper Alloys cost than armor. It basically boils down to the armour penetration, shield penetration and hull effectiveness. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Penetration means it completely avoids the health bar and will directly damage the underlying bar. < > Showing 1-5 of 5 comments . And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. You can beat anything because Stellaris is not hard. I'm still trying to wrap my head around how Stellaris handles weapons and defense. There's no difference in Shield. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Stellaris. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). They are called Space Torpedoes. Torpedoes are dead. . 装甲的优点在于能够. And it's absolutely nonsense to use a lot of shield strength (cruiser. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. Stellaris > General Discussions > Topic Details. 1- They spawned really far and holy fuck so much micro. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. systems would need to be given a careful examination though I'm not convinced that stealth would be good here without a total overhaul of those systems so we can design-in proper stealth support. Point defense need variety in stellaris. Beam. 85 -1 = 1. but the 50% shield penetration on the arc emitter might help too. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields.