Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. more of the planet states, and info on the ships. Hello everybody. 75% armor penetration 75% Shield penetration and 120 range as well as a high damage ratio. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. Stellaris > General Discussions > Topic Details. That’s 17. 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). Shorter reload times, higher movement speeds, but lacks shield penetration. 33% reduction, it's 33. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I ragequited after the battle, and than reloaded the save. Stellaris. :- ( (building a new fleet is much. 6 update. Yes, I'll attack the frigates yada yada. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Production Revolution. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. 1 Data Structure; 2. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. “虚空恶魔”应当是早期版本的误称。. It works like in Mass Effect 2: you (usually) have to deplete the shield hp, then the armor hp, and only then can you damage the hull hp. avoid lasers, plasma or particle beams - their main strength (armor penetration) has 0 effect in this fight, leaving you with only their weakness (penalty vs. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Disruptors are just annoying. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. 5. The eternal psionic avatar battle. Probably ~ the same usefulness as Tachyon Beams. Particular_Jicama_97. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. 5 Starship Shield Hardness +47. At present smaller weapons are better in most ways, other than range. Lower DPS than Tachyon Beams but RNG damage range. That’s how badly hardening gimps penetration weapons. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. 索林原虫的出现不需要任何先决条件。. E. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. Medium. Additionally, this tech draws on a lot of power, requiring advanced power sources for ships, and when activated, ships will suffer from 100% shield nullification. I'm not a fan of this new type of ship parameter. EVER. wpmaura. They are called Space Torpedoes. g, 100% penetration vs 75% hardening means 25% of the damage goes through. I had success using corvette swarms with crystalline hulls and then backing them up with Destroyers, Cruisers and Battleships which utilized Torpedo weapons, Laser weapons, Arc Emitters and Shield disintegrators and some plasma. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. Torpedo = 100% Shield penetration. I'd guess it's also much better against other heavily armored, lightly shielded targets. Using the Shroud. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. 1 Basics. 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. In this video I explore the effe. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Stellaris Dev Diary #312 - 3. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. 4 in to hull through armor, if shield penetration, in to hull through shield. IPWIW. Small. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. Viral Cascade - Increased ship shield penetration and evasion 10. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. 5. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. Small. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. −20% armor penetration. 26. All targets have no weapons. However, it looks like that at some point between then and now weapons were changed considerably. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. 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. If you want to disable enemy shields, the saturator X weapon is the best at that job. Given that Stellaris' movement, war, etc. ago. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 85 -1 = 1. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. 25 days. 1. some weapons have armor/shield penetration so they ignore it. Jun 15, 2019 @. 27 dps. 44 MB. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. 34 comments. Unfortunately battleships can't equip torpedoes or you'd be perfect. Stellaris > General Discussions > Topic Details. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. This works because Amoebas are carriers, they flay you with fighters. My enemy has mountains of torpedoes (no neutron launchers). A quick search reveals that shield hardening apparently stacks. 9 (played a couple more in older versions). If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. - Shield upgrade (like the current tech) etc. 100% shield penetration. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. E. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. Damage redirected to the hardened component. Yes, but that doesn't matter too much. But it also penetrates armor by 50%. Tried again, happened again. ago. Anything that has 100% penetration on BOTH needs to be shot. Beam. 2. shield nullification), it substitutes armor for shields and doesn't use shield-specific weaponry. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. #2. An unfortunate downside here is arcs and cutting lasers having 100% armor penetration. So my. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Stellaris Galaxy Command Wiki. Medium. 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). 26. If the enemy has no shield penetration, then shield hardening does nothing. Armor hardening is better and easier to get than shield hardening. Go to Stellaris r/Stellaris. Stellaris > Discussions générales > Détails du sujet. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to damage against. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Deflector shield SHR-1 Deflector shiel. I do full penetration armaments for the titans and battleships. 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. It does but if you modify battleships, titans and juggernaut for armor and shield penetration (Cloud lightning for L slots, focused arc emitter for x slots) you literally engage and shoot across a whole system. Shields are probably the better option, since stacking armor on small ships is futile. Arc emitters: 100% accuracy. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. hardening * total. The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Fun fact. 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). 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,. “虚空恶魔”应当是早期版本的误称。. I’ll stack a range-aura juggernaut in with them. Stellaris. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. So two m-shields are strictly superior to one l-shield. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. Cloud Flare etc. 索林原虫的出现不需要任何先决条件。. A new UI interface is made for mod. Shields require energy from the ship's. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. 1 comment. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). EMP fuse -Specifically design torpedo, to. Contrary to some 'popular' opinion, they are mostly garbage. Torpedo = 100% Shield penetration. 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. Fun fact. But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. Each transport fleet consist of 20 Android Assault Army and do not have a general. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Fighters - 2. 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. Disruptor = 100% Shield penetration. 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. maybe some space fauna or raiders come and lower one, and the other one kills it. And only 12. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. If you mean by penetration resistance, then yes. 25 days. 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. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. ago. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar. Massive overkill armor can leave you with fairly substantial damage reduction against 90% penetration weapons (plasma/lances), but if the enemy brings these two janky and underused weapons they do completely 'turn off' your armor, which sucks. I haven't played in almost a year. So you know how if you destroy the Hull you basically destroy the entire ship. 概述. Lance. This article is for the PC version of Stellaris only. but the 50% shield penetration on the arc emitter might help too. However I would also like to make clear that the mechanics of. Missiles have 100% shield penetration like fighters. ive been running into an issue with shield regeneration after some repeatables. Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. 1- They spawned really close and the endgame crisis didnt even take 2 years. Plasma = 100% Armour penetration. Stellaris fleet getting destroyed. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to. CryptoDoes any one knows the difference? Some examples would be great. Shield strength, against full shield penetrators, is given by. EDIT: If I get the Enigmatic Decoder from the Enigmatic. It gives +100% to both shield and armor penetration. Stellaris. Stellaris Real-time strategy Strategy video game Gaming. Plasma = 100% Armour penetration. So, half of the damage they do will be harming your hull even before your shields drop. " 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:. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. 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). 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. 装甲的优点在于能够. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. Or shield and some armor plus the crystal plate. In this video I explore the effe. Plus mining habitats around every planet with gas, motes or crystals. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. , stuff with %100 Shield Penetration and %100 Armor Penetration. Stellaris > General Discussions > Topic Details. And then I did the same test again, but this time without armor, no shield too. It's pretty noticeable in a fight 1 vs. And PD is the fighter-counter as well as the missile-counter. #4. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. Mathematically, these weapons have the highest DPS in game against most endgame enemies. But next I found out "penetration shield 50%" and realized, that this is. 0 (当前最新版本:3. Penetrate through shield but lost 50% of their power. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. it all depends on what you're going to be fighting. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. They sound better than they really are, for which I am thankful. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. Point defense need variety in stellaris. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. (which does not seem to happen in Stellaris). 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). These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. There's about a 10 day delay though. 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。. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. Only. And it's absolutely nonsense to use a lot of shield strength (cruiser. Yes. This mod is an optional content expansion package for Azur Lane Stellaris DLC. I'm still trying to wrap my head around how Stellaris handles weapons and defense. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Stellaris Wiki Active Wikis. 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). The bonuses are explicit for how/what they apply to. But next I found out "penetration shield 50%" and realized, that this is something wrong. 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. Stellaris Real-time strategy Strategy video game Gaming. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon. 1- They spawned really far and holy fuck so much micro. With the occasional situational exception, of course. The weapons the Unbidden use have 50% shield penetration. Just don't expect much from Corvette shields. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. 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. Armor and shields are weighted equally, while ship hull points get a 0. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 8%. Generally speaking you also want to choose either kinetic, missile or. Plasma = 100% Armour penetration. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). 14 0. 6 also includes new galaxy shapes to explore, new story events, a new. the regular ships already take months to recharge after passing through a pulsar, the offspring ships correspondingly longer, and the. From this base ground we could have more interesting balancing of weaponry? But that will be probably be done in some mod instead. 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. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. 13. 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. Doing some tests against the contingency. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. maybe some space fauna or raiders come and lower one, and the other one kills it. Kinetics only get like +15% penetration for medium and +30% for large size. What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?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). Railguns with 30% bonus to shields and 50% armor penetration are perfect. That's physics. Cloud lightning + arc emitters + disruptors. That's worse than 6+6=12s for a purely neutral weapon. +47. And it's absolutely nonsense to use a lot of shield strength (cruiser. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. Shield damage have every gun +100%, which mean 1:1, except ↓. 80% damage against armor. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. 80% damage pierce. 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. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. In general, vs Kinetics, Disruptors, strike craft and trops. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. That does not mean they. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. In addition to that, explosives tend to have Penetration. 概述. Weapons: 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. Shield hardeners are a new defensive technology in the upcoming 3. While cloaked, ships can. Now say, 30% shield hardening cuts Disruptor damage by a third. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. < > Showing 1-5 of 5 comments . Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. This article is for the PC version of Stellaris only. 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). 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. After one of the fleets was halfway dead I stopped the test and recorded the damage to. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. 3% Speed and Turn Rate while activeWhere did you get your know-how concerning weapons and ship design? I've logged 200ish hours in stellaris since 3. 36%. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. If they are still useless, a mix of shield stripping and anti armor weapons will be better. Destroyers- if you use them, should be built for alpha and to die. It then gets divided by 4, presumably to make it the type of number Paradox wants. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. ParasiteX Apr 21, 2017 @ 9:12pm. 3. Missiles have 100% shield penetration like fighters. Reply. Bolt. 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. Medium plasma has -33% shield damage and 60% armor penetration. Contents. spacemanspiff30 • 4 yr. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. A new Stellaris update 3. Shorter reload times, higher movement speeds, but lacks shield penetration. But next I found out "penetration shield 50%" and realized, that this is something wrong. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. enemy leans much more torwards battle ships and. IPWIW. 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 then gets divided by 4, presumably to make it the type of number Paradox.