Stellaris shield hardening cap. Pros: Only ship type with T-slot, which can have absurd range. Stellaris shield hardening cap

 
Pros: Only ship type with T-slot, which can have absurd rangeStellaris shield hardening cap  If you mean by penetration resistance, then yes

Also, the planet was stuck in a loop where the civilization would grow and die off in a matter of hours before starting up again. If the attacker's tracking is higher than the defender's. It matters more with shields. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Taking any damage at all will reset this timer. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. Dimensional Artificing: 10 +5 Minor artifacts per month Planar Mastery astral action Manifesting objects of cultural significance from other dimensions can be done under the right circumstances. I'm assuming. EDIT: the philosophy this is based on is pre-3. A +50% bonus to one of the most common jobs in your empire. In the default galaxy map mode, subjects have the same color as their overlord. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. 1x shield capacitor. Reply ggmoyang Voidborne • Additional comment actions. Would take an A slot. Can't terraform Mars then. Shields are hit-points on top of your hull hitpoints. Just don't expect much from Corvette shields. 1x regenerative hull tissue. Meaning you can get 100% hardening on a large ship, pretty easily. 6 ORION: Leader Balancing. 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. e. Report. 1. 0 unless otherwise noted. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. Increased the range of Energy Siphons. In the middle, fittingly, is the medium platform. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. In summary, use the weapons that are effective against what your enemy has most of. But the opposite will be better in all other situations, and there are more of those than pulsars. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. This mod adds base hardening to shields and armor, increasing with their tier. The current "meta" is hardening and penetrating weapons, often hardened armor. 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. Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. + Constantly blocks a number of damage per unit of time. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. Psychic Governors get +10% unity production, Psychic admirals get +10% weapons damage and +10% shield hardening, Psychic Generals get +15% morale and +15% morale damage, Psychic Scientists get +25% survey speed and +1. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. is it worth it do you think?2 Answers. Its not even an early game advantage anymore. invol713 • 5 yr. They cannot be built in orbit of a celestial body that has an. That’s 17. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. It just combats against detection checks. Attack the ship with a shield penetration weapon 3. 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. is it worth it do you think?You can't just run pure Armor with hardening, as there are very strong anti-armor weapons out there. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Pros: Only ship type with T-slot, which can have absurd range. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 8, but take with pinch of salt because I've clocked 3000 hours so my micro game is probably strong enough to beat most players with tier 1 coilgun corvettes at this point. e. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. This is a searchable and complete list of Stellaris technologies and their IDs. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. Megacannon is 40% more DPS and 1. Armor does not reduce damage to shields. Stellaris Real-time strategy Strategy video game Gaming. 6. I think it could be interesting if the rare resource edicts granted a small boost to armor/shield hardening, making the edicts a bit more useful, and an early source of armor/shield hardening before we research it proper. Deflectors are shields and do the same as any other shield within the game. Wooden-Many-8509 • 22 min. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. ago. ; About Stellaris Wiki; Mobile viewMaybe having the galactic community resolutions have an affect like "Hiring a Merc fleet increases your naval cap by X% of the fleet's size" Because right now hiring mercs almost always tanks your economy to the point that it can lose you the war, unless you keep your naval cap practically empty. . Early game of course I do the classic hangar DP, since they easily counter small ships. Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. You should have a mix of weapons for this reason. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. Callinicus. 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 . Yes they stack. 30% armor hardening on top cuts it by another third. Megastructures are colossal constructions. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. Stellaris is a sci-fi grand strategy game set 200 years into the future. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 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. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 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. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. The same principle applies if your enemy has shields instead of armor but in reverse. 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. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Economics is everything in stellaris if you have more ships you win. 00, whereas explosive torps have 1. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. The other version is "%chance to reduce any damage from penetrating at all" but I. Observe the full damage going through shield. Bridger just gave an example of how he traded a 1200 HP shield fit for a 350 HP shield and armor 72 (70%) as displayed on his screen. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 3. With the 2. +25% Shield Regen +3% Shield Hardening; Missiles. Report. Stellaris Wiki Active Wikis. Take these battleship to a space mining drone system. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Upload Attachment 7. Each start system can have between 2 and 15 celestial bodies. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. #15. If your opponent had 75% shield hardening, and you brought only 100% shield penetration weapons, you would be worse off than if you used 0% penetration. Both are late game anyway so doesn't matter. So Apparently my first Relic World happened to be where Shard woke up and decided she wanted to live there. They cannot be built in orbit of a celestial body that has an. These are also stack. E. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. 6. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Discovered a shielded world where the shield was failing and was about to cook the planet to death. Based on pre-2. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. I 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. 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. Stellaris Real-time strategy Strategy video game Gaming. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. On the other hand, Nobles can produce upto 15% Stability. 8. After all it is better to field 100 cheap battleships than 80 armored ones. But you're using a bad example with the trivial amount of tracking -- that's the level of tracking you get free, automatically, on every ship from sensors and. Clock Fail Detection for Stellaris LM3SX00 MCUs (AN01278) Author: Texas Instruments, Incorporated [SPMA031,*] Subject: Application Notes Keywords: SPMA031 Created Date:there are a few techs that are irrelevant, a couple missing that I would like to see, and I would like to resort a few of these so that engineering isn't so overwhelmed and physics so under-utilized. 6 Diplomatic weight. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. as it is with the shields e. Report. - Gourmand in energy and is inefficient under a firepower too important. It's a bit slower than shield reg, but your fleet starts each battle at full health. Stellaris Wiki Active Wikis. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. 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. and a huge stack of armour. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 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. 25 days. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. That said, it might be viable to have different types of shields and armor, if the current defence modules system [the armor, aux and shield slots at the bottom of the designer] was scrapped, and instead ships got 5 extra core components, in such a way that you can only run 1 type of shield or armor at a time, to get different effects. . I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on. I intervened without looking it up (as I do. 1 comment. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Legacy Wikis. frac {a} {a + 60} * ( 100% - p% ) I. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. So I’ve managed to repel quite a few attacks by bunching all my fleets together and stationing my huge clump of ships strategically so that the horde just sent groups of 18ks at my 30k, which eventually resulted in the great Khans death. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Inversely scale hardening module impact against hull size. Except that they use 25 / 50 / 100 power each. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. Paradox Forum. I typically go shield hardener (because shield hardening feels broken at 25%) and two regenerative hull tissues or change one out for afterburners (they actually work well against crisis with the new staying at range. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. 1. , facing Arc Emitter battleships or the like. But if some torpedoes do get by, I. The chance-to-hit calculation is: chance to hit = max (0, accuracy - max (0, evasion - tracking)) So, as long as the defender's evasion is higher than the attacker's tracking, it directly reduces the attacker's chance-to-hit by the difference. So armor is coming at a premium. Go to Stellaris r/Stellaris. The shield hardening components kind of revive the shields back to their older glory. In Stellaris, if you lose the fight for the system, thats generally all that matter. (autocannons, which the AI loves to use) are crap against it. The cap to the Force Disparity bonus for fleets that are significantly. Decreased the base damage of explosive torpedoes. Warhunter May 10, 2016 @ 7:11pm. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. About this site. M: +315 shield HP (505 with AP), 4. 64) with. 25 to shield. For Psionics, the main benefit would be the Psychic trait. Legacy Wikis. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. It'd be a small bonus, maybe +10% or something, but it would make the edicts more valuable in early fights against disruptors. TLDR; Armor is better than shields the vast majority of the time. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. Megastructures are colossal constructions. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Steps to reproduce the issue. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. There's about a 10 day delay though. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. This thread is archived. Shield capacitor gives +10% for more shield (2x repeatables) vs. and a huge stack of armour. Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. 37 Badges. X branch. In this video I. Thread starter Chuunibyou Imouto;. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Shield strength, against full shield penetrators, is given by. Recently I decided to pick it up again. Jump to latest Follow Reply. I recommend using hull plating only if you have Crystal Forged hull plating. Of course, check if your enemy has hardening, as that hard counters these and disruptors. 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. 3. and directly work on armor/hull. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. 6 shield regen, 15% shield hardening. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. and directly work on armor/hull. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. MuffinFIN • 5 yr. If other mods modify the initial material storage cap, the lower one in the sorted list. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. Stellaris. Equip an ancient suspension field 2. It's a bit slower than shield reg, but your fleet starts each battle at full health. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. As accidental fly into a pulsar system means if you have the other way you get wrecked. Content is available under Attribution-ShareAlike 3. ago. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. Apr 23, 2023. Technology. Do the math: Crystal forged armor gives you around 100% bonus hp (maxed out. Their fleets tend to follow their overlord's. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Hull is 3300. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. ago. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. Now say, 30% shield hardening cuts Disruptor damage by a third. Added new aux components that use Exotic Gases, Rare. Below is an example of what I found out while testing ship combat. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. (I. And a corvette: 50%. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Ironically, there is an advanced armor option known as Dragonscale Armor. 75% hardening all shield targets stop arc pretty well. 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. You can send your ships to vassal ports if you. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. If the target has shield hardening, they still work together to beat the shields first. 6x Crystal plating - 1650 HP. 4 Stellaris Tech Id List – F to I. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. This mod adds base hardening to shields and armor,. 3. This is before introducing Shield repeatable. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. It gives a +10 fleet capacity but a 5% upkeep increase for ships. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Doing some tests against the contingency. 18. The nano missiles and saturation artillery are flatly excellent. If this capacity is exceeded, they become permeable to the following attacks. This is so effective that ~40k fleets 1:2 destro/cruiser. There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. 7 (Ancient Suspension Field) and now especially with 3. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. Armor is generally the better of the two, but it can depend on the AI's ship designs. 13. That’s 17. So that gives us 34. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!+30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. 2 (e793); build ID. Archaeoshields should now properly provide their shield hardening bonus. It also means you will only need 50% shield hardening to fully harden against these threats. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. So raw HP gives you better or same than the others, and always works. This way I got a pretty low effective fleet cap but no changes in early game. 4 Claim influence cost. 9) quite a lot. Is this a good strategy for winning battles right now?and a huge stack of armour. hardening * total. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Replaced can_see_in_list with hide_leader. If you go into a system with shield negation, you average them out for the value of your shield. EDIT: the philosophy this is based on is pre-3. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. That's how counterplay works. The shield regen is just insane and my battleships only die when focused heavily. So the Whirlwind Missiles and Strike Craft both pierce shields. 5 days. Hardening stacking question. Equip an ancient suspension field 2. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. If they're using mostly Lasers or Point Defense then you would want shielding. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Ran into a new event last night. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. 5% Stability. Is this a good strategy for winning battles right now?Megastructures are colossal constructions. Reply. That's some. 5. It is now possible to get 100% of both shield and armor hardening using councillors only. 6x Crystal plating - 1650 HP. 25 days. Stellaris Wiki Active Wikis. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. it would still hit the 90% cap. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. Can reliably hit 100% Shield Hardening with Archaeotechs. It is developed by Paradox Development Studio and published by Paradox. -Ruler Job, meaning high upkeep. Oct 14,. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 6. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. With 3. There is no such thing as a "barrier" in the game. Cool. Best. For example. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Damage redirected to the hardened component. If you mean by penetration resistance, then yes. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. Losing 100 Ar or 125 Sh to get 65 Hull. Best. I'm in the middle of a game on the new patch, trying out all the archaeo goodies, and as much as I want to try fully outfitting my fleets with the new toys, the cap is holding me back. and a huge stack of armour. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. conflare. Hello, i wonder what "+% armor penetration" realy does. hardening * total. 5 Stellaris Tech Id List – J to P. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield.