Xaphnir. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. -Ruler Job, meaning high upkeep. 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. Refire rate and general stats have been adjusted. Active Wikis. Battleships are around 11. It matters more with shields. Hull is 3300. 37 Badges. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. All Discussions. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Edict Fund can be increased by the following:. Jan 23, 2023. 8. They cannot be built in orbit of a celestial body that has an. The current "meta" is hardening and penetrating weapons, often hardened armor. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 30% armor hardening on top cuts it by another third. 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. 1. 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. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. As a rare tech, Basic Cloaking Fields has a small chance of appearing. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Upload Attachment 7. It does diminish in effectiveness slightly when faced with shield hardening. Legacy Wikis. In the tests, I made 3 test juggernauts: 1. 2x Armor III - 430 HP. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. Its DPS is 4. id say a part of it will be simply that stellaris has so many other things to worry about that players naturally want to simplify everything as long as the loss of efficiency isnt too big, so even if teh meta is balanced in a way where mixed fleets would be ideal, unless its by a huge margin most players will choose to rather be 5-10% less effective. Here's the fleet comp I'm personally finding is my go to in 3. #15. 5 Q3. Stellaris Real-time strategy Strategy video game Gaming. Which reduces your influence and diplomatic weight. Catteraine Mar 24, 2023 Jump to latest Follow Reply Shields have become pointless. Just what it say on the tin. Also, shield/armor hardening could make a disruptor. Stellaris. but is shield hardening from ancient shield tech worth using if I'm focusing on shields for my defense? It's really good for Titans and Juggernauts, which have the power supply to afford heavy amounts of Shielding and the relic cost is reasonable on ships you won't be using in large quantities. Shield strength, against full shield penetrators, is given by. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. 1x regenerative hull tissue. ago. 9. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per. 7 Fleet command limit. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). g. Stellaris. There is no such thing as a "barrier" in the game. e. Canis Minor v3. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. Do the math: Crystal forged armor gives you around 100% bonus hp (maxed out. Where's my fucking reactive armor, goddammit. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Here are the complete notes for Stellaris 3. 5. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor. {"payload":{"allShortcutsEnabled":false,"fileTree":{"en/localisation/english":{"items":[{"name":"name_lists","path":"en/localisation/english/name_lists","contentType. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. 30% armor hardening on top cuts it by another third. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively. 7 Technology List – T to Z. 6 shield regen, 15% shield hardening. Refire rate and general stats have been adjusted. With the 2. Can't terraform Mars then. 6; 1; Reactions: Reply. X branch. Legacy Wikis. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. and a huge stack of armour. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Absorbent. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. The 3k minor artifact cap is pretty painful now. Alpha damage is the amount of damage a fleet can dish out per volley. I posted a bug report on the Stellaris forums. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. This is before introducing Shield repeatable. Shield nullification. 2 thirds armour 1 third shield. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Small ships can't do it no matter how much you try. This mod adds base hardening to shields and armor, increasing with their tier. And if they have, armor is better than hull against kinetic batteries. You have a Ramparts module (more armor, armor hardening and hull for the starbase, +2 defensive platforms cap) and the shield overcharger building (+50% starbase shield and shield hardening, +25% defense platform shield and shield hardening). 2 thirds armour 1 third shield. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. M: +315 shield HP (505 with AP), 4. . Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. as it is with the shields e. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. You can roll. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. Best. They are very good. 6 update. Strictly speaking, I haven't found a lot of use for. It averages at 850. Thus far, the only one I've encountered that actually focuses on anti. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. In the middle, fittingly, is the medium platform. 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. Steps to reproduce the issue. Stellaris Real-time strategy Strategy video game Gaming. If other mods modify the initial material storage cap, the lower one in the sorted list. #23,663. Yes, I'll attack the frigates yada yada. 6 shield regen, 15% shield hardening. Meaning you can get 100% hardening on a large ship, pretty easily. )Galactic Paragons Expansion Features. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Armor hardening is better and easier to get than shield hardening. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Stellaris's performance issues have gotten better. 1x shield capacitor. Versatility: this machine-only tradition is carried by a single benefit: +2 Amenities per Maintenance Drone. 7% shields/day, or 250 out of 35834. 2x Armor III - 430 HP. The cap to the Force Disparity bonus for fleets. design a battleship with nanites repair drones. 7. M: +315 shield HP (505 with AP), 4. Armor provides. I was able to see that they now have 50% shield hardening (which makes sense to me. 7 throwing this strategy out the window. An example would be the 100% shield bypass ability. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. Apr 23, 2023. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Hardening stacking question. I don’t think they are worth their 16 fleet cap right now. Yes they stack. 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. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. There is no reason whatsoever to use them anymore after the recent patch. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. Is this a good strategy for winning battles right now?and a huge stack of armour. (Note: patch 3. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 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). In the default galaxy map mode, subjects have the same color as their overlord. 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. The bad news is that it doesn't increase say shield benefits. 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. If this capacity is exceeded, they become permeable to the following attacks. 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. I recently fought the Unbidden, which I hadn't done in a long time. 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. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. It is developed by Paradox Development Studio and published by Paradox Interactive. The nano missiles and saturation artillery are flatly excellent. Gigacannon needs. 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. Armor applies damage reduction to the hull. 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. It gets deleted when the colossus is used. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. 100% is ideal value - as it would protect you from penalties from hull damage. • 20 days ago. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. X branch. I wonder how good would it be against missile swarm cruiser spam. 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. Increased the base damage of Flak PD. 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. 0. Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap. If you had a lot of spare power and put on two shield generators that could be +4 +4 = 8 + 50% = 12 hp a day. Here are the complete notes for Stellaris 3. The driller drones synergize really well with other shield bypass builds. There are three types of modifiers. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. You can roll back to a. 5 and armor takes 2. Cloaking disables shields. Larger ships have more. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. 4. 0 “Orion”. 6 Diplomatic weight. shields shields shields man. Losing 100 Ar or 125 Sh to get 65 Hull. and directly work on armor/hull. Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. Small ships can't do it no matter how much you try. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. ago. +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase. Reply. Wooden-Many-8509 • 22 min. 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. My enemy has mountains of torpedoes (no neutron launchers). They cannot be built in orbit of a celestial body that has an. Meaning you can get 100% hardening on a large ship, pretty easily. add modifiers add/substracts a set amount of a resource or attribute to a scope. 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. 64) with it. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Add a Comment. 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. Equip an ancient suspension field 2. 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. This mod is a global compatibility patch for Stellaris 3. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. Depends on who you're fighting. Current Stellaris Ship Meta (for v3. Peter34cph • 1 yr. You can send your ships to vassal ports if you. Go to Stellaris r/Stellaris. ago. 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 . On a cruiser, with the same number of slots, but now getting less from its ancient suspension fields slot-for-slot compared to the big girls: 30%. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. E. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. So in average the same amount of shield or armor will least half as much time as the hull. As probably most of you know. That seems to make Shield-focused fleet builds more attractive, i. hardening * total. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. In the middle, fittingly, is the medium platform. 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. YokimisaIf I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardeningI feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have. Thorin May 12, 2016 @ 8:08am. Basically arc does 25% damage as shields are enough. • 1 yr. 7% shields/day, or 250 out of 35834. Very strong, resilient, psionic, cybernetic and robust (psionic neighbor had a AI rebellion that was an assimilator, I got the first psi/cyber pops as refugees. Megastructures are colossal constructions. Stellaris > Workshop > Laquly 零者's Workshop. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Edict Fund can be increased by the following:. 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. 2x regenerative hull tissue. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively affected at all. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 1680x8 shields or 13440 points. Note Police State does NOT require Enforcers for the 5% Stability. In summary, use the weapons that are effective against what your enemy has most of. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. 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. Are extremely powerful vs AI. Towards the late game I run Torpedo cruisers (20-30) with missile destroyer screens (15-30) and FAE battleship carriers(10) for support. and a huge stack of armour. Are extremely powerful vs AI. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. With the new Subterranean Origin it's now possible (in fact very easy) to reach 100% Orbital Bombardment Damage reduction: Subterranean Origin: -75% Orbital Bombardment Damage Never Surrender (Unyielding Tradition Tree): -25% Orbital Bombardment Damage Survival of the Fittest (Adaptability Tradition Tree): -25% Orbital Bombardment Damage. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. If the attacker's tracking is higher than the defender's. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. Stellaris. But the opposite will be better in all other situations, and there are more of those than pulsars. 1 the first in the 3. So thats 285 average damage per shot v armor every 5. No. 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. 0 unless otherwise noted. I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 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. 4 Stellaris Tech Id List – F to I. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. 9) quite a lot. With a shield capacitor, that's +50% regen. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit harsh, so I didn't do that) Generally you should mount a higher ratio of armour anyway. Would take an A slot. 25 shieldpoints. Armor hardening is better and easier to get than shield hardening. Decreased the base damage of explosive torpedoes. It is weird that the double amount of smaller shields is better than one class larger. Stellaris is a sci-fi grand strategy game set 200 years into the future. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. Just use a balanced approach when it comes to shields and armour. - PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet cap. These IDs are usually used with the research_technology tech ID command. 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. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. 7 (Ancient Suspension Field) and now especially with 3. • 20 days ago. A celestial body is a star, planet, moon or asteroid present in a star system. Jump to latest Follow Reply. Below is an example of what I found out while testing ship combat. That's good, but not great for an ascension path. 34. 5% daily Armor regen will restore about. build several of these. Could be a researchable alternative under energy. 7 days. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. and a huge stack of armour. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. Arch weapons are garbage even with the perk I was still losing fights with people 15k below me. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. juggernaut: has 4 shield hardeners, this is how it is supposed to work without the 4x25%. Callinicus. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. 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. But only occurs during combat if you have shield capacitors installed. If there is a storm that nullifies 100% shields, but ships have 20%. +25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance. Equip an ancient suspension field 2. Q1. 9K health and 20% evasion. It just combats against detection checks. It lacks the bonus to hull damage lasers have. 50% shield. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. Shields with capacitors, on the other hand, will regenerate an infinite number of times as long as they aren't focus fired or one shot. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Content is available under Attribution-ShareAlike 3. Shard. 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. Megacannon is 40% more DPS and 1. The cost per point of HP is just so garbage for armor, and armor does not regenerate. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Stellaris Wiki Active Wikis. 1 comment. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. ago. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. And ye, I'm already undetectable and in a "sweet spot". Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. And Unbidden anchors now give their ships shield hardening and boost shield regen. 1. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. 2 from 2 Shield Caps x 1. This is so effective that ~40k fleets 1:2 destro/cruiser. Information. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. 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. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. Reply ggmoyang Voidborne • Additional comment actions. . Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. at a much lower cost, and will be able to provide shields and armor penetration, and even unbeatable shield and armor hardening. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Except when he uses shield-piercing weaponry. 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. Smaller ships only have one aux slot.