For downside traits, Unruly and Deviants are the best. Just had a random thought here. 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. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Just what it say on the tin. Each start system can have between 2 and 15 celestial bodies. 5x divider on shields. BUT the shield hardening form suspension shields do not. 3. Damage 16 - 24 +100% Shield Penetration +25% Hull Damage;Tactics Forever, before the dev put it on Steam and then gave up on it. +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. Planetary shield generators in Star Wars are impenetrable. 1680x8 shields or 13440 points. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Mono-shield is much harder to pull off because of the power demand (and is very weak to penetration), and mono-either is (almost) strictly better than. This means it now has 90-50=40% as the penetration just subtracts armor percentage. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break. There is no such thing as a "barrier" in the game. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. Shield hardening and capacity on the shields side, and on the hull side you get your resistances from the base 1 point in the skill, a cruiser's innate resistance bonuses, maybe a single utility-armor console like the Trellium-D, but most significantly boff powers. +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. Both are late game anyway so doesn't matter. That’s how badly hardening gimps penetration weapons. Time to load it up with armor and plasma! 12. Cloaking disables shields. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. 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. invol713 • 5 yr. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. ago. Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Absorbent. The driller drones synergize really well with other shield bypass builds. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. 3 Base intel level. I wonder how good would it be against missile swarm cruiser spam. Go to Stellaris r/Stellaris. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. + Constantly blocks a number of damage per unit of time. 3. The shield regen is just insane and my battleships only die when focused heavily. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Heavy platforms and their large weapons do best with larger forces towards the end of the game. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. 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. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. 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. 3. It's mostly only going to be used in mp if you know the other guy is using full disruptor fleets, but even then I'd argue that going full shields with shield hardeners might be better because it's cheaper and more versatile. 5 Stellaris Tech Id List – J to P. R5: Found a choke point on a pulsar that gives 100% shield nullification. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). The wiki doesn't say anything about them having point defense. This page was last edited on 23 March 2022, at 17:16. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. 3. Vassalization request towards a Machine Intelligence empire. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. • 20 days ago. Hardening stacking question. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. E. Ancient Pulse Armor (and other ancient armaments) are impractical. Take these battleship to a space mining drone system. 8 Gemini) By foxfax. *) Created by jasonpepe. The planet was full of genetically engineered super soldiers. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. You can optimise for a large buffer or fast regen, and each. e. Stellaris. 00?Stellaris. ago. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The amount of hull it. Stellaris is a sci-fi grand strategy game set 200 years into the future. Best. Stellaris Wiki. Shields are hit-points on top of your hull hitpoints. 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. They are very good. M: +315 shield HP (505 with AP), 4. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. . Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. For example. 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. There is too much data tied up in a planet. As probably most of you know. Engineering research. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. 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. 25) gets tanked instead (meaning. 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. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. rely solely on them, because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. Smaller ships only have one aux slot. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Increased the base damage of Flak PD. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Stellaris: Shield Hardeners - You must use them. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. -Planet Capital provides -3 Amenities and -3 Unity. They cannot be built in orbit of a celestial body that has an. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. Legacy Wikis. These are also stack. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. Shields regenerate on their own after battles. Log In / Sign UpI have always wondered whats the point of having penetration. Edict Fund can be increased by the following:. 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. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Gigacannon needs. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. In-combat regeneration occurs but its not a significant factor. 85 -1 = 1. 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). But it also penetrates armor by 50%. But if some torpedoes do get by, I. Recently I decided to pick it up again. Active Wikis. 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. Economics is everything in stellaris if you have more ships you win. All Discussions. You can roll back to a. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. 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. 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. ago. majdavlk • 2 min. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. frac {a} {a + 60} * ( 100% - p% ) I. You are literally paying double for only 30% extra defense. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 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. In the middle, fittingly, is the medium platform. Megastructures are colossal constructions. Stellaris is a sci-fi grand strategy game set 200 years into the future. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. It is now possible to get 100% of both shield and armor hardening using councillors only. The driller drones synergize really well with other shield bypass builds. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Below is an example of what I found out while testing ship combat. 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. 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. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. 5 and armor takes 2. I intervened without looking it up (as I do. but they come at a few costs. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Increased the range of Energy Siphons. is it worth it do you think?2 Answers. Refire rate and general stats have been adjusted. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. #2. And ye, I'm already undetectable and in a "sweet spot". We’ll begin with an exploration of the goals and. This is a searchable and complete list of Stellaris technologies and their IDs. The other version is "%chance to reduce any damage from penetrating at all" but I. and a huge stack of armour. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Except that they use 25 / 50 / 100 power each. 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. Doesn't seem like silos or anything else increase it. That'll teach 'em. Is this a good strategy for winning battles right now?and a huge stack of armour. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. 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. Losing 100 Ar or 125 Sh to get 65 Hull. 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 Hardening. • 2 yr. and a huge stack of armour. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. ago. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. • 20 days ago. 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. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. 34. Add a Comment. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. 75% hardening all shield targets stop arc pretty well. Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant 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. HerewardTheWayk • 1 hr. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. 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. Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Both have FTL, but it's not super clear what the range/speed is for XCOM. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Just what it say on the tin. But that is only even taking into account the enemy damage types. In this video I. 0 was launched, they doubled the cap from 200 to 500. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Equip an ancient suspension field 2. . In the default galaxy map mode, subjects have the same color as their overlord. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. If both these definitions are functionally identical, why does the game bother changing the tooltip from Shield Penetration to Ignore Shields when shield_damage is set to 0. On a corvette with 2 armor. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. ago. This mod is a global compatibility patch for Stellaris 3. What'ss the point omega lulzThis article is for the PC version of Stellaris only. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Basically arc does 25% damage as shields are enough. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 5 Defense platform cap. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Can't terraform Mars then. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. (Note: patch 3. M: +315 shield HP (505 with AP), 4. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. A Tier 3 Railgun does 13-44 damage (+33% v shields but lets even ignore that). The nano missiles and saturation artillery are flatly excellent. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). Stellaris Real-time strategy Strategy video game Gaming. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 64) with it. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. #1 Buzzard Feb 18 @ 10:20pm Armor/shield hardening is a counter for weapons that bypass that defense. 6 shield regen, 15% shield hardening. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. This week’s topic is the combat rebalancing planned for the Stellaris 3. With the 2. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. If you go into a system with shield negation, you average them out for the value of your shield. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. Here are the complete notes for Stellaris 3. 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. Corvettes and Destroyers don't have enough space to run hardening, and Battleships and Cruisers get absolutely murdered by Tachyon Lances and Neutron Launchers if they don't have shields. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly. It matters more with shields. 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. I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. The same principle applies if your enemy has shields instead of armor but in reverse. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. The shield hardening components kind of revive the shields back to their older glory. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. Armor provides. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. 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. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. I started a new game and I saw the frame world origin. 7 Technology List – T to Z. They cannot be built in orbit of a celestial body that has an. Big sad. Mean-Falcon-6204 •. Ironically, there is an advanced armor option known as Dragonscale Armor. Nearly all "special" AI empires build anti Shield. There's about a 10 day delay though. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Stellaris > Workshop > AlexaTheGoddess's. Heavy platforms and their large weapons do best with larger forces towards the end of the game. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. add modifiers add/substracts a set amount of a resource or attribute to a scope. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. Jump to latest Follow Reply. Archaeoshields should now properly provide their shield hardening bonus. On the other hand, Nobles can produce upto 15% Stability. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Upload Attachment 7. As a rare tech, Basic Cloaking Fields has a small chance of appearing. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. +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. Meaning you can get 100% hardening on a large ship, pretty easily. Information. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. Based on pre-2. Increased the range of Energy Siphons. These IDs are usually used with the research_technology tech ID command. Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. 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. Cons: Hard-capped quantity based on Naval Capacity. Jan 23, 2023. nightraven1901. malakhglitch Rogue Servitor. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. 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. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. 1 Answer. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. Armor is generally the better of the two, but it can depend on the AI's ship designs. 6 update. About this site. One of the several reasons that armour is generally considered a better defense than shields in Stellaris is that there are a lot more weapons that penetrate shields than armour, as well as more weapons with high damage multipliers to shields. 2k. No. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. My enemy has mountains of torpedoes (no neutron launchers). There's not really that much you need in terms of utility components. Thread starter Chuunibyou Imouto;. 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. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. 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. Decreased the base damage of explosive torpedoes. It's a bit slower than shield reg, but your fleet starts each battle at full health. Megastructures are colossal constructions. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. ago. 5 to hull, 18. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. Decreased the base damage of explosive torpedoes. This page was last edited on 14 October 2017, at 11:01. Negative shield negation adds to your shield value after all other calculations. Inversely scale hardening module impact against hull size. 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. is it worth it do you think?Hello! I used to be pretty hardcore into this game. 8. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. • 5 yr. Shield nullification. "Attacking. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). They can help handle most forces until the enemy starts rolling up with battleships. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. Losing 100 Ar or 125 Sh to get 65 Hull. 25 days. Yeah, you kinda need this. You can roll. So +6. Stellaris. But only occurs during combat if you have shield capacitors installed. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Early game of course I do the classic hangar DP, since they easily counter small ships. Armor Tier [I. You don't. Stellaris. 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. Its not even an early game advantage anymore. Patch 3. Stellaris. Steps to reproduce the issue. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. It certainly made sense when minor artifacts couldn't be. 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. Depends on who you're fighting.