shield hardening stellaris. I ragequited after the battle, and than reloaded the save. shield hardening stellaris

 
 I ragequited after the battle, and than reloaded the saveshield hardening stellaris  Don't forget to turn

Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Patch 19-03-2023. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. But the opposite will be better in all other situations, and there are more of those than pulsars. 2 comments. 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. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). It wasn't a best defense available, it was breaking targeting script so instead of killing ships it was spreading damage all around. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. I also think there's no reason for it to not just stack with the planetary building like all the other orbital equivalent buildings. Menacing, which does not require additional resources, has always had good strength, but this update gives it power. 0 - Orion #####. Hardening stacking question. 6 update. So I took Archeao Engineers as a perk. Also I think the best combination is to use armor + hull utility slots, and not using any shields. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Generally you should mount a higher ratio of armour anyway. There are many ways to bypass the shield, and armor can also get hardening (as there are also ways to bypass armor), and you should focus on only one hardening to make it actually viable. 1 shield regen, 15% shield hardening. Not on corvettes though. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. Larger ships have more. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. 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). Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. I fly with a combination of torpedoes and stormfire cannons. 29. 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. While cloaked, ships can. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. PvP is where the fleet composition you use matters a lot more I think. 100% is ideal value - as it would protect you from penalties from hull damage. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. It's a great mode for Stellaris. One does not ‘beat’ the Great Khan… the Great Khan beats you. That’s 17. I prefer armor Regen and have a slight armor favoritism. If you mean by penetration resistance, then yes. Here are the complete notes for Stellaris 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Shield strength, against full shield penetrators, is given by. You don't. Apart from this, Stellaris patch 3. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Can confirm - fastest with few pauses can get you through the first 150 years or so on one sitting. 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. Living Metal and Zro are kinda weird resources because they have very few uses. Stellaris is a sci-fi grand strategy game set 200 years into the future. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. Don't forget to turn. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Community Hub. The downside if that they use power and missiles/torpedo bypass them entirely. 2 thirds armour 1 third shield. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. The shield regen is just insane and my. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 7 Jobs List (WIP) Original code by bipedalshark Parser code :. Instead of trying to undermine battleships in Stellaris, which seems to be the case as they are being nerfed in multiple ways - there now isn't even a good anti-armor artillery weapon anymore (sure, neutron launchers were outrageous,. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Losing 100 Ar or 125 Sh to get 65 Hull. 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. Added new. Now say, 30% shield hardening cuts Disruptor damage by a third. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Shield capacitor gives +10% for more shield (2x repeatables) vs. Toggle signature "And as the 34th Rule of Acquisition states: 'Peace is good for business. 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. 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. Can't terraform Mars then. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Instead of making a one-off attack, though, they stick around, firing every so often at their targets. There's not really that much you need in terms of utility components. hardening * total. 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. If 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 hardening2% armour/day, or 122-123 out of 6444, and 1% without Titan. Q1. 75 to armor and 6. Losing 100 Ar or 125 Sh to get 65 Hull. ago. Added new. I went the Evolutionary Mastery route this game (I know everyone says it's inferior, but I have fun with it and specializing pops, especially when I have slaves), I got the alien box event which gave me limited regeneration, AND I found the artifact. 1 daily regen (2. Stellaris Real-time strategy Strategy video game Gaming. In fact, except for the Crisis Empire, no one can afford to use expensive hardening for every ship in the fleet unless you don't care about the total number. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Because of the large bang torpedoes destroy ships, instead of small weapons leaving chances to get away. I've had trouble figuring this out exactly, but this is what it looks like. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Stellaris. Stellaris: Shield Hardeners - You must use them. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. Cruisers are around 5. Further, at these levels of Shield Hardening your shield HP is basically added to your Armor HP with respect to Missiles and Fighters and is very functional as an anti-Torpedo measure since it offsets the bonus damage to armor of Torpedos. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. Ancient Pulse Armor (and other ancient armaments) are impractical. Thread starter Chuunibyou Imouto;. Ironically, there is an advanced armor option known as Dragonscale Armor. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. You’ll see your numbers go up in the ship designer, 1. Added new aux components that use Living Metal or Zro to provide late game 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. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 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. That's some. g. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. No, those are permanently locked. ago. So yes they do deal double damage to corvettes. It lets me go all-in on shield repeatables and shield slots, without worrying about missiles and strikecraft just bypassing them completely. g. • 1 yr. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. ##### ##### VERSION 3. No AI will grasp this completely. There are also more. 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) Tactics Forever, before the dev put it on Steam and then gave up on it. 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. 9 that merges the various incompatible game rules and scripted triggers added by mods. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 85 -1 = 1. It is developed by Paradox Development Studio and published by Paradox Interactive. It won't be that bad in 2. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. I don't see why the ring can't also generate a shield while hardening the shields in the system. #1. In this video I test out the new Armor Hardeners which is part of the new 3. I've found in. 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. . Stellaris. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. If you're using Clone Army, you want that empire to be war-heavy, more than likely. Equip an ancient suspension field 2. That will allow you to go on a militarised economy to boost the alloys. Legacy Wikis. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 6 "Orion" open beta. The Stellaris 3. Shield nullification. As you get so much boosts to food, mineral and energy production, their boosting traits are not worth as much, except as job weights. Legacy Wikis. Promethian Mar 12, 2019 @ 7:28pm. I chose corvettes for this as they get more free shields and armor per fleet cap from this than any other ship. 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. ago. There are few weapons in the galaxy that can penetrate the hulls. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. bd54257 last week. But really, best move is to immediately submit and take as much territory as possible while the Khanate expands. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. Should say something like "track all projects". 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. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. Stellaris. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Towards the late game I run Torpedo cruisers (20-30) with missile destroyer screens (15-30) and FAE battleship carriers(10) for support. . Mar 29 @ 11:36am Minor Artifacts So I just got a notice I've got 3000/3000 minor artifacts. For individual ship designs, I set a theme for each one. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. I was able to see that they now have 50% shield hardening (which makes sense to me. Ograe • 5 yr. Small ships can't do it. Explosive Missiles Balanced MK 1 Concussion Missile. is it worth it do you think?Once an ascension path has been completed, you will have the choice to : - Receive a unique and powerful modifier - Follow the Real Ascension Path - this will restructure completly your government, population, and even planets if need be. 13. Later i tried picket cruiser with hardeners. Crusader Kings II: Tech Support. . Don't forget to turn. Stellaris Wiki Active Wikis. 25 to shield. Megacannon is 40% more DPS and 1. There are 5 outcomes as far as I know. I was able to see that they now have 50% shield hardening (which makes sense to me. 9K health and 20% evasion. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Living Metal and Zro are kinda weird resources because they have very few uses. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. All Discussions. I repeat, 100% shield hardening. Decreased the base damage of explosive torpedoes. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. That’s either by design or by technical limitation. 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. Stellaris 2. Cloud lightning battleships are really cheap to build for what they do, so they'll perform well according to the "performance vs alloy cost" metric. And will probably not have a 3. Shield and Armor Hardeners: good only for Arcs and Torpedos, but nothing else? Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More. Cool. Unbidden anchors provide 50% hardening to all units in the system. It matters more with shields. As accidental fly into a pulsar system means if you have the other way you get wrecked. There are also orbital farms in starbases and trade. Stellaris ship design is certainly more interesting than it was pre-3. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. 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. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Go to Stellaris r/Stellaris. So the base power and damage output of AC1 is 30% higher than Coilgun2. +15% Armor and Shield Hardening +10% Behemoth Planetcraft Hull Points and Tracking, +20% Attack Moon Hull Points, and +10% Attack Moon Tracking +15% Damage to Gigastructures endgame crises and +15% Blokkats Research Speed;Stellaris. , if you look at the damage taken by shields and it's got a line for Focused Arc Emitters. Europa Universalis IV: Tech Support. ago. MuffinFIN • 5 yr. Go to Stellaris r/Stellaris. Legacy Wikis. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). But it also penetrates armor by 50%. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). So having two grants you 30% hardening. Save file editing has to work too. Upload Attachment EDIT: the philosophy this is based on is pre-3. Go to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. No. - Update ESC-Unbidden crisis to follow same spawn rules as the vanilla one (no pulsar / binary system spawning). The stasis field does less direct shielding than T5, but also adds hardening, which is big. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield hit points), but also gives each defensive platform +25% shield hardening (and +25% shield hit points)! And there's a new shield-alternative, the Ancient Suspension Field. 1 shield regen, 15% shield hardening. Their faces are melting so lovely and the screams music to my ears. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. Stellaris: Suggestions. Be prepared to make your moves once the Khanate fails…. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. 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. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. I've played quite a few games but never noticed minor artifacts before. 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. Most of my games last about two days. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. If you're using a 1080p display you could try using this mod. Those things will just idiot charge directly for their heaviest ships (battlecarriers) and take a ton of focused fire. #2. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. 30% armor hardening on top cuts it by another third. 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. I believe one of the fallen empires are very into disruptors. Oct 14,. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. Callinicus. 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. 6. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Advanced Shield Hardener: 30 1: 25 +25% Shield Hardening 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. 4. E. It should say what event you got. That's probably because you're in a system with a. is it worth it do you think?And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. . In case of 50%. , missiles vs shields. 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%. This means it now has 90-50=40% as the penetration just subtracts armor percentage. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. Deselect it. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. my shield nullification surprise. Negative shield negation adds to your shield value after all other calculations. The shield hardening is just a minor problem, I will test it later though. Their battle ships regen something like 14k shield per day. 5 days. If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). Legacy Wikis. Q1. 5 days. the wiki doesn't have one but I would imagine just "clear" would work if anything is going to. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Yes it's worth it. Bumc Apr 10 @ 12:11pm. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Refire rate and general stats have been adjusted. -100% doubles your shields. I like shattered ring. Generally you should mount a higher ratio of armour anyway. ago. 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. Observe the full damage going through shield. Similar argument applies to, e. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Are they there but hidden?Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Couldn't say for stellaris, used console in most paradox games but never have for stellaris yet. In the corvette era in a general sense, it's going to be 1 shield / 2 armor, or 2 shield if you know it's an anti-armor centered force. Shield hardeners are a new defensive technology in the upcoming 3. And ye, I'm already undetectable and in a "sweet spot". All shield points are negated when using stealth. So 2x Adv Shield hardener for 50% hardened shields. There is also shield and armour hardening to consider. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. . 75 to armor and 6. And at that point, it just means that the AI is so strong compared to me that I failed in building my economy. You'd use it late on battleships against shield/armor ignoring enemies, but now shield/armor hardening + actual shield-armor seems better, and. E. Darvin3. Go to Stellaris r/Stellaris. 1 comment. ago. That’s why psionics is the go-to early game military rush ascension. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Toggle signature Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. 0. Idiot's Guide to 3. Stellaris: Tech. 103 votes, 17 comments. What I want in a fleet is good firepower, while having a high survival rate. Go to Stellaris r/Stellaris. 02 DPS to be fair. The thing is I have no idea if this rule still applies. It also means you will only need 50% shield hardening to fully harden against these threats. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. Ship accuracy and evasion increased by 5%. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Adds a new unique system containing a Shrouded. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 6 “Orion” update includes many changes to combat. 34. . Hello! I used to be pretty hardcore into this game. . All Shield components draw double power but provide nearly double shields, and all ships have 15% baseline shield hardening. That'll teach 'em. . 7. Added new. NagolRiverstar • 1 mo. armor an shield hardening definitely help ship survival vs missiles and disruptors. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. 0 (Actual), Amazing Space Battles, UI Overhaul. Tactics Forever, before the dev put it on Steam and then gave up on it. Autocannons are extremely short range. 25k health and 12% evasion. Added new. Armor a in the presence of armor penetration p reduces hull damage by a percentage. Subspace Hardening + Hypermatter Augment + Adaptive Hull (come at me bro levels of armor) Angel Shield (honestly my backup shielding) Shield Hardening (Angel Shield becomes stupid powerful) Goddess Halo (turns Storm Envelope into a fleet-killer and removes the drawback of Angel Shield's limited cover)Stellaris Dev Diary #318 - Announcing Astral Planes r/Stellaris • When I start a megastructure and activate the edict that speeds up megastructure construction halfway through, will it still speed up the remaining construction?{"payload":{"allShortcutsEnabled":false,"fileTree":{"en/localisation/english":{"items":[{"name":"name_lists","path":"en/localisation/english/name_lists","contentType. That's good, but not great for an ascension path. You'd use it late on battleships against shield/armor ignoring enemies, but now shield/armor hardening + actual shield-armor seems better,. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125.