Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Shields are probably the better option, since stacking armor on small ships is futile. So using them is a safe bet. I think Stellaris could benefit from a breakdown of shield technology, allowing shields to become more specialised in the type of damage they absorb (similar to how EvE Online does this). Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. Well, as you know in Stellaris ships have 3 "health bars". 1 comment. Armor is still very effective at countering them than shields. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). If you can, research more advanced. 100% Shield penetration = Ignores shields (no damage at all to shields). 80% damage against armor. 67. Unfortunately battleships can't equip torpedoes or you'd be perfect. r/Stellaris. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Driller drones have some problems, but are awesome in no shield systems. Unfortunately battleships can't equip torpedoes or you'd be perfect. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). . Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. Stellaris. Stellaris > Discussions générales > Détails du sujet. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Yes, I'll attack the frigates yada yada. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. Stellaris: Shield Hardeners - You must use them. this gives you a lot more time to defeat the portal. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Penetrate through shield but lost 50% of their power. The other version is "%chance to reduce any damage from penetrating at all" but I. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. some weapons have armor/shield penetration so they ignore it. enemy leans much more torwards battle ships and. That's worse than 6+6=12s for a purely neutral weapon. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. . - Component ("Psi Shield Module") like a. I've had trouble figuring this out exactly, but this is what it looks like. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. In terms of armor/shield balance, I find a 2:1 ratio works best. Hello everybody. I'd guess it's also much better against other heavily armored, lightly shielded targets. Hello everybody. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. 高维入侵(异次元入侵)是指来自另一空间维度的敌人入侵本世界。高维入侵是《群星》后期危机的一种。. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. −20% armor penetration. 8) melt. They are very good. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Its DPS is 4. But it does miss, turning great early-game potential into a slow, dull grind. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. 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. Production Revolution. Well, as you know in Stellaris ships have 3 "health bars". And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. While it’s been possible since Utopia to. 8%. So my. -Missiles stay as they are. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Lightning conduits have the 100% accuracy that makes them solid weapon options, Amoeba flagella are decent strikecraft and the 100% armor penetration from mining drone cutting lasers can be very useful when fighting off other space creatures in the early game since they don't. I tried everything, strikecraft, artillery, energy weapons, etc. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Stellaris Real-time strategy Strategy video game Gaming. E. 09 0. It'd be a considerable hard counter. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. Fun fact. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. However, it looks like that at some point between then and now weapons were changed considerably. 5 Starship Shield Hardness +47. 2 fleets. 6. Space empire 5 had like, five different ones (that i recall):. Destroying the Portal earns the Rift. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Wooden-Many-8509 • 22 min. ago. 5 days. Bolt. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. 100% shield penetration. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. Against other players in pvp, yes you would be right, as players usually don’t have +6000% bonuses to shield and armor or severe imbalances between shield/armor and hull (among other factors). That’s 17. First destroyer fleet lost 19 ships and the remaining hull was 40. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Gunships Support 6. Each transport fleet consist of 20 Android Assault Army and do not have a general. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. . They also have 50% armor penetration, so armor will be less effective. Stellaris. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. 6 “Orion” update includes many changes to combat. Cheaper Alloys cost than armor. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). And it's absolutely nonsense to use a lot of shield strength (cruiser. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). A quick search reveals that shield hardening apparently stacks. Go to Stellaris r/Stellaris. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 8) melt. 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. Disruptor = 100% Shield penetration. You can still call it penetration. shields, lower dps compared to kinetics). Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Increase the fire rate of point defence and flak slightly, but give them a reverse version of the size bonus torpedoes have, so that they are more capable of dealing with missiles while being rubbish. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. In case of. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. ago. e. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Vulnerable to kinetic weapons. Doing some tests against the contingency. 15. So, half of the damage they do will be harming your hull even before your shields drop. Particular_Jicama_97. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. 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%. 常规的远古采矿无人机使用能量武器采矿镭射和护甲,没有ftl引擎。The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. It basically boils down to the armour penetration, shield penetration and hull effectiveness. 1). - Gourmand in energy and is inefficient under a firepower too important. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. maximize weapon range though admirals/policies/shield build spam cheap naked corvettes, their entire purpose is to die so your battleships don't, keep making and replacing themHello everybody. This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. 14 votes, 10 comments. Slap on 3 afterburners. The weapons the Unbidden use have 50% shield penetration. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing: the arc. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull. Against other AI empires I’m just going to assume you can out-economy them and out-micro them to the point where ship design barely matters. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?With the experts at Paradox putting their own spin on a classic genre, it seems like a can’t-miss proposition. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). Still you want to go shield heavy and shield capacitors. There are three types of modifiers. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Added new. Even with their bonuses, their time to kill is awful. A quick search reveals that shield hardening apparently stacks. - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. You only need one of those debuff fleets because it affects all in-system enemies. And it's absolutely nonsense to use a lot of shield strength (cruiser. As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. That's a 1:1 ratio, which means (relatively speaking) defense. This is represented in Stellaris by 'penetration'. 5. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). 420K subscribers in the Stellaris community. Modifier Effects. Penetration would seem to need a much more focused, clean. Cool. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. enemy leans much more torwards battle ships and. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). I could use a little help. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to damage against. The shield hardening components kind of revive the shields back to their older glory. It really depends on the situation, but I find shields more reliable than armour in most cases, as armour tends to be massively hard-countered later in the game by plasma. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. You can beat anything because Stellaris is not hard. At which point it still doesnt offer enough to be valueable. That is, have psionic shields counter weapons that have 100% Shield Penetration, either by outright negating/ignoring it, or by treating it as 100% Shield. Large. (Except for the shield debuff). ago. The shield hardening components kind of revive the shields back to their older glory. And so is born the fleet of the 170 torpvettes. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Only. Time to bring out the torpedos. • 1 yr. 2 Mining Habitats. 85 -1 = 1. Armor, that stand in a way to hull. If the enemy has no shield penetration, then shield hardening does nothing. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. The differences between the weapons are much more nuanced. That is what the anomaly says. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. Spare_Development_64 • 1 min. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. Hello everybody. Well I guess we could go through process of elimination . They sound like the obvious target for point defence, but point defence ignores them. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon. In late game battleships, you have a similar effect, just the other way around. Shield hardeners are a new defensive technology in the upcoming 3. However, evasion is the best defence on non-battleships. Diversify. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Missiles are best now. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. This test is about which ship does beat job against contingency. Since you use all your physics research on shield repeatables, year after year after year, you easily get really high shield values - and coupled with 2 or 3 advanced shield hardeners and a Genius Armourer admiral on the council, the AI will have to beat down your enormous shields to kill each battleship even if they are kitted out with 100%. this gives you a lot more time to defeat the portal. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. In addition to that, explosives tend to have Penetration. In this video I explore the effe. In addition to that, explosives tend to have Penetration. Damage redirected to the hardened component. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. 8 battleship - particle lance and kinetic artillery, even on armor/shield. 04 0. ago. If the enemy has no shield penetration, then shield hardening does nothing. 45% shield penetration. My enemy has mountains of torpedoes (no neutron launchers). Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. If they are still useless, a mix of shield stripping and anti armor weapons will be better. Weapons: As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. Doing some tests against the contingency. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Go to Stellaris r/Stellaris. In vanilla game, the global pacifier can add the shield to the planets by turning it to a shielded planet by using the code: change_pc = {class = pc_ringworld_shielded inherit_entity = yes}Do they actually mean anything? supposidly energy is good against armor, kenetic is good against shield and explosive is between the two. Honestly shield penetration and armor penetration is pretty amazing. - Shield upgrade (like the current tech) etc. That does not mean they. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). 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. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Plasma = 100% Armour penetration. If any other. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. Gunships Support 6. Disruptor = 100% Shield penetration. 27 dps. Stellaris > General Discussions > Topic Details. They are more hp than shields. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Even a full point defence fleet would be unable to stop this many missiles. Apart from this, Stellaris patch 3. Torpedo = 100% Shield penetration. I tried everything, strikecraft, artillery, energy weapons, etc. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. Armor and shields are weighted equally, while ship hull points get a 0. 30% armor hardening on top cuts it by another third. Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. 6 update. The weapons the Unbidden use have 50% shield penetration. Take the Ruby Guardian (Topaz/etc. Stellaris. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. I ragequited after the battle, and than reloaded the save. 8-15. The bonuses are explicit for how/what they apply to. 2. 14 0. And only 12. Armor reduces damage by a set percent. ago. Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the AftermathThe question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. 概述. I tried everything, strikecraft, artillery, energy weapons, etc. My fleet is using 31 of those 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. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor, but for whatever reason armor penetration is calculated using the following formula. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 1?. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Time to bring out the torpedos. However I would also like to make clear that the mechanics of. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. . Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. Corvettes with high evasion are really good too, and you should have those anyway. Disruptors are just annoying. Weapon damage hierarchy. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Shield nullification. 索林原虫的先头部队将会占据5个行星系(除了失落帝国附近,传说如果. Plasma = 100% Armour penetration. “虚空恶魔”应当是早期版本的误称。. Fighters - 2. Modifier Effects. EMP fuse -Specifically design torpedo, to. Hull - 125% of 'normal' damage for as long as it lasts. Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. < > Showing 1-5 of 5 comments . The Stellaris 3. After one of the fleets was halfway dead I stopped the test and recorded the damage to. Projectile and Missle Weapons. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. 14 votes, 10 comments. Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. 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. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken. It works like in Mass Effect 2: you (usually) have to deplete the shield hp, then the armor hp, and only then can you damage the hull hp. Lance. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. I know this has been brought up before in the context of "I want to design my own starbase loadouts" but I'm suggesting something simpler that should be much easier to implement: if a starbase is built in a pulsar system (i. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. They already have extremely low range (20) and require a large slot making them all but useless at the moment, and this change would make them useful against smaller craft who get too close, once again making sense thematically and mechanically. You extinct anything before they get too close. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. Shield worlds, halos, arks, all that good stuff. 1- They spawned really far and holy fuck so much micro. Mathematically, these weapons have the highest DPS in game against most endgame enemies. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. 8-15. Medium. They should give these a boost to 100% accuracy and possibly a % of shield penetration. 2 Forge Habitats. If they fire on ship without shield, it deal same damage, as if it fly through shield. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. Armor and shields are weighted equally, while ship hull points get a 0. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. But next I found out "penetration shield 50%" and realized, that this is something wrong. Cloud Flare etc. Component. It'd be a considerable hard counter. 50, vs Gamma lasers at 6. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon bypasses shields altogether and only does armor and hull damage? I have always wondered whats the point of having penetration. If this capacity is exceeded, they become permeable to the following attacks. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Stellaris. 6 update. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. . The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. that this isn't a bad thing. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. 4 in to hull through armor, if shield penetration, in to hull through shield. g, 100% penetration vs 75% hardening means 25% of the damage goes through. But it also penetrates armor by 50%. ship_armor_add = adding an amount of armor . Have Psionic Shields be non-bypassable. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Hello everybody. 概述. Probably ~ the same usefulness as Tachyon Beams. 1- They spawned really far and holy fuck so much micro. Alle Diskussionen. But that isn't something I expect to happen, as. 6. The below video linked when completely seen will provided the needed information. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Failing that, Energy torpedos, or your highest tier torpedo. 26. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speedSo if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. 3. systems would need to be given a careful examination though I'm not convinced that stealth would be good here without a total overhaul of those systems so we can design-in proper stealth support. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. Stellaris Wiki Active Wikis. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. These are also stack. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array.