stellaris shield penetration. A new UI interface is made for mod. stellaris shield penetration

 
 A new UI interface is made for modstellaris shield penetration  When it comes to hard countering something (such as the

Stellaris Real-time strategy Strategy video game Gaming. this gives you a lot more time to defeat the portal. There's no difference in Shield penetration and ignore shields. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. g, 100% penetration vs 75% hardening means 25% of the damage goes through. , stuff with %100 Shield Penetration and %100 Armor Penetration. So. Diversify. Now say, 30% shield hardening cuts Disruptor damage by a third. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. Shield strength, against full shield penetrators, is given by. Time to bring out the torpedos. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. All targets have no weapons. Corvettes with high evasion are really good too, and you should have those anyway. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. It's the perfect weapon. Projectile and Missle Weapons. kinetic, explosive), which would make for a more engaging system. 17 times the amount of shield power, then it is still worth it, even against bypass 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). Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). Slap on 3 afterburners. . Taking any damage at all will reset this timer. Does any one knows the difference? Some examples would be great. Torpedoes are dead. 8%. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. . Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. They are more hp than shields. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. Shields are probably the better option, since stacking armor on small ships is futile. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. Reply. You starting weapons should make up the backbone of your fleet throughout the entire game. . changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one) a second tech to get an improved version of the shield generator. When it comes to hard countering something (such as the. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. Vulnerable to kinetic weapons. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). With the occasional situational exception, of course. Vulnerable to kinetic weapons. That’s how badly hardening gimps penetration weapons. 8-15. A quick search reveals that shield hardening apparently stacks. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Strike Craft - Bombers have 100% shield penetration but I'm wondering if that is lowering my overall effectiveness because all my other weapons are mitigated by shields. Stellaris fleet getting destroyed. 25 days. 13. Plasma = 100% Armour penetration. Each transport fleet consist of 20 Android Assault Army and do not have a general. 1- They spawned really far and holy fuck so much micro. Missiles have 100% shield penetration like fighters. That does not mean they. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Go to Stellaris r/Stellaris. Corvettes might be better than cruisers just because if they get in range they're toast either. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. 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 down to. Stellaris. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. Kinetics only get like +15% penetration for medium and +30% for large size. Jun 15, 2019 @. Spare_Development_64 • 1 min. Spare_Development_64 • 1 min. Report. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. 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. So my. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. difference assuming 100% hit is only on the order of 6% less damage than a plasma/disruptor split with a balanced shield/armour target, difference being that there are 2 phases of battle, shields and armour/hull, and once the specialized weapon gets through. 85 -1 = 1. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. 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. . The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. In addition to that, explosives tend to have Penetration. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. Hello everybody. < > Showing 1-5 of 5 comments . But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. But next I found out "penetration shield 50%" and realized, that this is something wrong. It lacks the bonus to hull damage lasers have. :- ( (building a new fleet is much. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 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. 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). 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. Modifier Effects. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. In Stellaris, if you lose the fight for the system, thats generally all that matter. Just imagine it exploding outwards and back on the superweapon. In general, vs Kinetics, Disruptors, strike craft and trops. The anomaly generated "shield world" is actually in a time loop. 80% damage pierce. Now say, 30% shield hardening cuts Disruptor damage by a third. They sound like the obvious target for point defence, but point defence ignores them. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. The eternal psionic avatar battle. 27 dps. 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). Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. Please can you remove Shield and Armour penetration from the base game. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. 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). I’ll stack a range-aura juggernaut in with them. Preferably from far away :p. Shield damage have every gun +100%, which mean 1:1, except ↓. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. I haven't played in almost a year. 04 0. Honestly shield penetration and armor penetration is pretty amazing. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. Only. Hello everybody. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Go to Stellaris r/Stellaris. It's pretty noticeable in a fight 1 vs. Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. 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. All Discussions. 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. Hello everybody. That's worse than 6+6=12s for a purely neutral weapon. Yes, but that doesn't matter too much. So, half of the damage they do will be harming your hull even before your shields drop. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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%. 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. The weapons the Unbidden use have 50% shield penetration. Stellaris. EDIT: If I get the Enigmatic Decoder from the Enigmatic. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. ago. Even a full point defence fleet would be unable to stop this many missiles. Stellaris Real-time strategy Strategy video game Gaming. 33% reduction, it's 33. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. 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. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar. • 1 yr. Small. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. 100% Shield penetration = Ignores shields (no damage at all to shields). Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. Jun 15, 2019 @ 11:18pm "penetration" #1. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. 1). These are also stack. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. Honestly shield penetration and armor penetration is pretty amazing. The bonuses are explicit for how/what they apply to. It'd be a considerable hard counter. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. 索林原虫的出现不需要任何先决条件。. 装甲的优点在于能够. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. Point defense need variety in stellaris. So if you got shield hardener, then 25% is dealt to shield. 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. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. 1 comment. It basically boils down to the armour penetration, shield penetration and hull effectiveness. At which point it still doesnt offer enough to be valueable. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Unfortunately battleships can't equip torpedoes or you'd be perfect. Frop. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Modifier Effects. 5. Armor, that stand in a way to hull. An unfortunate downside here is arcs and cutting lasers having 100% armor penetration. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. Proton. 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. hardening * total. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. These are also stack. , stuff with %100 Shield Penetration and %100 Armor Penetration. 5. Gunships Support 6. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Stellaris. Armor reduces damage by a set percent. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. Shield Penetration is stupid . Auto-best is not good, it frequently makes completely nonsensical design decisions. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. Reply. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Using the Shroud. If the enemy has no shield penetration, then shield hardening does nothing. Production Revolution. It lacks the bonus to hull damage lasers have. Ironically, there is an advanced armor option known as Dragonscale Armor. 5 multiplier. I tried everything, strikecraft, artillery, energy weapons, etc. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. The other version is "%chance to reduce any damage from penetrating at all" but I. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?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). 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). ship_armor_mult = % the ships armor amount is increased byFeatures. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Unfortunately by the time you research your own fighters most people have some PD, so carriers are better at defending against stuff like corvette swarms than on offense against a cruiser or up. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. Only larger weapons, medium and Large types get a small increase to armor penetration. Shorter reload times, higher movement speeds, but lacks shield penetration. However, it looks like that at some point between then and now weapons were changed considerably. Stellaris > General Discussions > Topic Details. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. They are very good. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. Stellaris Dev Diary #312 - 3. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. 4. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Stellaris Real-time strategy Strategy video game Gaming. In late game battleships, you have a similar effect, just the other way around. A crisis is an event that threatens the entire galaxy and all life within it. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. [deleted] • 5 yr. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. And so is born the fleet of the 170 torpvettes. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. Computer system. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Even Hiveminds get some love, with the mod allowing them to turn other states into “appendages” for future integration. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Only larger weapons, medium and Large types get a small increase to armor penetration. Both are late game anyway so doesn't matter. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. 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). Frop. 15. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Armor and shields are weighted equally, while ship hull points get a 0. add modifiers add/substracts a set amount of a resource or attribute to a scope. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. Probably ~ the same usefulness as Tachyon Beams. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. This can make cloaking a fleet a risky gambit if an empire manages. wpmaura. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. That's a 1:1 ratio, which means (relatively speaking) defense. But it does miss, turning great early-game potential into a slow, dull grind. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. And only 12. 50, vs Gamma lasers at 6. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. Energy weapon or kinetic weapon. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. CryptoDoes any one knows the difference? Some examples would be great. 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). Penetration means it completely avoids the healthbar and will directly damage the underlying bar. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. The only way to stop the Unbidden is to destroy the Extradimensional Portal. 5 days. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. If the Global Pacifier does function the way it does in Star Control 2, the beings inside survive just fine but are. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 09 0. Hello everybody. Railguns with 30% bonus to shields and 50% armor penetration are perfect. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. Hello everybody. 2 Mining Habitats. Yes. Its DPS is 4. 15. Shield hardeners are a new defensive technology in the upcoming 3. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. . I had success using corvette swarms with crystalline hulls and then backing them up with Destroyers, Cruisers and Battleships which utilized Torpedo weapons, Laser weapons, Arc Emitters and Shield disintegrators and some plasma. 85 -1 = 1. 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). Slap on 3 afterburners. Callinicus. 概述. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 1 Graphics; 2 Ship Sizes. I feel like all the space creature weapons have a use somewhere down the line. " 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:. I tried everything, strikecraft, artillery, energy weapons, etc. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. 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%. " 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. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. But next I found out "penetration shield 50%" and realized, that this is something wrong. ParasiteX Apr 21, 2017 @ 9:12pm. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. ago. If a hot border can be anticipated, I go for a Bastion Habitat. To top it off, the time loop had become destabilized over an extremely long time. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). 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. Against something like. Then you would have a trade-off between more regen or more shield health. I could use a little help. 1. This page is about modding of Ships, Sections and Components. 2 - 3 Generator Habitats. For one of those fleets, I’ll stack in the debuff auras too. Shield worlds, halos, arks, all that good stuff. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. Go to Stellaris r/Stellaris. 67. My fleet is using 31 of those battleships. A new UI interface is made for mod. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If the enemy has no shield penetration, then shield hardening does nothing. 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. However, evasion is the best defence on non-battleships. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Medium plasma has -33% shield damage and 60% armor penetration. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. Its DPS is 4. Cloud lightning + arc emitters + disruptors. If you want to disable enemy shields, the saturator X weapon is the best at that job. Compare with Marauders : +25% hull damage, 20 dps. Space empire 5 had like, five different ones (that i recall):. 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. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Zabu Jun 26, 2016 @ 12:09pm. But next I found out "penetration shield 50%" and realized, that this is something wrong. Massive overkill armor can leave you with fairly substantial damage reduction against 90% penetration weapons (plasma/lances), but if the enemy brings these two janky and underused weapons they do completely 'turn off' your armor, which sucks. #4. A place to share content, ask questions and/or talk about the 4X grand strategy… Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. You don't really need anti-shield ships for Unbidden. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Jan 8, 2019. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. 50, vs Gamma lasers at 6. But it also penetrates armor by 50%. It's pretty noticeable in a fight 1 vs. 80% damage against armor. 67. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Edit: my second guess is that it stops all shield penetration completely, like from fighters. Component. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Or shield and some armor plus the crystal plate. - No Armor Penetration - Lowest Base Damage. the regular ships already take months to recharge after passing through a pulsar, the offspring ships correspondingly longer, and the. ago. File size:42. 44 MB. 28. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Stellaris. Strike Craft penetrate shields to do bonus damage to armor, but like arc emitters above, the most vulnerable ships to them cannot really harden against the incoming damage. 67. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Gunships Support 6. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. In this video I explore the effe. 1- They spawned really far and holy fuck so much micro. #2. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 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. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. Cool. 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. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. The other version is "%chance to reduce any damage from penetrating at all". For example the ancient laster (Cavitation Collapser), resembles normal lasers.