stellaris shield penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. stellaris shield penetration

 
 Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS sostellaris shield penetration Stellaris: Shield Hardeners - You must use them

One thing i have noticed though is that Shield Regeneration pretty. Torpedo = 100% Shield penetration. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Honestly shield penetration and armor penetration is pretty amazing. None of their ship ever produce debris and their ship configuration is quite deadly. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. 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. 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. Hello everybody. [deleted] • 5 yr. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. Stellaris Real-time strategy Strategy video game Gaming. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. . 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). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. maybe some space fauna or raiders come and lower one, and the other one kills it. However, it looks like that at some point between then and now weapons were changed considerably. 85 -1 = 1. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. Ironically, there is an advanced armor option known as Dragonscale Armor. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 5. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Robotics and Kinetic are all rounders in this aspect. Go to Stellaris r/Stellaris. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). 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. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Yes, I'll attack the frigates yada yada. Fighters - 2. It's pretty noticeable in a fight 1 vs. So two m-shields are strictly superior to one l-shield. Modifier Effects. Penetration my friend. 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 with their bonuses, their time to kill is awful. kinetic, explosive), which would make for a more engaging system. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. This test is about which ship does beat job against contingency. IPWIW. Generally speaking you also want to choose either kinetic, missile or. For the following ideas, I think that to gain these benefits, at least 2/3-3/4 of a ship's shield points should come from psionic shields. Beam. E. This works because Amoebas are carriers, they flay you with fighters. They are more hp than shields. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. They should give these a boost to 100% accuracy and possibly a % of shield penetration. Large. BTW, this is modded. Take the Ruby Guardian (Topaz/etc. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. Point defense need variety in stellaris. The eternal psionic avatar battle. Even a full point defence fleet would be unable to stop this many missiles. Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. You only need one of those debuff fleets because it affects all in-system enemies. Space empire 5 had like, five different ones (that i recall):. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. Armor - normal, needs to be destroyed before hull damage starts. 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). A crisis is an event that threatens the entire galaxy and all life within it. If any other. 1 comment. A crisis is an event that threatens the entire galaxy and all life within it. Lower DPS than Tachyon Beams but RNG damage range. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. 44 MB. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Disruptor = 100% Shield penetration. But next I found out "penetration shield 50%" and realized, that this is something wrong. However, evasion is the best defence on non-battleships. Related Topics. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. The only quibble I might have with it is that penetration is often overpowered. The ship cannot take damage for a whole 10 days before it regens. Stellaris. The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. In Stellaris, if you lose the fight for the system, thats generally all that matter. Best. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. . 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. While this can be nice, it means that it isn't contributing to taking down the enemies shields, and so if you have one weapon with 100% shield penetration and other normal weapons the normal weapons will still. 100% shield penetration, 100% armor penetration. Well, as you know in Stellaris ships have 3 "health bars". R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Doing some tests against the contingency. IPWIW. 67. As time of writing (patch 3. 8 battleship - particle lance and kinetic artillery, even on armor/shield. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. Go to Stellaris r/Stellaris. It's pretty noticeable in a fight 1 vs. but the 50% shield penetration on the arc emitter might help too. Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy replace some shields with armor) A-Slots: 3 Shield Hardeners OR 3 Auxiliary Fire-Control if you don't have Shield Hardeners H-Slots: 1 Strike Craft G-Slots: 1 Torpedo S-Slots: 4 Autocannons (or 4 Disruptors if the enemy doesn't have Shield Hardeners) PD-Slots: 2 Point Defense 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. Stellaris. 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. Designed to be a spiritual successor to Star Wars Weapons Legacy, Star Wars Weapons and Ship Components is an entirely re-imagined version of that mod with the intent of being more vanilla and compatibility friendly while bringing the authentic sounds and projectile effects for the Star Wars weapons we all. They are called Space Torpedoes. But next I found out "penetration shield 50%" and realized, that this is something wrong. (Except for the shield debuff). Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Cloud Flare etc. In late game battleships, you have a similar effect, just the other way around. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. E. Destroyers- if you use them, should be built for alpha and to die. The bonuses are explicit for how/what they apply to. 67. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. that this isn't a bad thing. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Armor and shields are weighted equally, while ship hull points get a 0. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. 4. 概述. 01 What im wondering is this, is shield penetration %, say 15%, a 15% chance to penetrate shields. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Missiles have 100% shield penetration like fighters. The bonuses are explicit for how/what they apply to. hardening * total. The Stellaris 3. Particular_Jicama_97. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. They also have 50% armor penetration, so armor will be less effective. 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. It lacks the bonus to hull damage lasers have. but with the new system it seems like you have to make huge sacrifices in weapon or support system quality to make a shield build work, while armor is essentially free. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. Auto-best is not good, it frequently makes completely nonsensical design decisions. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. Contrary to some 'popular' opinion, they are mostly garbage. 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. Go to Stellaris r/Stellaris. EVER. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. For example the ancient laster (Cavitation Collapser), resembles normal lasers. There's about a 10 day delay though. You can see armor is quite effective against medium plasmas. , stuff with %100 Shield Penetration and %100 Armor Penetration. I tried everything, strikecraft, artillery, energy weapons, etc. 34. hard shields that limit shield penetration, etc . Jun 15, 2019 @. 50, vs Gamma lasers at 6. Xaphnir. Stellaris Galaxy Command Wiki is a FANDOM Games Community. If a hot border can be anticipated, I go for a Bastion Habitat. The shield hardening components kind of revive the shields back to their older glory. There's no difference in Shield penetration and ignore shields. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. They also have 50% armor penetration, so armor will be less effective. 5 Starship Shield Hardness +47. 1- They spawned really close and the endgame crisis didnt even take 2 years. Plasma = 100% Armour penetration. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. 25 days. Apart from point defense. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. This article is for the PC version of Stellaris only. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. But next I found out "penetration shield 50%" and realized, that this is something wrong. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 3. avoid lasers, plasma or particle beams - their main strength (armor penetration) has 0 effect in this fight, leaving you with only their weakness (penalty vs. Wooden-Many-8509 • 22 min. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. 8%. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. Frop. 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。. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Destroying the Portal earns the Rift. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 5 Starship Shield Penetration. With the occasional situational exception, of course. 6 update. Armor is still very effective at countering them than shields. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Jun 15, 2019 @ 11:18pm "penetration" #1. . 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Yes. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. That’s how badly hardening gimps penetration weapons. EMP fuse -Specifically design torpedo, to. I haven't played in almost a year. 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. First destroyer fleet lost 19 ships and the remaining hull was 40. 80% damage against armor. Shield damage have every gun +100%, which mean 1:1, except ↓. 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. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. Its DPS is 4. some weapons have armor/shield penetration so they ignore it. To top it off, the time loop had become destabilized over an extremely long time. 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. shield_damage = <float> shield_penetration = <float> armor_damage = <float> armor_penetration = <float> Determines the damage efficiencies and. Taking any damage at all will reset this timer. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Corvette Spam. 27 dps. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. 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%. Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull. For example the ancient laster (Cavitation Collapser), resembles normal lasers. The realm is inhabited by powerful beings of pure psionic energy that can be communed with through great effort. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Driller drones have some problems, but are awesome in no shield systems. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. So, half of the damage they do will be harming your hull even before your shields drop. Stellaris: Shield Hardeners - You must use them. Torpedo = 100% Shield penetration. 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. So what does that really mean? Does that mean it bypasses my shields and. Doing some tests against the contingency. Bolt. Penetration would seem to need a much more focused, clean. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. All of it is quite nice, but extreamally flat (tho, shields should not be fully. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. 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). 1 titan - basically the same as battleship setup. 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. Kinetics only get like +15% penetration for medium and +30% for large size. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Stellaris. And so is born the fleet of the 170 torpvettes. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. Projectile and Missle Weapons. ship_armor_mult = % the ships armor amount is increased byFeatures. is it ideal, who knows, is it perfect, i doubt it but it works for me. This is represented in Stellaris by 'penetration'. If they are still useless, a mix of shield stripping and anti armor weapons will be better. In addition to the standard repeatables, Physics only has three repeatable techs to worry about. Against something like. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. 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. Hello everybody. 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. 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。. Contents. Plasma = 100% Armour penetration. 5. 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. 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. Stellaris. • 2 yr. In terms of armor/shield balance, I find a 2:1 ratio works best. 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. I could use a little help. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). While it’s been possible since Utopia to. Component. File size:42. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. ajanymous2. This mod is an optional content expansion package for Azur Lane Stellaris DLC. 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. < > Showing 1-5 of 5 comments . Stellaris. Mathematically, these weapons have the highest DPS in game against most endgame enemies. For instance, if the enemy fleet is composed of mostly battleships with low tracking L weapons, then you should build a fleet of small ships with swarm combat computers fitted with weapons like Devastator Torpedoes and. Zabu Jun 26, 2016 @ 12:09pm. And it's absolutely nonsense to use a lot of shield strength (cruiser. That is different than the global pacifier, which creates an impenetrable shield over the planet. ago. wpmaura. 25-30K with plasma and armor piercing things (like torpedoes). If you can, research more advanced. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. Missiles are best now. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Gunships Support 6. What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?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). Stellaris fleet getting destroyed. 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. Penetration means it completely avoids the health bar and will directly damage the underlying bar. Hull, that once depleted, destroys ship. Since my BB has 84. 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. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. Hull - 125% of 'normal' damage for as long as it lasts. I have always wondered whats the point of having penetration. . Stellaris: Shield Hardeners - You must use them. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. But if some torpedoes do get by, I wonder what is the. In addition to that, explosives tend to have Penetration. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. I'm still trying to wrap my head around how Stellaris handles weapons and defense. . Computer system. 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. 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. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. 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). 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. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Callinicus. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Diversify. Go to Stellaris r/Stellaris. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. enemy leans much more torwards battle ships and. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. The weapons the Unbidden use have 50% shield penetration. Forty battleships have been equipped with. 27 votes, 31 comments. Stellaris. 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. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. 26. You starting weapons should make up the backbone of your fleet throughout the entire game. 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。. Concussion Missile ( Small )Shield Penetration is stupid . Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. Advanced shields require Strategic Resource to make. Also, get lots of shields since the Contingency's weapons suck vs shields. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. This article is for the PC version of Stellaris only. Fun fact. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. Shorter reload times, higher movement speeds, but lacks shield penetration. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Have Psionic Shields be non-bypassable. “虚空恶魔”应当是早期版本的误称。. , stuff with %100 Shield Penetration and %100 Armor Penetration. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. EVER. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. 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. In earlier versions of Stellaris, I had to research both kinetic and energy. In this video I explore the effe. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. 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. ago. 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. ago. ago. #3. 7% reduction against medium plasma. -Missiles stay as they are. Armor reduces damage by a set percent. Robotics and Kinetic are all rounders in this aspect. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. 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. spacemanspiff30 • 4 yr. 5. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. 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 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. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder:Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. So using them is a safe bet. 50, vs Gamma lasers at 6. If the enemy has no shield penetration, then shield hardening does nothing. But it also penetrates armor by 50%. 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. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Projectile and Missle Weapons. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. When it comes to hard countering something (such as the. The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. some weapons have armor/shield penetration so they ignore it. . Hello everybody. They are very good. Added new. Disruptors are mostly for the memes or countering certian crises. You extinct anything before they get too close. 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). −5% accuracy.