stellaris shield penetration. I've had trouble figuring this out exactly, but this is what it looks like. stellaris shield penetration

 
 I've had trouble figuring this out exactly, but this is what it looks likestellaris shield penetration  Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so

In earlier versions of Stellaris, I had to research both kinetic and energy. they probably will die at some point. Man, the forerunner tech would be massively op but so fun to have in Stellaris. Stellaris. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. 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. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. 44 MB. None of their ship ever produce debris and their ship configuration is quite deadly. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. 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). 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. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. I do full penetration armaments for the titans and battleships. But next I found out "penetration shield 50%" and realized, that this is something wrong. When it comes to hard countering something (such as the. Using the Shroud. CryptoDoes any one knows the difference? Some examples would be great. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. Anything that has 100% penetration on BOTH needs to be shot. 1- They spawned really close and the endgame crisis didnt even take 2 years. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. 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. Zabu Jun 26, 2016 @ 12:09pm. Apart from point defense. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Stellaris. hard shields that limit shield penetration, etc . Contrary to some 'popular' opinion, they are mostly garbage. So if you got shield hardener, then 25% is dealt to shield. Its DPS is 4. Tried again, happened again. Computer system. ago. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. 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. (Except for the shield debuff). There are three types of modifiers. Maybe, but that'd have to be very shield heavy ships to be worth bothering, as sure they do 400% damage to shields, but only 25% damage against hull and armour, this kinda sucks as most AI have vaguely balanced shields and armour leading to a balanced approach typically being more beneficial. Frop. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. So what does that really mean? Does that mean it bypasses my shields and. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. 80% damage against armor. e. Cool. Armor and shields are weighted equally, while ship hull points get a 0. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". +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. But next I found out "penetration shield 50%" and realized, that this is something wrong. In Stellaris, if you lose the fight for the system, thats generally all that matter. Honestly shield penetration and armor penetration is pretty amazing. Plasma = 100% Armour penetration. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Shields require energy from the ship's. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. :- ( (building a new fleet is much. Corvette Spam. At present smaller weapons are better in most ways, other than range. 1). The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. 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%. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. I've had trouble figuring this out exactly, but this is what it looks like. this gives you a lot more time to defeat the portal. enemy leans much more torwards battle ships and. So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. The bonuses are explicit for how/what they apply to. Both are late game anyway so doesn't matter. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. ago. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield The Unbidden use the highest tear generators and shield, but have no armor. A crisis is an event that threatens the entire galaxy and all life within it. Still you want to go shield heavy and shield capacitors. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. 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. 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. 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. I tried everything, strikecraft, artillery, energy weapons, etc. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. Well, as you know in Stellaris ships have 3 "health bars". Also, get lots of shields since the Contingency's weapons suck vs shields. They also have 50% armor penetration, so armor will be less effective. Generally speaking you also want to choose either kinetic, missile or. Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Go to Stellaris r/Stellaris. 27 dps. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Kinetics only get like +15% penetration for medium and +30% for large size. 100% Shield penetration = Ignores shields (no damage at all to shields). Not only were more slots available, but as the highest combat strength available there was a bias towards them, even as the missile rework to s-slot missiles meant earlier and more shield-penetration weapons. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. Diversify. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. This article is for the PC version of Stellaris only. Go to Stellaris r/Stellaris. So the damage per second for each weapon is the same. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. 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). Beam. 25-30K with plasma and armor piercing things (like torpedoes). 30% armor hardening on top cuts it by another third. Given that Stellaris' movement, war, etc. 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). 420K subscribers in the Stellaris community. 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. If the enemy has no shield penetration, then shield hardening does nothing. Forty battleships have been equipped with. But if some torpedoes do get by, I wonder what is the. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. But that isn't something I expect to happen, as. . The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. 34. 2 - 3 Generator Habitats. Medium plasma has -33% shield damage and 60% armor penetration. While cloaked, ships can. 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. I’ll stack a range-aura juggernaut in with them. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. It basically boils down to the armour penetration, shield penetration and hull effectiveness. 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. Hyper-focusing Trinary Arrays. 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. Guass has weapon_role_anti_shield, so its love of shield targetting isn't surprising but the rather opaque name of weapon_role_short_range for auto in the stellaris files doesn't give. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. 64 Destroyers vs 132 Corvettes. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. BTW, this is modded. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. These are also stack. Frop. −5% accuracy. The Shroud. Contents. 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. Consumes power. 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). To combat this, you’ll need to beef up your fleets as much as possible. Time to bring out the torpedos. some weapons have armor/shield penetration so they ignore it. Advanced shields require Strategic Resource to make. Go to Stellaris r/Stellaris. 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。. 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。. As time of writing (patch 3. 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). 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. My enemy has mountains of torpedoes (no neutron launchers). 13. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Jan 8, 2019. . You extinct anything before they get too close. This test is about which ship does beat job against contingency. ago. 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. 45% shield penetration. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. 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. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. 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. 80% damage against armor. Driller drones have some problems, but are awesome in no shield systems. Beam. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). Shahadem Jul 7, 2017 @ 5:14am. Relevant lines are here: Anti-Armor Bonuses. 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). Stellaris Galaxy Command Wiki is a FANDOM Games Community. • 2 yr. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. The other version is "%chance to reduce any damage from penetrating at all" but I. ago. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!How to Use Cloaking in Stellaris. It gives +100% to both shield and armor penetration. ago. 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. 50, vs Gamma lasers at 6. Vulnerable to kinetic weapons. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). If they fire on ship without shield, it deal same damage, as if it fly through shield. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. Armor hardening is better and easier to get than shield hardening. A quick search reveals that shield hardening apparently stacks. 2 fleets. Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. Graphical effect for the planetary shield generator. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. 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. In addition to that, explosives tend to have Penetration. Which also kinda makes sense. This mod is an optional content expansion package for Azur Lane Stellaris DLC. 8) melt. Each transport fleet consist of 20 Android Assault Army and do not have a general. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Is it that 50% of the damage goes to shields and 50% goes to armor/hull? If so, a little useless, since almost all ships have more hull than shields. All Discussions. 3% Speed and Turn Rate while activeWhere did you get your know-how concerning weapons and ship design? I've logged 200ish hours in stellaris since 3. The only quibble I might have with it is that penetration is often overpowered. You can still call it penetration. 5 multiplier. 1. Stellaris Real-time strategy Strategy video game Gaming. EVER. 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. But it does miss, turning great early-game potential into a slow, dull grind. They are called Space Torpedoes. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. Armor, that stand in a way to hull. And PD is the fighter-counter as well as the missile-counter. 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. Apart from this, Stellaris patch 3. 8-15. 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. So, half of the damage they do will be harming your hull even before your shields drop. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. Alle Diskussionen. 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. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Stellaris. Armor is still very effective at countering them than shields. Even a full point defence fleet would be unable to stop this many missiles. Armor reduces damage by a set percent. 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. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. Stellaris fleet getting destroyed. That’s how badly hardening gimps penetration weapons. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. Armor reduces damage by a set percent. 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. And only 12. But that isn't something I expect to happen, as. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. 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. While it’s been possible since Utopia to. 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%”. Large. Just don't expect much from Corvette shields. , stuff with %100 Shield Penetration and %100 Armor Penetration. Doing some tests against the contingency. Callinicus. A new UI interface is made for mod. 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. r/Stellaris. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 1?. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. Shield hardeners are a new defensive technology in the upcoming 3. +47. Stellaris Real-time strategy Strategy video game Gaming. 6 update. 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. You starting weapons should make up the backbone of your fleet throughout the entire game. Wooden-Many-8509 • 22 min. Torpedoes are dead. Corvettes might be better than cruisers just because if they get in range they're toast either. 2 Forge Habitats. 34 comments. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. All Discussions. The below video linked when completely seen will provided the needed information. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. Only larger weapons, medium and Large types get a small increase to armor penetration. 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. Side bonus of 80% shield hardening and 400 extra armor and shields. 护盾穿透( Shield penetration ):武器将按一定比例忽略对方舰只的护盾,这部分伤害将会直接作用于对方船体和装甲本身。 装甲伤害( Armor damage ):武器将按一定比例增加或减少对对方舰只护甲的伤害。这项属性与船体和护盾没有任何关系。 总结 Cool. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. Yes, but that doesn't matter too much. 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. 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. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. So if you got shield hardener, then 25% is dealt to shield. That does not mean they. Ironically, there is an advanced armor option known as Dragonscale Armor. Stellaris. “虚空恶魔”应当是早期版本的误称。. The shield hardening components kind of revive the shields back to their older glory. 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. Medium. According to the official Stellaris 3. None of their ship ever produce debris and their ship configuration is quite deadly. Shield hardeners are a new defensive technology in the upcoming 3. But next I found out "penetration shield 50%" and realized, that this is something wrong. 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。. Fun fact. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. You only need one of those debuff fleets because it affects all in-system enemies. 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. If this capacity is exceeded, they become permeable to the following attacks. ago. 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. Hull, that once depleted, destroys ship. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. But next I found out "penetration shield 50%" and realized, that this is something wrong. Shield worlds, halos, arks, all that good stuff. It's pretty noticeable in a fight 1 vs. 27 dps. Robotics and Kinetic are all rounders in this aspect. 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). 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. 1 comment. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. 6. 26. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). it all depends on what you're going to be fighting. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. Stellaris. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple 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. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. ParasiteX Apr 21, 2017 @ 9:12pm. In addition to that, explosives tend to have Penetration. 80% damage pierce. Arc Emitters also have partial shield penetration. Robotics and Kinetic are all rounders in this aspect. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Cheaper Alloys cost than armor. 34. 09 0. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. It makes no sense what so ever to have this. add modifiers add/substracts a set amount of a resource or attribute to a scope. 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. 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?Does any one knows the difference? Some examples would be great. 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%. reduction modifiers divide an amount of a resource or attribute by a set amount. Jun 15, 2019 @ 11:18pm "penetration" #1. 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. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 67. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. If you want to disable enemy shields, the saturator X weapon is the best at that job. 1 Graphics; 2 Ship Sizes. “虚空恶魔”应当是早期版本的误称。. Disruptors are mostly for the memes or countering certian crises. 25 days. Edit: my second guess is that it stops all shield penetration completely,. Stellaris > General Discussions > Topic Details. • 1 yr. 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. 2 - 3 Generator Habitats. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. I tried everything, strikecraft, artillery, energy weapons, etc.