stellaris shield hardening cap. Stellaris technology list and IDs cheat. stellaris shield hardening cap

 
Stellaris technology list and IDs cheatstellaris shield hardening cap 0 unless otherwise noted

Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . In Stellaris, if you lose the fight for the system, thats generally all that matter. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. There's about a 10 day delay though. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). 1. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. 3. In summary, use the weapons that are effective against what your enemy has most of. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Best. I think some FE/AE focus on energy. Hull is 3300. Increased the base damage of Flak PD. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. The chance-to-hit calculation is: chance to hit = max (0, accuracy - max (0, evasion - tracking)) So, as long as the defender's evasion is higher than the attacker's tracking, it directly reduces the attacker's chance-to-hit by the difference. To quickly find a tech in this list press ctrl + f and type in the techs name. Xaphnir. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. Stellaris. Good uses: Artillery and Auras. and directly work on armor/hull. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 0. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 50% shield hardening lets you live +100% longer (!!!!!). Paradox Forum. It's a bit slower than shield reg, but your fleet starts each battle at full health. Other than Armor Hardening, it's just the edict to speed up megastructure construction. On the other hand, Nobles can produce upto 15% Stability. ago Maybe. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. Equip an ancient suspension field 2. Megacannon is 40% more DPS and 1. 1 comment. Stellaris. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit harsh, so I didn't do that) Generally you should mount a higher ratio of armour anyway. So thats 285 average damage per shot v armor every 5. Your enemy has to chew through them before attacking the hull. Just had a random thought here. But if some torpedoes do get by, I. Shield nullification Starbase. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Enforcers produce 1 Unity. Apr 23, 2023. 8 Gemini) By foxfax. add modifiers add/substracts a set amount of a resource or attribute to a scope. Go to Stellaris r/Stellaris. Inversely scale hardening module impact against hull size. . Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. frac {a} {a + 60} * ( 100% - p% ) I. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. I wonder how good would it be against missile swarm cruiser spam. Gigacannon needs to do 12600 to. Even an armada of warships doesn't have enough firepower to crack a planetary shield. It's a bit slower than shield reg, but your fleet starts each battle at full health. It'd be a small bonus, maybe +10% or something, but it would make the edicts more valuable in early fights against disruptors. 3. Gigacannon needs. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. 3. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Thorin May 12, 2016 @ 8:08am. Unable to carry any Point-Defense: very vulnerable to torpedoes. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. It's comparable to shield regen on fortresses. 0 was never released to the public instead making patch 3. Save file editing has to work too. In the middle, fittingly, is the medium platform. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. g. The current "meta" is hardening and penetrating weapons, often hardened armor. Stellaris Wiki Active Wikis. EDIT: the philosophy this is based on is pre-3. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. But only occurs during combat if you have shield capacitors installed. Meaning you can get 100% hardening on a large ship, pretty easily. Promethian Mar 12, 2019 @ 7:28pm. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. Nearly all "special" AI empires build anti Shield. None. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. That’s 17. 8 (Genius Armorer councilor leader trait), you can get a lot of shield hardening that makes those shields actually pretty important if you're, e. Also I think the best combination is to use armor + hull utility slots, and not using any shields. 2) if you took all the options to increase your leader cap. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). !!Universal Modifier Patch (3. I think it could be interesting if the rare resource edicts granted a small boost to armor/shield hardening, making the edicts a bit more useful, and an early source of armor/shield hardening before we research it proper. A destroyer: 40%. Where's my fucking reactive armor, goddammit. Doing some tests against the contingency. Thus far, the only one I've encountered that actually focuses on anti. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. This is a searchable and complete list of Stellaris technologies and their IDs. Armor does not reduce damage to shields. You can roll. 7% shields/day, or 250 out of 35834. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. 9) quite a lot. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. ; About Stellaris Wiki; Mobile viewJust had a random thought here. Shield hardeners are a new defensive technology in the upcoming 3. Hardening stacking question. The shield hardening components kind of revive the shields back to their older glory. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. Strictly speaking, I haven't found a lot of use for. Psychic Governors get +10% unity production, Psychic admirals get +10% weapons damage and +10% shield hardening, Psychic Generals get +15% morale and +15% morale damage, Psychic Scientists get +25% survey speed and +1. Ancient Pulse Armor (and other ancient armaments) are impractical. That's good, but not great for an ascension path. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Mining lasers are now classified as Brawling weapons. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor. There is no reason whatsoever to use them anymore after the recent patch. Stellaris Wiki Active Wikis. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. This page was last edited on 14 October 2017, at 11:01. Shields regenerate on their own after battles. reduction modifiers divide an amount of a resource or attribute by a set amount. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). ago. Active Wikis. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. 8. . The driller drones synergize really well with other shield bypass builds. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. If other mods modify the initial material storage cap, the lower one in the sorted list. Damage redirected to the hardened component. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Celestial bodies may have resources which can be harvested by orbital stations. My enemy has mountains of torpedoes (no neutron launchers). You have a Ramparts module (more armor, armor hardening and hull for the starbase, +2 defensive platforms cap) and the shield overcharger building (+50% starbase shield and shield hardening, +25% defense platform shield and shield hardening). I've had trouble figuring this out exactly, but this is what it looks like. Callinicus. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. The cap to the Force Disparity bonus for fleets that are significantly. #15. 1 Libra 4. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. 8, but take with pinch of salt because I've clocked 3000 hours so my micro game is probably strong enough to beat most players with tier 1 coilgun corvettes at this point. 25 days. With the new Subterranean Origin it's now possible (in fact very easy) to reach 100% Orbital Bombardment Damage reduction: Subterranean Origin: -75% Orbital Bombardment Damage Never Surrender (Unyielding Tradition Tree): -25% Orbital Bombardment Damage Survival of the Fittest (Adaptability Tradition Tree): -25% Orbital Bombardment Damage. 1 the first in the 3. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would. A tier 3 shield generator has 90 hit points, and a shield regen of +4. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Stellaris. Take these battleship to a space mining drone system. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 1 the first in the 3. #23,663. 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. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. 6. Archaeoshields should now properly provide their shield hardening bonus. So if you got shield hardener, then 25% is dealt to shield. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. is it worth it do you think?Hello! I used to be pretty hardcore into this game. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). There's not really that much you need in terms of utility components. If your opponent had 75% shield hardening, and you brought only 100% shield penetration weapons, you would be worse off than if you used 0% penetration. I was able to see that they now have 50% shield hardening (which makes sense to me. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. 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. Increased the range of Energy. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. Losing 100 Ar or 125 Sh to get 65 Hull. Once you out-tech the AI, there's no point beyond FEs and Crisis. #15. Destroyers are around 2k health and 50% evasion. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Stellaris Real-time strategy Strategy video game Gaming. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. Thirteen new plans for military reform are waiting for you to implement. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. Megastructures are colossal constructions. With the 2. Inversely scale hardening module impact against hull size. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Doesn't seem like silos or anything else increase it. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. #1. I ragequited after the battle, and than reloaded the save. 2 thirds armour 1 third shield. I started a new game and I saw the frame world origin. The cost per point of HP is just so garbage for armor, and armor does not regenerate. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the reasons why Devouring Swarms are awesome to play in early conquests. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Cool. • 1 yr. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. Here are the complete notes for Stellaris 3. disruptors late game might be worse now. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. Third, buff the hardening components. (Note: patch 3. R5: Found a choke point on a pulsar that gives 100% shield nullification. 6 Badges. Side bonus of 80% shield hardening and 400 extra armor and shields. They are very good. . (autocannons, which the AI loves to use) are crap against it. Unlike EVE stellaris have weapons that do bonus damage or lower damage to shields or armor, so if you know your target is sheild heavy, you can equip weaons that do more damage to shields or ignore. Technology. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. 7% shields/day, or 250 out of 35834. Also, shield/armor hardening could make a disruptor-based. The nano missiles and saturation artillery are flatly excellent. As a rare tech, Basic Cloaking Fields has a small chance of appearing. )Galactic Paragons Expansion Features. Mean-Falcon-6204 •. Current Stellaris Ship Meta (for v3. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. Legacy Wikis. Refire rate and general stats have been adjusted. Stellaris. Stellaris Real-time strategy Strategy video game Gaming. Late game you can repeatedly boost ship and station health, increasing the effect of regenerative hull to the point where it becomes the best choice hands down. . About this site. In the default galaxy map mode, subjects have the same color as their overlord. Stellaris. Content is available under Attribution-ShareAlike 3. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. And you’d be better off fitting the cruiser with armor and shield hardening than trying to stack evasion, which the frigate doesn’t have enough A-slots to pull off. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. A quick search reveals that shield hardening apparently stacks. *) Created by jasonpepe. and you should focus on only one hardening to make it actually viable. But the opposite will be better in all other situations, and there are more of those than pulsars. 9 that merges the various incompatible game rules and scripted triggers added by mods. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Third, buff the hardening components. Negative shield negation adds to your shield value after all other calculations. 1x regenerative hull tissue. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. 25 to shield. Taking any damage at all will reset this timer. The Perdition beam costs me 8 naval cap (because the rest of the ship has 6 L slots, like a battleship) and while 5000-10000 damage every 21 days is cool, in the era of cruisers being. That’s how badly hardening gimps penetration weapons. It is now possible to get 100% of both shield and armor hardening using councillors only. Police State is. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on. 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. This is so effective that ~40k fleets 1:2 destro/cruiser. 37 Badges. There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). Smaller ships only have one aux slot. . Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. Planetary shield generators in Star Wars are impenetrable. NagolRiverstar • 1 mo. , facing Arc Emitter battleships or the like. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. From wiki. EDIT: the philosophy this is based on is pre-3. I'm in the middle of a game on the new patch, trying out all the archaeo goodies, and as much as I want to try fully outfitting my fleets with the new toys, the cap is holding me back. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 1680x8 shields or 13440 points. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. Total HP = 2853 with 5. That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. ago. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. . Legacy Wikis. In Stellaris, the current command limit cap is set at 500. Is this a good strategy for winning battles right now?This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. Cruisers are around 5. and a huge stack of armour. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. You can optimise for a large buffer or fast regen, and each. Time to load it up with armor and plasma! 12. 6 Technology List – Q to S. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. 0 unless otherwise noted. Increased the range of Energy Siphons. It gets deleted when the colossus is used. cake_flattener5 Corporate Dominion • 11. What'ss the point omega lulzThis article is for the PC version of Stellaris only. It lacks the bonus to hull damage lasers have. Can reliably hit 100% Shield Hardening with Archaeotechs. 1. It certainly made sense when minor artifacts couldn't be. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Living Metal and Zro are kinda weird resources because they have very few uses. it would still hit the 90% cap. Corvettes and Destroyers don't have enough space to run hardening, and Battleships and Cruisers get absolutely murdered by Tachyon Lances and Neutron Launchers if they don't have shields. 5 Q3. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Think of the Stellaris shield trade-offs the same way. Yeah, you kinda need this. majdavlk • 2 min. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. Also, shield/armor hardening could make a disruptor. My enemy has mountains of torpedoes (no neutron launchers). Smaller ships only have one aux slot. Dimensional Artificing: 10 +5 Minor artifacts per month Planar Mastery astral action Manifesting objects of cultural significance from other dimensions can be done under the right circumstances. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Shield capacitor gives +10% for more shield (2x repeatables) vs. On a corvette with 2 armor. 50, vs Gamma lasers at 6. And if they have, armor is better than hull against kinetic batteries. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. Stellaris: Shield Hardeners - You must use them. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. malakhglitch Rogue Servitor. 0 unless otherwise noted. 5 to hull, 18. There is no such thing as a "barrier" in the game. Base: 20 Modifiers. 3. I posted a bug report on the Stellaris forums. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. After all it is better to field 100 cheap battleships than 80 armored ones. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. And a corvette: 50%. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. Dec 31, 2022 @ 11:16pm No, its pretty bad now. With a shield capacitor, that's +50% regen. I recommend using hull plating only if you have Crystal Forged hull plating. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase. Discussion. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 3. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Refire rate and general stats have been adjusted. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. )Galactic Paragons Expansion Features. 30% armor hardening on top cuts it by another third. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. For shield tanking you don't need a large amount of shields. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. M: +315 shield HP (505 with AP), 4. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. They cannot be built in orbit of a celestial body that has an. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. 0 unless otherwise noted. 6. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. g, 100% penetration vs 75% hardening means 25% of the damage goes through. So the Whirlwind Missiles and Strike Craft both pierce shields. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. For downside traits, Unruly and Deviants are the best. 75% hardening all shield targets stop arc pretty well. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. 0 “Orion”. They cannot be built in orbit of a celestial body that has an. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. At 90% armor, 90% of all damage incoming to the ships' hull is. In the meantime I found a bug.