I tried everything, strikecraft, artillery, energy weapons, etc. Jun 15, 2019 @ 11:18pm "penetration" #1. 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. I'd guess it's also much better against other heavily armored, lightly shielded targets. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. Go to Stellaris r/Stellaris. 100% Shield penetration = Ignores shields (no damage at all to shields). So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. 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. 25 days. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Additionally, this tech draws on a lot of power, requiring advanced power sources for ships, and when activated, ships will suffer from 100% shield nullification. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Failing that, Energy torpedos, or your highest tier torpedo. Shield hardeners are a new defensive technology in the upcoming 3. • 2 yr. Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. 50, vs Gamma lasers at 6. You extinct anything before they get too close. If you can, research more advanced. 26. Destroying the Portal earns the Rift. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. There are three types of modifiers. 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). Report. I'm talking things like Focused Arc Emitter, Cloud Flare etc. (Except for the shield debuff). 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). Probably ~ the same usefulness as Tachyon Beams. It'd be a considerable hard counter. In this video I explore the effe. All Discussions. Frop. All of it is quite nice, but extreamally flat (tho, shields should not be fully. Frop. All of it is quite nice, but extreamally flat (tho, shields should not be fully. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. Stellaris Real-time strategy Strategy video game Gaming. I have always wondered whats the point of having penetration. 1- They spawned really close and the endgame crisis didnt even take 2 years. Arc emitters: 100% accuracy. shield_damage = <float> shield_penetration = <float> armor_damage = <float> armor_penetration = <float> Determines the damage efficiencies and. It is mainly the unique content of μ series KANSEN in the Azur Lane game. 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. 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. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. is it ideal, who knows, is it perfect, i doubt it but it works for me. Shield strength, against full shield penetrators, is given by. Penetration means it completely avoids the health bar and will directly damage the underlying bar. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. it all depends on what you're going to be fighting. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. 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). Forty battleships have been equipped with. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. 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. . However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Each transport fleet consist of 20 Android Assault Army and do not have a general. (which does not seem to happen in Stellaris). Its DPS is 4. enemy leans much more torwards battle ships and. 2 - 3 Generator Habitats. Proton. 33% reduction, it's 33. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 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. < > Showing 1-5 of 5 comments . Business, Economics, and Finance. Component. I haven't played in almost a year. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. So if you got shield hardener, then 25% is dealt to shield. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. 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. - Gourmand in energy and is inefficient under a firepower too important. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. Added new. Man, the forerunner tech would be massively op but so fun to have in Stellaris. Destroyers- if you use them, should be built for alpha and to die. wpmaura. If some ship does a. 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. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. Fun fact. #2. You don't really need anti-shield ships for Unbidden. 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. . They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. This mod is an optional content expansion package for Azur Lane Stellaris DLC. Wooden-Many-8509 • 22 min. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. ago. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. Contrary to some 'popular' opinion, they are mostly garbage. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. 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). There's no difference in Shield. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. In-combat regeneration occurs but its not a significant factor. Stellaris Wiki Active Wikis. With the occasional situational exception, of course. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?M slot: This will depend heavily on how well the strikecraft changes work. Modded stats: 50% orbital bombardment damage reduction. 5. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. EVER. That's a 1:1 ratio, which means (relatively speaking) defense. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Shields are basically extra HP, damage to shields isn't affected by the armor stat. This works because Amoebas are carriers, they flay you with fighters. Stellaris. But it does miss, turning great early-game potential into a slow, dull grind. Modifier Effects. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. 7. As time of writing (patch 3. Stellaris > General Discussions > Topic Details. In addition to that, explosives tend to have Penetration. 1 comment. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Spectrum Cycle - Increased ship sensor range 9. 5 multiplier. 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. 2 - 3 Generator Habitats. Damage redirected to the hardened component. 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。. 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. 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. 64 Destroyers vs 132 Corvettes. Stellaris > General Discussions > Topic Details. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. 34. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. The only quibble I might have with it is that penetration is often overpowered. I tried everything, strikecraft, artillery, energy weapons, etc. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). 45% shield penetration. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. 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). +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. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Mathematically, these weapons have the. 2 armor for every 1 shield. Weapon damage hierarchy. Stellaris > General Discussions > Topic Details. In the original release version of the game I reliably went with energy weapons and was happy with the results. Honestly shield penetration and armor penetration is pretty amazing. 67. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Mathematically, these weapons have the highest DPS in game against most endgame enemies. 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. Apart from point defense. 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. Xaphnir. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. At present smaller weapons are better in most ways, other than range. Well, as you know in Stellaris ships have 3 "health bars". It gives +100% to both shield and armor penetration. But it also penetrates armor by 50%. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Shield nullification. All Discussions. but the 50% shield penetration on the arc emitter might help too. +47. 13. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. E. But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. −5% accuracy. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). Even a full point defence fleet would be unable to stop this many missiles. 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. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. . If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. 2. Shield strength, against full shield penetrators, is given by. Space empire 5 had like, five different ones (that i recall):. My fleet is using 31 of those battleships. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. 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. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. 26. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. The Stellaris 3. Then you would have a trade-off between more regen or more shield health. If this capacity is exceeded, they become permeable to the following attacks. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 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. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. add modifiers add/substracts a set amount of a resource or attribute to a scope. 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. 8-15. Neither Missiles, Autocannons nor Mass Drivers get special. - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. In general, vs Kinetics, Disruptors, strike craft and trops. 09 0. 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. First destroyer fleet lost 19 ships and the remaining hull was 40. When it comes to hard countering something (such as the. , stuff with %100 Shield Penetration and %100 Armor Penetration. So two m-shields are strictly superior to one l-shield. 5 multiplier. The Shroud. Doing some tests against the contingency. < > Showing 1-5 of 5 comments . You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. 4 in to hull through armor, if shield penetration, in to hull through shield. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. 9 (played a couple more in older versions). Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. That does not mean they. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. That does not mean they. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 13. Diversify. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Shields require energy from the ship's. 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). Hello everybody. Compare with Marauders : +25% hull damage, 20 dps. I'm not a fan of this new type of ship parameter. But good lord do those eat power. You can still call it penetration. Only larger weapons, medium and Large types get a small increase to armor penetration. 1). Go to Stellaris r/Stellaris. Go to Stellaris r/Stellaris. This is the first game of Stellaris I've played, so far. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). There's no difference in Shield penetration and ignore shields. Torpedo = 100% Shield penetration. Auto-best is not good, it frequently makes completely nonsensical design decisions. 01 What im wondering is this, is shield penetration %, say 15%, a 15% chance to penetrate shields. . The other version is "%chance to reduce any damage from penetrating at all". And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. They sound better than they really are, for which I am thankful. Stellaris Galaxy Command Wiki is a FANDOM Games Community. 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. Stellaris Real-time strategy Strategy video game Gaming. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. Stellaris. 85 -1 = 1. I am talking entry to exit longest distance available. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. Penetration means it completely avoids the health bar and will directly damage the underlying bar. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. All targets have no weapons. Even with their bonuses, their time to kill is awful. These are also stack. Dr_Bombinator • 6 yr. 85 -1 = 1. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. They sound like the obvious target for point defence, but point defence ignores them. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. Unfortunately battleships can't equip torpedoes or you'd be perfect. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Disruptor = 100% Shield penetration. To combat this, you’ll need to beef up your fleets as much as possible. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Particular_Jicama_97. Just imagine it exploding outwards and back on the superweapon. Does any one knows the difference? Some examples would be great. Well, as you know in Stellaris ships have 3 "health bars". There's no difference in Shield penetration and ignore shields. 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. 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. . • 1 yr. If any other. In the original release version of the game I reliably went with energy weapons and was happy with the results. Hull, that once depleted, destroys ship. My enemy has mountains of torpedoes (no neutron launchers). -Missiles stay as they are. Stellaris Galaxy Command Wiki is a FANDOM Games Community. Now say, 30% shield hardening cuts Disruptor damage by a third. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. they probably will die at some point. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. 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. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. Stellaris: Shield Hardeners - You must use them. Spare_Development_64 • 1 min. 1 Data Structure; 2. Robotics and Kinetic are all rounders in this aspect. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. 装甲的优点在于能够. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. In late game battleships, you have a similar effect, just the other way around. But it also penetrates armor by 50%. Gunships Support 6. 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. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. Zabu Jun 26, 2016 @ 12:09pm. The entire 'disruptor' line is a noob trap. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. Medium. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. 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). In addition to that, explosives tend to have Penetration. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. So using them is a safe bet. 80% damage pierce. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. this gives you a lot more time to defeat the portal. This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. 6. Yes, I'll attack the frigates yada yada. 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). ParasiteX Apr 21, 2017 @ 9:12pm. So if you got shield hardener, then 25% is dealt to shield. Lance. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. Only. None of their ship ever produce debris and their ship configuration is quite deadly. An unfortunate downside here is arcs and cutting lasers having 100% armor penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. It's pretty noticeable in a fight 1 vs. Cool. Cloud Flare etc. However, evasion is the best defence on non-battleships. maybe some space fauna or raiders come and lower one, and the other one kills it. So, half of the damage they do will be harming your hull even before your shields drop. They are more hp than shields. add modifiers add/substracts a set amount of a resource or attribute to a scope. ago. Armor, that stand in a way to hull. shadowtheimpure. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. 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. Yes. For one of those fleets, I’ll stack in the debuff auras too. Kinetics only get like +15% penetration for medium and +30% for large size. Fighters - 2. Shield hardeners are a new defensive technology in the upcoming 3. 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. 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. 67. 9%. mult modifiers increase or decrease the amount of a resource or attribute by a percentage.