stellaris shield hardening. The shield hardening is just a minor problem, I will test it later though. stellaris shield hardening

 
The shield hardening is just a minor problem, I will test it later thoughstellaris shield hardening  Thank You! I thought it was a

Using 3 on either shield, armor, or mixed made it easier for them. In the middle, fittingly, is the medium platform. According to the official Stellaris 3. 8. There are few weapons in the galaxy that can penetrate the hulls. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. Decreased the base damage of explosive torpedoes. 5 days. Now, "performance vs fleet capacity used", that may be a different story. The Stellaris 3. 25 days. Their battle ships regen something like 14k shield per day. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. In addition, while most M weapons are 2x and L 4x the damage. Also, shield/armor hardening could make a disruptor-based. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. It also means you will only need 50% shield hardening to fully harden against these threats. This grants you access to a very strong early game, with a strong. I've had trouble figuring this out exactly, but this is what it looks like. There’s so many other bugs, like awareness, events being broken, and shield hardening on the new shields not working… I just don’t understand how this made it through months of supposed testing and feel a little robbed… Reply More posts you may like. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. Can confirm - fastest with few pauses can get you through the first 150 years or so on one sitting. But only occurs during combat if you have shield capacitors installed. And ye, I'm already undetectable and in a "sweet spot". Increased the base damage of Flak PD. Psychics and Synthetics have 10% shield/armor hardening respectively. Advanced Shield Hardening. Jump to latest Follow Reply. - Slighly reduced the number of mineral and energy space deposits. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield points to them. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Adds a new unique system containing a Shrouded Star with some large Zro deposits. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. For Psionics, the main benefit would be the Psychic trait. 6x Crystal plating - 1650 HP. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. +15% Armor and Shield Hardening +10% Behemoth Planetcraft Hull Points and Tracking, +20% Attack Moon Hull Points, and +10% Attack Moon Tracking +15% Damage to Gigastructures endgame crises and +15% Blokkats Research Speed;+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. 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. . I think that crisis, FE, AE, leviathans should have hardening. If I have two components that both provide the same kind of hardening (for example 15% shield hardening) do they stack to provide 30% shield…Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. Had no reason to. Based on pre-2. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. -100% doubles your shields. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. There are also more. Paradox General Discussion New. MuffinFIN • 5 yr. 2x Armor III - 430 HP. This is so effective that ~40k fleets 1:2 destro/cruiser. . 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%. EDIT: the philosophy this is based on is pre-3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Tactics Forever, before the dev put it on Steam and then gave up on it. 5 Q3. You are far better off with basically any slot except for them Reactor booster is a bit useless as well IMO except perhaps early game. So in average the same amount of shield or armor will least half as much time as the hull. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The bad news is that it doesn't increase say shield benefits. In singleplayer you can just mass these, the AI will never counter them. . Larger ships have more. Update: Mar 19 @ 1:39am. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Originally posted by NixBoxDone:2x Shield III - 430 HP or 473 HP with 1x shield capacitor. malakhglitch Rogue Servitor. Stellaris Wiki Active Wikis. 7% shields/day, or 250 out of 35834. 9 (played a couple more in older versions). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. , missiles vs shields. Q2. 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 . This isn't just a "it's meta because it's 5% better". The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. You can get some hardening on day 1 from Admiral traits. 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 Hardening. Stellaris. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. So the base power and damage output of AC1 is 30% higher than Coilgun2. . You can open the pause menu(esc) at any point while TTS is reading text in order to make it stop. FTL. It's a bit slower than shield reg, but your fleet starts each battle at full health. Increased the range of Energy Siphons. I fly with a combination of torpedoes and stormfire cannons. E. Callinicus. EDIT: the philosophy this is based on is pre-3. are doing shield or armor damage, it's because of hardening, and you can tell how much hardening by looking at the ratio of hull damage to armor/shield damage. 25 (ship multiplier) = 93. Against an unprepared enemy or the contingency, disruptor corvettes are extremely good lategame. There. Never had the Great Khan unite the galaxy before. I prefer armor Regen and have a slight armor favoritism. 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. If you're using Clone Army, you want that empire to be war-heavy, more than likely. Go to Stellaris r/Stellaris. A core component of the game, every empire needs to engage in it. Various weapons will come in new sizes. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Its just farming. That’s how badly hardening gimps penetration weapons. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. Apart from this, Stellaris patch 3. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Rule 5: After a robot empire defeated a biological empire in a war, I wanted to see what exactly they. You don't. I'm assuming the. The armour / shield hardening tech is only going to matter if they are using a lot of the matter disintegrators, so I personally wouldn't bother with it given what you've told us. 1. 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. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. In this video I. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. 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. Increased the base damage of Flak PD. 5 x 1. Armor/shield hardening is a counter for weapons that bypass that defense. Time to load it up with armor and plasma! 12. No other tech is nearly as rare. I was able to see that they now have 50% shield hardening (which makes sense to me. Added new aux components that use Exotic Gases, Rare. Later i tried picket cruiser with hardeners. Shield nullification. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. 7 throwing this strategy out the window. Its not oppression. Promethian Mar 12, 2019 @ 7:28pm. is it worth it do you think?From wiki. 5x divider on shields. . My enemy has mountains of torpedoes (no neutron launchers). on titan I've gone for 12x armour, 1x hull regen, 2x armour hardening, nano-bot cloud, 20% extra range & fire rate 18,000 hull & 20880 armour. Maybe they won't attack next time. As accidental fly into a pulsar system means if you have the other way you get wrecked. 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. Toggle signature Victorious warriors win first and then go to war, while defeated warriors. 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. 143 4. Also I think the best combination is to use armor + hull utility slots, and not using any shields. The effect it generates is basically a pulsar + neutron star simultaneously. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. and a huge stack of armour. 1680x8 shields or 13440 points. Callinicus. It averages at 850. Armor hardening is better and easier to get than shield hardening. 25 shield hardening and . 5 to hull, 18. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. About this site. View this video if you w. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. Each strike craft module can support a number of individual strike craft (it's usually 8 per module). Battle ships are your heavy carriers and artillery weapons. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield hit points), but also gives each defensive platform +25% shield hardening (and +25% shield hit points)! And there's a new shield-alternative, the Ancient Suspension Field. It gives +10% weapons damage, +10% shield hardening for admirals. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 25 shield hardening and . Modifier Effects. Attack the ship with a shield penetration weapon 3. Discussion. The shield regen is just insane and my battleships only die when focused heavily. 3. Let's div. 5 x ship multiplier x friendly territory modifier, if applicable x other modifiers. 75 to armor and 6. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). Reply MrCookie2099 Metalheads • Additional comment actions. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 34. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Stellaris Wiki Active Wikis. Exploration. Related Topics. So yes they do deal double damage to corvettes. Tactics Forever, before the dev put it on Steam and then gave up on it. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Members Online Does 100% shield hardening work?You can also build farms on tiles without food bonus if necessary. 2x regenerative hull tissue. Made this for my own use, so don't expect any big features or updates. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. They can help handle most forces until the enemy starts rolling up with battleships. There are three types of modifiers. Shield capacitor gives +10% for more shield (2x repeatables) vs. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. 6 "Orion" open beta. Stellaris 3. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Attack the ship with a shield penetration weapon 3. My ships slots are half armor, 25% crystal, 25% shields. Simple yet elegant in design, Your leaders will all start with 3 stars. Remember that your ships will do less damage as the hull takes damage (all the way down to the 50%). This mod adds base hardening to shields and armor,. Cool. Stellaris Wiki Active Wikis. . Not on corvettes though. 418K subscribers in the Stellaris community. Early game of course I do the classic hangar DP, since they easily counter small ships. It does diminish in effectiveness slightly when faced with shield hardening. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. There are few weapons in the galaxy that can penetrate the hulls. Shield hardening needs aux slots (same problem - you probably don't want to lose them), or Genius Armorer, or Ancient Suspension Field (this is the. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". The great khan event is brutal. Increased the base damage of Flak PD. On Dec 10, 2022 2:49 pm Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Some ship components like the self-hardening shields and shield+armor combo are pretty good, if you have the. And will probably not have a 3. Smaller ships only have one aux slot. #2. hardening * total. Stellaris: First Contact or Stellaris: Great Filters. Stellaris ship design is certainly more interesting than it was pre-3. Members Online • Tornagh. It's a great mode for Stellaris. I also think there's no reason for it to not just stack with the planetary building like all the other orbital equivalent buildings. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Shard. In Stellaris however defence HP is comparably lower and it doesn't last nearly as long against a dedicated attack fleet so mines wouldn't help. 1. The shield hardening components kind of revive the shields back to their older glory. And that's pretty much only cruisers and battleships in carrier duty. Hello, i wonder what "+% armor penetration" realy does. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. The other version is "%chance to reduce any damage from penetrating at all" but I. That'll teach 'em. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 64) with. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Additional Information about TTS in Stellaris: Pressing the TTS button again will stop the current reading. That’s 17. The Stellaris 3. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. Shield nullification. If you mean by penetration resistance, then yes. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Thank You! I thought it was a. 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. Similar argument applies to, e. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. 10. If your FAEs/disruptors/etc. Then I realized why that wormhole was still red, and sent a ship in. Both are late game anyway so doesn't matter. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Their weapons also suck against shields. Losing 100 Ar or 125 Sh to get 65 Hull. No they can not. • 1 yr. Jan 8, 2019. All neutral or friendlies share gateways access. 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. "Attacking. The Stellaris 3. Generally I find an even split between shield and armor components to be most effective, favoring armor in case of odd numbers, and toss in a shield hardener on cruisers or larger. Came up with Stellaris build that pumps out absolutely nutty leaders (and especially admirals) by the mid game. I ragequited after the battle, and than reloaded the save. R5: Found a choke point on a pulsar that gives 100% shield nullification. Bumc Apr 10 @ 12:11pm. It's a. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. more of the planet states, and info on the ships. There's not really that much you need in terms of utility components. I think some FE/AE focus on energy. E. +10% evasion (and 20% sublight speed). Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. r/Stellaris. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. E. Stellaris Real-time strategy Strategy video game Gaming. Also I think the best combination is to use armor + hull utility slots, and not using any shields. TLDR; Armor is better than shields the vast majority of the time. If I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardeningGo to Stellaris r/Stellaris. Description. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. So Apparently my first Relic World happened to be where Shard woke up and decided she wanted to live there. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!Go to Stellaris r/Stellaris. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. In that way evasion on small ships is better and on bigger ships shield capacitor would be the way to go. -100% doubles your shields. All Shield components draw double power but provide nearly double shields, and all ships have 15% baseline shield hardening. You are correct that hull regen is per month. Deflectors are shields and do the same as any other shield within the game. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. L gates are different though and they can still enter from the closest I gate into the. This is a representation of time internal. It should say what event you got. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I believe one of the fallen empires are very into disruptors. Stellaris. They can die fairly quickly to various things, yes. 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. If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. In order to do this, and for the sake of fluidity in the representation, specially while playing at low speeds, each day (turn) is split in equally long sections or "ticks". But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Stellaris: Armor Hardeners are very effective. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. 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. Explosive Missiles Balanced MK 1 Concussion Missile. and with the introduction of armor and shield hardening it's just not effective. and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships. but I can count on 1 hand the number of times in my 2500+ hour Stellaris "career" the AI had the brains to do that. It is also used for the Nanite Repair System Auxiliary slot - which is over twice as good. There are few weapons in the galaxy that can penetrate the hulls. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. The mining drones do a ton of. 6 “Orion” update includes many changes to combat. - Significantly reduced the bonuses from precursor planet features (deposits) - Reduced the chance for precursor modifiers to spawn on habitable worlds. Decreased the base damage of explosive torpedoes. ago. Any chance next patch our own bases and AI bases will deploy only armor in a zone that removes all energy shield (stars nebula with 100%shield nullification) Also same for weapons why would my station need guns with extra shield damage when there are no shields in those sectors id rather see my station. 0 was never released to the public instead making patch 3. I just researched armor hardening (Reactive Armor), and I'm wondering if someone can point me in the right direction regarding what weapons this helps counter. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. Shield capacitor gives +10% for more shield (2x repeatables) vs. This mod is a global compatibility patch for Stellaris 3. Right now though, I am gonna probably change it again, going 10/15/20/25/30 instead, maybe even higher like 15/25/35/40/50. Shield regen in battle used to be in the game, but they removed it because shield tanking was hands down the best defense available. Description. 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. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Very strong isn't helping with research. The wiki doesn't say anything about them having point defense. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Strong and robust do affect the crystal, gas, more production though. are doing shield or armor damage, it's because of hardening, and you can tell how much hardening by looking at the ratio of hull damage to armor/shield damage. Time to load it up with armor and plasma! 12. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. as it is with the shields e. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. That’s 17. The result are the same. r/Stellaris • What will happen if I try to colonize the holy planet as a Scion to a separate fallen empire?. I ragequited after the battle, and than reloaded the save. Then again. Refire rate and general stats have been adjusted. 30% armor hardening on top cuts it by another third. Besides, shield/ hull regen don't seem to be much use on a corvette- if it's being targeted odds of it surviving a day are probably slim. Cloud lightning battleships are really cheap to build for what they do, so they'll perform well according to the "performance vs alloy cost" metric. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Propulsion Proponent Proclamation. :- ( (building a new fleet is much. In the olden days of stellaris when the resources were only available as deposits and gave empire wide buffs they felt a lot more like. Shuttle Crash. This is both due to the prevalence of shield piercing or shield damage bonus weapons (both in the meta and by the AI) and due to how armor Regen is tied to hull Regen. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Cato Mar 7, 2018 @ 5:55pm. . Because the star base gives 50% hardening if I remember correctly, you can see that as 5000 fleets, which takes double time to eliminate the Unbidden fleet, probably would have some loss but not much difference.