Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. Megastructures are colossal constructions. Edict Fund can be increased by the following:. Big sad. 6x Crystal plating - 1650 HP. This means it now has 90-50=40% as the penetration just subtracts armor percentage. 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. All Discussions. Stellaris > Workshop > AlexaTheGoddess's. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. NagolRiverstar • 1 mo. +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. The stasis field does less direct shielding than T5, but also adds hardening, which is big. . 1 comment. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. ago. 6 beta for Extra Ship Components:. 2 (e793); build ID. 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. These are also stack. !!Universal Modifier Patch (3. M: +315 shield HP (505 with AP), 4. 7% shields/day, or 250 out of 35834. TLDR; Armor is better than shields the vast majority of the time. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). So in average the same amount of shield or armor will least half as much time as the hull. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. 2 thirds armour 1 third shield. 4 Claim influence cost. ; About Stellaris Wiki; Mobile viewJust had a random thought here. 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. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. Depends on who you're fighting. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. I was able to see that they now have 50% shield hardening (which makes sense to me. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Deflectors are shields and do the same as any other shield within the game. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. 1. As much shield as possible. g, 100% penetration vs 75% hardening means 25% of the damage goes through. They can help handle most forces until the enemy starts rolling up with battleships. Discovered a shielded world - Event. 9) quite a lot. 6. A celestial body is a star, planet, moon or asteroid present in a star system. Cons: Hard-capped quantity based on Naval Capacity. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). The advantage to shields is that they recharge on their own, but no longer in combat. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. 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. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. 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). Go to Stellaris r/Stellaris. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. ago. This page was last edited on 23 March 2022, at 17:16. Stellaris's performance issues have gotten better. Third, buff the hardening components. Equip an ancient suspension field 2. 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. Web Death Jun 4, 2019 @ 11:54am. 5. Here are the complete notes for Stellaris 3. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. List of all technology ids in the game to be used with "research_technology" console command. Auras of the same type do not stack. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. 1x regenerative hull tissue. The amount of hull it. EDIT: the philosophy this is based on is pre-3. The same goes for L-slot shields. You can roll. Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. Cloaking disables shields. M. They cannot be built in orbit of a celestial body that has an. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Once you out-tech the AI, there's no point beyond FEs and Crisis. Information. In Stellaris, if you lose the fight for the system, thats generally all that matter. Just had a random thought here. The nano missiles and saturation artillery are flatly excellent. :- ( (building a new fleet is much. Their faces are melting so lovely and the screams music to my ears. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. Taking any damage at all will reset this timer. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. 1 Libra 4. Police State is. Observe the full damage going through shield. E. is it worth it do you think?Hello! I used to be pretty hardcore into this game. 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. However, shields are cheaper and regenerate automatically. Except when he uses shield-piercing weaponry. Bridger just gave an example of how he traded a 1200 HP shield fit for a 350 HP shield and armor 72 (70%) as displayed on his screen. 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. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. Observe the full damage going through shield. . Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. If you implement that, properly so the. Their fleets tend to follow their overlord's. 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. E. It gets shot by a 50% penetrating shot. 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. ago. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Take these battleship to a space mining drone system. Also, shield/armor hardening could make a disruptor. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Paradox Forum. It means it ignores shield and does damage. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. 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. Also there is +30% evasion from 3 thrusters and 10% from combat. Regenerative Hull Tissue Buff 3. You can send your ships to vassal ports if you. Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 25k health and 12% evasion. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. If I have shield hardening 25%, does that mean 25 is taken from the penetration factor (as in the hardening rating is subtracted from the penetration rating, meaning shields take 7. 75% hardening all shield targets stop arc pretty well. Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Small ships can't do it no matter how much you try. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. ago. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 0 “Orion”. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Very strong, resilient, psionic, cybernetic and robust (psionic neighbor had a AI rebellion that was an assimilator, I got the first psi/cyber pops as refugees. Larger ships have more. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. frac {a} {a + 60} * ( 100% - p% ) I. There is no such thing as a "barrier" in the game. . Intelligent, Rapid Breeder, and Natural Engineers are the best traits. Legacy Wikis. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. Stellaris Wiki Active Wikis. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). Stellaris Real-time strategy Strategy video game Gaming. On the other hand, Nobles can produce upto 15% Stability. Can reliably hit 100% Shield Hardening with Archaeotechs. 64) with it. There's not really that much you need in terms of utility components. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Cool. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Promethian Mar 12, 2019 @ 7:28pm. 25 shieldpoints. Living Metal and Zro are kinda weird resources because they have very few uses. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. Here are the complete notes for Stellaris 3. 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. 9. Engineering research. 5 days. Decreased the base damage of explosive torpedoes. and there is no way to bring them back. Apr 23, 2023. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. My enemy has mountains of torpedoes (no neutron launchers). Mining lasers are now classified as Brawling weapons. R5: Found a choke point on a pulsar that gives 100% shield nullification. Armor applies damage reduction to the hull. 3 Stat modifiers affecting empire. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 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 is weird that the double amount of smaller shields is better than one class larger. Catteraine Mar 24, 2023 Jump to latest Follow Reply Shields have become pointless. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Inversely scale hardening module impact against hull size. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Ran into a new event last night. In summary, use the weapons that are effective against what your enemy has most of. + Constantly blocks a number of damage per unit of time. and you should focus on only one hardening to make it actually viable. (Note: patch 3. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. Heavy platforms and their large weapons do best with larger forces towards the end of the game. Reply ggmoyang Voidborne • Additional comment actions. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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!+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. Log In / Sign UpI have always wondered whats the point of having penetration. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. I don’t think they are worth their 16 fleet cap right now. 2x Crystal plating (hull HP booster) - 550 HP. 1 shield regen, 15% shield hardening. Check to see if your rival is going Laser or Plasma before selecting defenses. The only refrence to it I can find online is an Apec video that doesn't really take the frame world to its full potential. Content is available under Attribution-ShareAlike 3. Just don't expect much from Corvette shields. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. reduction modifiers divide an amount of a resource or attribute by a set amount. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. Armor is generally the better of the two, but it can depend on the AI's ship designs. 2 Available envoys. 34 comments. It does diminish in effectiveness slightly when faced with shield hardening. Stellaris Wiki Active Wikis. 13. Could be a researchable alternative under energy. 4 Stellaris Tech Id List – F to I. Stellaris. A quick search reveals that shield hardening apparently stacks. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. Decreased the base damage of explosive torpedoes. With a shield capacitor, that's +50% regen. Meaning you can get 100% hardening on a large ship, pretty easily. 1x regenerative hull tissue. In the meantime I found a bug. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. You can roll back to a. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. Megacannon is 40% more DPS and 1. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. PitiRR. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 7 (Ancient Suspension Field) and now especially with 3. Doing some tests against the contingency. Decreased the base damage of explosive torpedoes. So thats 285 average damage per shot v armor every 5. 1x shield capacitor. 6 update. They're 100% shield and armor penetration with higher base damage output in the S slot than M slot disruptors, and on top of that do +25% to hull. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. Dec 31, 2022 @ 11:16pm No, its pretty bad now. The shield hardening components kind of revive the shields back to their older glory. The planet was full of genetically engineered super soldiers. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Shields regenerate on their own after battles. Go to Stellaris r/Stellaris. Dr_Bombinator • 6 yr. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. and directly work on armor/hull. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 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. 2) if you took all the options to increase your leader cap. Legacy Wikis. 3 Stellaris Tech Id List – C to E. They cannot be built in orbit of a celestial body that has an. 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. 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. So that gives us 34. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 6. Edict Fund can be increased by the following:. +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. X branch. 8. I've had trouble figuring this out exactly, but this is what it looks like. 6 Technology List – Q to S. In the middle, fittingly, is the medium platform. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. 3. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. Even an armada of warships doesn't have enough firepower to crack a planetary shield. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. 6. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. This page was last edited on 14 October 2017, at 11:01. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Battleships are around 11. 7 days. Shard. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. 5 to hull, 18. I ragequited after the battle, and than reloaded the save. I recommend using hull plating only if you have Crystal Forged hull plating. Armor/shield hardening is a counter for weapons that bypass that defense. Now say, 30% shield hardening cuts Disruptor damage by a third. Armor a in the presence of armor penetration p reduces hull damage by a percentage. Doesn't seem like silos or anything else increase it. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. The. Jan 23, 2023. Stellaris. 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. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. . . Dark Matter Drawing & Shield Hardening +15% Research Speed; +10% Unity & 20 Leader Age; Titans & Juggernaut Aura : Chrono Field - Enemies fleets : +100% Emergency FTL Jump Cooldown; -10% Fire Rate; -15% Ship SpeedWhen 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). M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. 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 . Shields should give shields, shield *capacitors* should give regen, that is not called a bug. So the Whirlwind Missiles and Strike Craft both pierce shields. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. Meaning you can get 100% hardening on a large ship, pretty easily. , facing Arc Emitter battleships or the like. +25% Shield Regen +3% Shield Hardening; Missiles. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. 1. With the 2. 30% armor hardening on top cuts it by another third. invol713 • 5 yr. "Attacking. 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 quick search reveals that shield hardening apparently stacks. From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. There's about a 10 day delay though. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. They're more effective the more shielding you have on the ship. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. Total HP = 2853 with 5. Losing 100 Ar or 125 Sh to get 65 Hull. NagolRiverstar • 1 mo. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. For that I fortified the planet, 1 capital building, 1 shield generator, 1 military academy and a Fortress in every tile. Hello, i wonder what "+% armor penetration" realy does. 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. The other version is "%chance to reduce any damage from penetrating at all" but I. ; About Stellaris Wiki; Mobile viewMaybe having the galactic community resolutions have an affect like "Hiring a Merc fleet increases your naval cap by X% of the fleet's size" Because right now hiring mercs almost always tanks your economy to the point that it can lose you the war, unless you keep your naval cap practically empty. Baby's First Stellaris Ships (3. 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. 2x regenerative hull tissue. #23,663. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. Yes, I'll attack the frigates yada yada. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. Both have their shield_penetration modifier set to 1. This is a searchable and complete list of Stellaris technologies and their IDs. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Thus far, the only one I've encountered that actually focuses on anti. 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. 8. Both are late game anyway so doesn't matter. is it worth it do you think?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.