The stasis field does less direct shielding than T5, but also adds hardening, which is big. Decreased the base damage of explosive torpedoes. " Even at 100% armour pen it still reduces damage. If they're mostly armor, go for anti armor weapons like plasma, lances and torpedoes. Do the math: Crystal forged armor gives you around 100% bonus hp (maxed out. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. 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. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. NagolRiverstar • 1 mo. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. Apr 23, 2023. This page was last edited on 21 May 2022, at 20:12. 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. 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. 5x divider on shields. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 6 “Orion” update. 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. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Hull is 3300. 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. e. 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). ago. 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. And if they have, armor is better than hull against kinetic batteries. No, those are permanently locked. !!Universal Modifier Patch (3. 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. Is this a good strategy for winning battles right now?and a huge stack of armour. Stellaris Wiki Active Wikis. Here are the complete notes for Stellaris 3. Cons: Hard-capped quantity based on Naval Capacity. is it worth it do you think?Hello! I used to be pretty hardcore into this game. Early game of course I do the classic hangar DP, since they easily counter small ships. That seems to make Shield-focused fleet builds more attractive, i. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. rely solely on them, because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 7. Equip an ancient suspension field 2. 8. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. 64) with it. #23,663. Unable to carry any Point-Defense: very vulnerable to torpedoes. I don’t think they are worth their 16 fleet cap right now. Go to Stellaris r/Stellaris. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Mining lasers are now classified as Brawling weapons. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. at a much lower cost, and will be able to provide shields and armor penetration, and even unbeatable shield and armor hardening. 3. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. That’s how badly hardening gimps penetration weapons. 75% hardening all shield targets stop arc pretty well. The driller drones synergize really well with other shield bypass builds. Just what it say on the tin. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. I didn't know Gigastructures got an update the day before so I originally thought it was from a different mod, but it is in fact from gigastructural engineering. 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. 0 unless otherwise noted. 8. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. In the tests, I made 3 test juggernauts: 1. The wiki doesn't say anything about them having point defense. Warhunter May 10, 2016 @ 7:11pm. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 5% Stability. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. So in average the same amount of shield or armor will least half as much time as the hull. 9K health and 20% evasion. X branch. ; 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. 8 Governing ethics attraction. 6 update. Technology. Gigacannon needs. Armor/shield hardening is a counter for weapons that bypass that defense. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. So thats 285 average damage per shot v armor every 5. And a corvette: 50%. Meaning you can get 100% hardening on a large ship, pretty easily. 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). 1 comment. Stellaris Real-time strategy Strategy video game Gaming. Hardening stacking question. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. cake_flattener5 Corporate Dominion • 11. Content is available under Attribution-ShareAlike 3. 8. Smaller ships only have one aux slot. build several of these. juggernaut: has 4 shield hardeners, this is how it is supposed to work without the 4x25%. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Discovered a shielded world where the shield was failing and was about to cook the planet to death. 34. It gets shot by a 50% penetrating shot. 0 “Orion”. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. 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. 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. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. 7 Fleet command limit. You can roll. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. Armor is generally the better of the two, but it can depend on the AI's ship designs. 3. and directly work on armor/hull. Dec 31, 2022 @ 11:16pm No, its pretty bad now. If this capacity is exceeded, they become permeable to the following attacks. If you had a lot of spare power and put on two shield generators that could be +4 +4 = 8 + 50% = 12 hp a day. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. 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%. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Generally you should mount a higher ratio of armour anyway. 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. #2. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). It certainly made sense when minor artifacts couldn't be. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. The shield hardening components kind of revive the shields back to their older glory. Basically arc does 25% damage as shields are enough. as it is with the shields e. You can roll back to a. 34. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. Deflectors are shields and do the same as any other shield within the game. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively affected at all. Darvin3. But the opposite will be better in all other situations, and there are more of those than pulsars. Shields are hit-points on top of your hull hitpoints. Discussion. Upload Attachment7. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. Absorbent. Wooden-Many-8509 • 22 min. Now say, 30% shield hardening cuts Disruptor damage by a third. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. 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. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. ago Maybe. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Reclusive −5% Diplomatic Weight. 0. If the target has shield hardening, they still work together to beat the shields first. Mean-Falcon-6204 •. ago. Can reliably hit 100% Shield Hardening with Archaeotechs. +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. The advantage to shields is that they recharge on their own, but no longer in combat. In summary, use the weapons that are effective against what your enemy has most of. it would still hit the 90% cap. There's about a 10 day delay though. It also means you will only need 50% shield hardening to fully harden against these threats. . This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. PitiRR. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. Which reduces your influence and diplomatic weight. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Replaced can_see_in_list with hide_leader. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). 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. Mono-shield is much harder to pull off because of the power demand (and is very weak to penetration), and mono-either is (almost) strictly better than. Stellaris Real-time strategy Strategy video game Gaming. • 2 yr. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. #15. It's a bit slower than shield reg, but your fleet starts each battle at full health. conflare. I believe one of the fallen empires are very into disruptors. These IDs are usually used with the research_technology tech ID command. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. 8. Armor Tier [I. Both are late game anyway so doesn't matter. The cap to the Force Disparity bonus for fleets. 6 shield regen, 15% shield hardening. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Nov 16, 2023PitiRR. M: +315 shield HP (505 with AP), 4. Shields with capacitors, on the other hand, will regenerate an infinite number of times as long as they aren't focus fired or one shot. Stellaris. Destroyers are around 2k health and 50% evasion. 6x Crystal plating - 1650 HP. Best. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 4. Oct 14,. 5 Stellaris Tech Id List – J to P. I ragequited after the battle, and than reloaded the save. 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. Stellaris. 5 days. The stasis field does less direct shielding than T5, but also adds hardening, which is big. 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. 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. 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). ago. 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. About this site. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). Nearly all "special" AI empires build anti Shield. 8. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Also, the planet was stuck in a loop where the civilization would grow and die off in a matter of hours before starting up again. 0 was never released to the public instead making patch 3. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. (autocannons, which the AI loves to use) are crap against it. Shields regenerate on their own after battles. Best. Added new aux components that use Exotic Gases, Rare. Yeah, you kinda need this. Both have FTL, but it's not super clear what the range/speed is for XCOM. #1. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Tried again, happened again. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Starbases and Defense platforms. Economics is everything in stellaris if you have more ships you win. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. . Are extremely powerful vs AI. Pros: Only ship type with T-slot, which can have absurd range. The nano missiles and saturation artillery are flatly excellent. Shield capacitor gives +10% for more shield (2x repeatables) vs. 0 “Orion”. Shield Hardening should protect from storms and neutron stars. M: +315 shield HP (505 with AP), 4. To quickly find a tech in this list press ctrl + f and type in the techs name. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. The shield regen is just insane and my battleships only die when focused heavily. 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. Paradox Forum. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. ago. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. 4. is it worth it do you think?You can't just run pure Armor with hardening, as there are very strong anti-armor weapons out there. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. 6. 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. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. Stellaris's performance issues have gotten better. But only occurs during combat if you have shield capacitors installed. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. X branch. The teachers of the Shroud origin gives you a chance for some of your leaders to have the Psychic trait. (I. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. Removed any mention of a 365 day calendar in Stellaris. M. The same principle applies if your enemy has shields instead of armor but in reverse. Counter Evasion with Tracking once you cap at 100. Peter34cph • 1 yr. Q2. and a huge stack of armour. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Armor provides. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. Their battle ships regen something like 14k shield per day. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. As few weapons as possible. For Psionics, the main benefit would be the Psychic trait. 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Are extremely powerful vs AI. It's comparable to shield regen on fortresses. Small ships can't do it no matter how much you try. Archaeoshields should now properly provide their shield hardening bonus. 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. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. g. 00?Stellaris. Content is available under Attribution-ShareAlike 3. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. There's not really that much you need in terms of utility components. ago. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Addendum: Weapons that ignore shields tend to be counterbalanced by point defense that shoots them down (Regular PF for Missiles, Flak for Fighters). Losing 100 Ar or 125 Sh to get 65 Hull. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 1. 1 comment. Equip an ancient suspension field 2. 1. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. 25 to shield. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Their fleets tend to follow their overlord's. Cool. Stellaris is a sci-fi grand strategy game set 200 years into the future. Thorin May 12, 2016 @ 8:08am. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. This thread is archived. Dr_Bombinator • 6 yr. A destroyer: 40%. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Report. With a shield capacitor, that's +50% regen. Doing some tests against the contingency. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Callinicus. Stellaris Wiki Active Wikis. Baby's First Stellaris Ships (3. Damage redirected to the hardened component. 50% shield hardening lets you live +100% longer (!!!!!). If you mean by penetration resistance, then yes. Just had a random thought here. I think the maximum leader cap was 12 or 15 (in 3. Auras of the same type do not stack. Police State is. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). 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. 2 from 2 Shield Caps x 1. I get the sense the tech is a bit less finicky in Stellaris. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. Just what it say on the tin. Base: 20 Modifiers. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Promethian Mar 12, 2019 @ 7:28pm. Shield nullification Starbase. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Stellaris is a sci-fi grand strategy game set 200 years into the future. The cap to the Force Disparity bonus for fleets. Megacannon is 40% more DPS and 1. And balance of anti shield and anti armour weapons set up as well. The ship cannot take damage for a whole 10 days before it regens.