Stellaris shield penetration. maybe some space fauna or raiders come and lower one, and the other one kills it. Stellaris shield penetration

 
 maybe some space fauna or raiders come and lower one, and the other one kills itStellaris shield penetration  Now say, 30% shield hardening cuts Disruptor damage by a third

To combat this, you’ll need to beef up your fleets as much as possible. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 45% shield penetration. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. So you know how if you destroy the Hull you basically destroy the entire ship. 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. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. I haven't played in almost a year. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. And PD is the fighter-counter as well as the missile-counter. File size:42. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. some weapons have armor/shield penetration so they ignore it. Supremacy Adoption - Naval Cap +20%, Ship Upkeep -10% Supremacy Finisher - +5% Shield and Armor Penetration Supremacy #1 - Ship Speed +10%, Command Limit +25% Supremacy #2 - Unchanged Supremacy #3 - Unchanged Supremacy #4 - +25% Damage vs Default Countries, -15% War Exhaustion Supremacy #5 - +20%. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. In addition to that, explosives tend to have Penetration. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. 1. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Neither Missiles, Autocannons nor Mass Drivers get special. Maybe, but that'd have to be very shield heavy ships to be worth bothering, as sure they do 400% damage to shields, but only 25% damage against hull and armour, this kinda sucks as most AI have vaguely balanced shields and armour leading to a balanced approach typically being more beneficial. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. One thing i have noticed though is that Shield Regeneration pretty. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). But it also penetrates armor by 50%. 30% armor hardening on top cuts it by another third. As time of writing (patch 3. - Component ("Psi Shield Module") like a. 8-15. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. If a hot border can be anticipated, I go for a Bastion Habitat. 14 0. There's about a 10 day delay though. 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. Frop. 1. EDIT: If I get the Enigmatic Decoder from the Enigmatic. ago. Spectrum Cycle - Increased ship sensor range 9. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. Stellaris. And it's absolutely nonsense to use a lot of shield strength (cruiser. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. maybe some space fauna or raiders come and lower one, and the other one kills it. A quick search reveals that shield hardening apparently stacks. maximize weapon range though admirals/policies/shield build spam cheap naked corvettes, their entire purpose is to die so your battleships don't, keep making and replacing themHello everybody. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. To combat this, you’ll need to. I’ll stack a range-aura juggernaut in with them. The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Armor and shields are weighted equally, while ship hull points get a 0. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. “虚空恶魔”应当是早期版本的误称。. Particular_Jicama_97. Kinetics only get like +15% penetration for medium and +30% for large size. 45% shield penetration. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 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). What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?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). First destroyer fleet lost 19 ships and the remaining hull was 40. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Now say, 30% shield hardening cuts Disruptor damage by a third. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. . 100% shield penetration. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). Preferably from far away :p. Related Topics. That does not mean they. While this can be nice, it means that it isn't contributing to taking down the enemies shields, and so if you have one weapon with 100% shield penetration and other normal weapons the normal weapons will still. 50, vs Gamma lasers at 6. maybe some space fauna or raiders come and lower one, and the other one kills it. 2 fleets. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. They are very good. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Disruptor = 100% Shield penetration. Using the Shroud. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. Stellaris Galaxy Command Wiki is a FANDOM Games Community. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Armor, that stand in a way to hull. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. Particular_Jicama_97. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. Massive overkill armor can leave you with fairly substantial damage reduction against 90% penetration weapons (plasma/lances), but if the enemy brings these two janky and underused weapons they do completely 'turn off' your armor, which sucks. The below video linked when completely seen will provided the needed information. Doing some tests against the contingency. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. In general, vs Kinetics, Disruptors, strike craft and trops. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. Jun 15, 2019 @ 11:18pm "penetration" #1. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. While it’s been possible since Utopia to. Disruptor = 100% Shield penetration. . 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. Armor hardening is better and easier to get than shield hardening. If you want to disable enemy shields, the saturator X weapon is the best at that job. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Arc Emitters also have partial shield penetration. Honestly shield penetration and armor penetration is pretty amazing. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. Increase the fire rate of point defence and flak slightly, but give them a reverse version of the size bonus torpedoes have, so that they are more capable of dealing with missiles while being rubbish. Plasma = 100% Armour penetration. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speed So if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. This article is for the PC version of Stellaris only. EMP fuse -Specifically design torpedo, to. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. Shield damage have every gun +100%, which mean 1:1, except ↓. If you mean by penetration resistance, then yes. Torpedo = 100% Shield penetration. Fighters - 2. When it comes to hard countering something (such as the. 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. Apart from point defense. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. 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. “虚空恶魔”应当是早期版本的误称。. 1 Data Structure; 2. 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). Hello everybody. Who knows how many galactic cycles it had been in place before it. 1- They spawned really far and holy fuck so much micro. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. 64 Destroyers vs 132 Corvettes. In terms of armor/shield balance, I find a 2:1 ratio works best. If they are still useless, a mix of shield stripping and anti armor weapons will be better. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. There's no difference in Shield. And only 12. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). 8) melt. wpmaura. −20% armor penetration. Stellaris Real-time strategy Strategy video game Gaming. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. If you want to disable enemy shields, the saturator X weapon is the best at that job. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. Well, as you know in Stellaris ships have 3 "health bars". But if some torpedoes do get by, I wonder what is the. - No Armor Penetration - Lowest Base Damage. Shields require energy from the ship's. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Hello everybody. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. I am talking entry to exit longest distance available. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. They do explosive damage. −5% accuracy. It basically boils down to the armour penetration, shield penetration and hull effectiveness. 7% reduction against medium plasma. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. In late game battleships, you have a similar effect, just the other way around. 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?Does any one knows the difference? Some examples would be great. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. Disruptor = 100% Shield penetration. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Yes. Guass has weapon_role_anti_shield, so its love of shield targetting isn't surprising but the rather opaque name of weapon_role_short_range for auto in the stellaris files doesn't give. EVER. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Missiles are best now. 1 comment. It makes no sense what so ever to have this. 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. Bolt. 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). Now say, 30% shield hardening cuts Disruptor damage by a third. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. . 6 also includes new galaxy shapes to explore, new story events, a new. So if you got 2 shield hardener, and one armor hardener, then 50% damage will be taken by the shield, and 25% will be taken by the armor, and the remaining 25% will hit the hull. great importance to defense in tactics. That’s 17. Small. Go to Stellaris r/Stellaris. Wooden-Many-8509 • 22 min. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. Stellaris fleet getting destroyed. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. 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. 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. Frop. So if you got shield hardener, then 25% is dealt to shield. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Since you use all your physics research on shield repeatables, year after year after year, you easily get really high shield values - and coupled with 2 or 3 advanced shield hardeners and a Genius Armourer admiral on the council, the AI will have to beat down your enormous shields to kill each battleship even if they are kitted out with 100%. But it also penetrates armor by 50%. Callinicus. In this video I explore the effe. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Hello everybody. Reply. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. 30% armor hardening on top cuts it by another third. In addition to that, explosives tend to have Penetration. Forty battleships have been equipped with. If some ship does a. Unfortunately battleships can't equip torpedoes or you'd be perfect. That’s how badly hardening gimps penetration weapons. 85 -1 = 1. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. 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). Relevant lines are here: Anti-Armor Bonuses. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. . 5. . 带有装甲穿透效果的武器,穿透效果百分比的伤害将无视装甲。. Cheaper Alloys cost than armor. 33% reduction, it's 33. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. 27 votes, 31 comments. hardening * total. Penetration means it completely avoids the health bar and will directly damage the underlying bar. It gives +100% to both shield and armor penetration. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won’t need to be taken down to destroy the enemy. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. Hello everybody. Fun fact. enemy leans much more torwards battle ships and. In earlier versions of the game this bonus was described as armor penetration. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Contrary to some 'popular' opinion, they are mostly garbage. My fleet is using 31 of those battleships. 2 - 3 Generator Habitats. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. < > Showing 1-5 of 5 comments . Stellaris > General Discussions > Topic Details. Shield damage have every gun +100%, which mean 1:1, except ↓. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. Doing some tests against the contingency. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. EDIT: If I get the Enigmatic Decoder from the Enigmatic. 4 in to hull through armor, if shield penetration, in to hull through shield. Still you want to go shield heavy and shield capacitors. Cool. 25 days. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Projectile and Missle Weapons. A quick search reveals that shield hardening apparently stacks. A new Stellaris update 3. Just don't expect much from Corvette shields. Stellaris Real-time strategy Strategy video game Gaming. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Large. Ironically, there is an advanced armor option known as Dragonscale Armor. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. 3: zhcn_name: 天洪浩荡: en_name: Deluge Machine: zhcn_desc: 大量的水被倾倒在行星上,消灭了所有人造结构和陆地生命形式。Does any one knows the difference? Some examples would be great. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. it all depends on what you're going to be fighting. Both are late game anyway so doesn't matter. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. The eternal psionic avatar battle. 1- They spawned really close and the endgame crisis didnt even take 2 years. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. The anomaly generated "shield world" is actually in a time loop. Stellaris Galaxy Command Wiki is a FANDOM Games Community. . Given that Stellaris' movement, war, etc. All targets have no weapons. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Stellaris: Shield Hardeners - You must use them. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. 装甲 ( Armor )是舰船的直接减伤防护层,能够在结算伤害时先于船体值承受伤害,从而保护舰船。. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor,. In late game battleships, you have a similar effect, just the other way around. Against something like. Armor and shields are weighted equally, while ship hull points get a 0. Armor - normal, needs to be destroyed before hull damage starts. 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. 44 MB. 27 dps. the regular ships already take months to recharge after passing through a pulsar, the offspring ships correspondingly longer, and the. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. In earlier versions of the game this bonus was described as. They already have extremely low range (20) and require a large slot making them all but useless at the moment, and this change would make them useful against smaller craft who get too close, once again making sense thematically and mechanically. In the original release version of the game I reliably went with energy weapons and was happy with the results. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. 索林原虫的出现不需要任何先决条件。. 30 per day/tick). #2. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Damage redirected to the hardened component. 1. +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 pen. Then you would have a trade-off between more regen or more shield health. Go to Stellaris r/Stellaris. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and. The entire 'disruptor' line is a noob trap. Man, the forerunner tech would be massively op but so fun to have in Stellaris. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Tried again, happened again. 14 0. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. Third destroyer fleet lost 19 ships and the remaining hull was 38. 27 dps. All of it is quite nice, but extreamally flat (tho, shields should not be fully. wpmaura. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. These are also stack. Once you. They also have 50% armor penetration, so armor will be less effective. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. add modifiers add/substracts a set amount of a resource or attribute to a scope. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. Plasma = 100% Armour penetration. it all depends on what you're going to be fighting. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor, but for whatever reason armor penetration is calculated using the following formula. The weapons the Unbidden use have 50% shield penetration. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship.