Armor a in the presence of armor penetration p reduces hull damage by a percentage. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. At 90% armor, 90% of all damage incoming to the ships' hull is. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Warhunter May 10, 2016 @ 7:11pm. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. Its DPS is 4. Patch 3. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. None. And a corvette: 50%. 2x Armor III - 430 HP. For Auxiliary slots, there are a number of potential options: Afterburners to allow for a small amount of kiting and speed your fleets up somewhat, Shield or Armor hardening against enemies running full Bypass weapons, and Regenerative Hull Tissue for a small boost in sustainability during battle, as the . Would take an A slot. It gets deleted when the colossus is used. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. Yes they stack. 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. 6 ORION: Leader Balancing. Megastructures are colossal constructions. The other version is "%chance to reduce any damage from penetrating at all" but I. Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. 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. Report. (I. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. If they're using mostly Lasers or Point Defense then you would want shielding. 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. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. juggernaut: has 4 shield hardeners, this is how it is supposed to work without the 4x25%. Increased the base damage of Flak PD. If there is a storm that nullifies 100% shields, but ships have 20%. Ancient Pulse Armor (and other ancient armaments) are impractical. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. -Ruler Job, meaning high upkeep. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. 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. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. . They cannot be built in orbit of a celestial body that has an. I think some FE/AE focus on energy. Think of the Stellaris shield trade-offs the same way. 25 to shield. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. Also, shield/armor hardening could make a disruptor. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. !!Universal Modifier Patch (3. 34 comments. 34. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. It'd be a small bonus, maybe +10% or something, but it would make the edicts more valuable in early fights against disruptors. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. 3. . On the other hand, Nobles can produce upto 15% Stability. 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. 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). 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. This latest play through was going pretty good I had a fairly strong empire with about 60k troops and decided to take on the empire next to me so I amassed all my troops and went to war. 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. reduction modifiers divide an amount of a resource or attribute by a set amount. Cruisers are around 5. Stellaris. Clock Fail Detection for Stellaris LM3SX00 MCUs (AN01278) Author: Texas Instruments, Incorporated [SPMA031,*] Subject: Application Notes Keywords: SPMA031 Created Date:there are a few techs that are irrelevant, a couple missing that I would like to see, and I would like to resort a few of these so that engineering isn't so overwhelmed and physics so under-utilized. ago. Web Death Jun 4, 2019 @ 11:54am. With 3. I recently fought the Unbidden, which I hadn't done in a long time. guiskj Captain. My enemy has mountains of torpedoes (no neutron launchers). What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Can reliably hit 100% Shield Hardening with Archaeotechs. Stellaris technology list and IDs cheat. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. and directly work on armor/hull. Increased the base damage of Flak PD. Megastructures are colossal constructions. Yes, I'll attack the frigates yada yada. Stellaris > Workshop > AlexaTheGoddess's. Ancient Pulse Armor (and other ancient armaments) are impractical. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. 8 Gemini) By foxfax. Shield hardening and capacity on the shields side, and on the hull side you get your resistances from the base 1 point in the skill, a cruiser's innate resistance bonuses, maybe a single utility-armor console like the Trellium-D, but most significantly boff powers. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to go. Each start system can have between 2 and 15 celestial bodies. it would still hit the 90% cap. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. About this site. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. They cannot be built in orbit of a celestial body that has an. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. Total HP = 2853 with 5. Steps to reproduce the issue. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. I believe one of the fallen empires are very into disruptors. #2. Unable to carry any Point-Defense: very vulnerable to torpedoes. 1x regenerative hull tissue. You can roll. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Armor is generally the better of the two, but it can depend on the AI's ship designs. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. Attack the ship with a shield penetration weapon 3. Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. and a huge stack of armour. 3. #1. 5. #23,663. Here are the complete notes for Stellaris 3. Also there is +30% evasion from 3 thrusters and 10% from combat. hardening * total. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. nightraven1901. id say a part of it will be simply that stellaris has so many other things to worry about that players naturally want to simplify everything as long as the loss of efficiency isnt too big, so even if teh meta is balanced in a way where mixed fleets would be ideal, unless its by a huge margin most players will choose to rather be 5-10% less effective. and a huge stack of armour. Planetary shield generators in Star Wars are impenetrable. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. ago. 00, whereas explosive torps have 1. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Pros: Only ship type with T-slot, which can have absurd range. 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). +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. A +50% bonus to one of the most common jobs in your empire. 50% shield hardening lets you live +100% longer (!!!!!). Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Just what it say on the tin. Stellaris Wiki. 8. That's good, but not great for an ascension path. Stellaris Wiki Active Wikis. If the attacker's tracking is higher than the defender's. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. as it is with the shields e. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. No, those are permanently locked. Armor/shield hardening is a counter for weapons that bypass that defense. 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. Increased the base damage of Flak PD. They cannot be built in orbit of a celestial body that has an. Explosive Missiles Balanced MK 1 Concussion Missile. 7 Technology List – T to Z. Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Doesn't seem like silos or anything else increase it. 25) gets tanked instead (meaning. Edict Fund can be increased by the following:. Stellaris. 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. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. is it worth it do you think?Hello! I used to be pretty hardcore into this game. It does diminish in effectiveness slightly when faced with shield hardening. Below is an example of what I found out while testing ship combat. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. This is so effective that ~40k fleets 1:2 destro/cruiser. List of all technology ids in the game to be used with "research_technology" console command. Increased the range of Energy Siphons. A tier 3 shield generator has 90 hit points, and a shield regen of +4. Hello, i wonder what "+% armor penetration" realy does. 8. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Starbases and Defense platforms. If you go into a system with shield negation, you average them out for the value of your shield. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. If this capacity is exceeded, they become permeable to the following attacks. Taking any damage at all will reset this timer. Both are late game anyway so doesn't matter. What's the value/purpose of the Hardening stat? Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". An example would be the 100% shield bypass ability. Edict Fund can be increased by the following:. Shield hardeners are a new defensive technology in the upcoming 3. Police State is. So in average the same amount of shield or armor will least half as much time as the hull. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Losing 100 Ar or 125 Sh to get 65 Hull. 2 thirds armour 1 third shield. Your enemy has to chew through them before attacking the hull. 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. 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%. Callinicus. 7 (Ancient Suspension Field) and now especially with 3. and a huge stack of armour. With the 2. Smaller ships only have one aux slot. #15. 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. and there is no way to bring them back. #1. Which reduces your influence and diplomatic weight. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. Save file editing has to work too. If the target has shield hardening, they still work together to beat the shields first. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. So the Whirlwind Missiles and Strike Craft both pierce shields. 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). 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. 5 days. Battle ships are your heavy carriers and artillery weapons. The cap to the Force Disparity bonus for fleets. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. This impenetrable shield cuts both ways, however. Add a Comment. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. M: +315 shield HP (505 with AP), 4. 7. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. 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. Gigacannon needs. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. That's worse than 6+6=12s for a purely neutral weapon. Refire rate and general stats have been adjusted. 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. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Baby's First Stellaris Ships (3. Shield strength, against full shield penetrators, is given by. MuffinFIN • 5 yr. 9) quite a lot. 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. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Late game you can repeatedly boost ship and station health, increasing the effect of regenerative hull to the point where it becomes the best choice hands down. Dr_Bombinator • 6 yr. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Shield capacitor gives +10% for more shield (2x repeatables) vs. Early game of course I do the classic hangar DP, since they easily counter small ships. 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. Increased the range of Energy Siphons. This page was last edited on 23 March 2022, at 17:16. So thats 285 average damage per shot v armor every 5. . Thirteen new plans for military reform are waiting for you to implement. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. 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 . There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Small ships can't do it no matter how much you try. 7% shields/day, or 250 out of 35834. Do the math: Crystal forged armor gives you around 100% bonus hp (maxed out. 13. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Jump to latest Follow Reply. 0 was launched, they doubled the cap from 200 to 500. Apr 23, 2023. Shield nullification. Stellaris. Megacannon is 40% more DPS and 1. g. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Add a Comment. Upload Attachment 7. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Add a Comment. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. There is too much data tied up in a planet. 0 unless otherwise noted. conflare. Just use a balanced approach when it comes to shields and armour. Go to Stellaris r/Stellaris. So I’ve managed to repel quite a few attacks by bunching all my fleets together and stationing my huge clump of ships strategically so that the horde just sent groups of 18ks at my 30k, which eventually resulted in the great Khans death. ; 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. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The advantage to shields is that they recharge on their own, but no longer in combat. 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. Effect: Allows ship not to be detected by scanners (S-C) systems away, where S is scanner level and C is cloaking shield level. The nano missiles and saturation artillery are flatly excellent. . Report. cake_flattener5 Corporate Dominion • 11. If you implement that, properly so the. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. 7 days. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. Stellaris is a sci-fi grand strategy game set 200 years into the future. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. So if you got shield hardener, then 25% is dealt to shield. Stellaris. The shield hardening components kind of revive the shields back to their older glory. PitiRR. You should have a mix of weapons for this reason. Shield nullification Starbase. - Gourmand in energy and is inefficient under a firepower too important. Stellaris. 3 Stat modifiers affecting empire. ago. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on. Take these battleship to a space mining drone system. and directly work on armor/hull. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. Arch weapons are garbage even with the perk I was still losing fights with people 15k below me. This mod adds base hardening to shields and armor, increasing with their tier. 85 -1 = 1. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Archaeoshields should now properly provide their shield hardening bonus. The nano missiles and saturation artillery are flatly excellent. Go to Stellaris r/Stellaris. Its not even an early game advantage anymore. Discovered a shielded world where the shield was failing and was about to cook the planet to death. Content is available under Attribution-ShareAlike 3. Against 75% Armor Piercing, Crystal-Forged is better than Armor on ships under 3,600HP. 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. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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. The driller drones synergize really well with other shield bypass builds. 2) if you took all the options to increase your leader cap. 8. 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. Best. Except when he uses shield-piercing weaponry. 100% is ideal value - as it would protect you from penalties from hull damage. Losing 100 Ar or 125 Sh to get 65 Hull. There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). give shroud avatars 90 or 95% shield hardening . 6. ago Maybe. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 8. Regenerative Hull Tissue Buff 3. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. 8. We’ll begin with an exploration of the goals and. Stellaris Real-time strategy Strategy video game Gaming. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. 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. 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. Armor/shield hardening is a counter for weapons that bypass that defense. 5x divider on shields. Auras of the same type do not stack. Reply ggmoyang Voidborne • Additional comment actions. Negative shield negation adds to your shield value after all other calculations. Legacy Wikis. Q2. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. The shield hardening components kind of revive the shields back to their older glory. 1 the first in the 3. Alpha damage is the amount of damage a fleet can dish out per volley. 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. 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. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. Time to load it up with armor and plasma! 12. 64) with it. Refire rate and general stats have been adjusted. 25 days. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Report. 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. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. . Destroyers are around 2k health and 50% evasion. #4. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. 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. Content is available under Attribution-ShareAlike 3.