Stellaris shield penetration. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. Stellaris shield penetration

 
 Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FEStellaris shield penetration  2 - 3 Generator Habitats

Stellaris Real-time strategy Strategy video game Gaming. shield nullification), it substitutes armor for shields and doesn't use shield-specific weaponry. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. 1). This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. Deflector shield SHR-1 Deflector shiel. ago. maybe some space fauna or raiders come and lower one, and the other one kills it. 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. Only. Against something like the contingency with lots of shields and armor, but little hull these are going to be awesome. It does but if you modify battleships, titans and juggernaut for armor and shield penetration (Cloud lightning for L slots, focused arc emitter for x slots) you literally engage and shoot across a whole system. Mathematically, these weapons have 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?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). It lacks the bonus to hull damage lasers have. Shield worlds, halos, arks, all that good stuff. Corvettes might be better than cruisers just because if they get in range they're toast either. Take the Ruby Guardian (Topaz/etc. 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。. Depends on who you're fighting. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. wpmaura. 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. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. r/Stellaris. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. It lacks the bonus to hull damage lasers have. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. That's a 1:1 ratio, which means (relatively speaking) defense. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. more of the planet states, and info on the ships. I think Stellaris could benefit from a breakdown of shield technology, allowing shields to become more specialised in the type of damage they absorb (similar to how EvE Online does this). Hull - 125% of 'normal' damage for as long as it lasts. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Yes, but that doesn't matter too much. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. Proton. 1 comment. So if you got shield hardener, then 25% is dealt to shield. Stellaris. Mathematically, these weapons have the highest DPS in game against most endgame enemies. . < > Showing 1-5 of 5 comments . Additionally, this tech draws on a lot of power, requiring advanced power sources for ships, and when activated, ships will suffer from 100% shield nullification. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 33% reduction, it's 33. Corvettes with high evasion are really good too, and you should have those anyway. So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 30 per day/tick). The field cannot be removed by any means, with the. If you want to disable enemy shields, the saturator X weapon is the best at that job. enemy leans much more torwards battle ships and. 1?. 8-15. 概述. 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. For instance, if the enemy fleet is composed of mostly battleships with low tracking L weapons, then you should build a fleet of small ships with swarm combat computers fitted with weapons like Devastator Torpedoes and. As time of writing (patch 3. But next I found out "penetration shield 50%" and realized, that this is something wrong. - Shield upgrade (like the current tech) etc. Honestly shield penetration and armor penetration is pretty amazing. ago. Cheaper Alloys cost than armor. If you can, research more advanced. 常规的远古采矿无人机使用能量武器采矿镭射和护甲,没有ftl引擎。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). Medium. 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. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. That’s 17. Stellaris. 1- They spawned really close and the endgame crisis didnt even take 2 years. - No Armor Penetration - Lowest Base Damage. #4. 1- They spawned really far and holy fuck so much micro. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. A quick search reveals that shield hardening apparently stacks. In late game battleships, you have a similar effect, just the other way around. 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). Penetration would seem to need a much more focused, clean. 30% armor hardening on top cuts it by another third. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. 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. systems would need to be given a careful examination though I'm not convinced that stealth would be good here without a total overhaul of those systems so we can design-in proper stealth support. is it ideal, who knows, is it perfect, i doubt it but it works for me. 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%. Contrary to some 'popular' opinion, they are mostly garbage. The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. reduction modifiers divide an amount of a resource or attribute by a set amount. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. Lightning conduits have the 100% accuracy that makes them solid weapon options, Amoeba flagella are decent strikecraft and the 100% armor penetration from mining drone cutting lasers can be very useful when fighting off other space creatures in the early game since they don't. But next I found out "penetration shield 50%" and realized, that this is something wrong. 2 - 3 Generator Habitats. Large Auto is range 30 as well of course, but. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. 护盾穿透( Shield penetration ):武器将按一定比例忽略对方舰只的护盾,这部分伤害将会直接作用于对方船体和装甲本身。 装甲伤害( Armor damage ):武器将按一定比例增加或减少对对方舰只护甲的伤害。这项属性与船体和护盾没有任何关系。 总结 Cool. 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. Stellaris Real-time strategy Strategy video game Gaming. But it also penetrates armor by 50%. spacemanspiff30 • 4 yr. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. • 2 yr. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. 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. 6. I know this has been brought up before in the context of "I want to design my own starbase loadouts" but I'm suggesting something simpler that should be much easier to implement: if a starbase is built in a pulsar system (i. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. shadowtheimpure. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Lance. 6 update. 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. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. 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. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. Driller drones have some problems, but are awesome in no shield systems. In-combat regeneration occurs but its not a significant factor. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Disruptor = 100% Shield penetration. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. Auto-best is not good, it frequently makes completely nonsensical design decisions. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 67. . The shield hardening components kind of revive the shields back to their older glory. 15. So my. This test is about which ship does beat job against contingency. So what does that really mean? Does that mean it bypasses my shields and. If you mean by penetration resistance, then yes. Stellaris > General Discussions > Topic Details. Shorter reload times, higher movement speeds, but lacks shield penetration. Disruptors are just annoying. Tried again, happened again. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Stellaris: Shield Hardeners - You must use them. 6. 8) melt. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. All Discussions. Hardening stacking question. Stellaris Dev Diary #312 - 3. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. If the Global Pacifier does function the way it does in Star Control 2, the beings inside survive just fine but are. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Diversify. As of 3. Hull, that once depleted, destroys ship. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). None of their ship ever produce debris and their ship configuration is quite deadly. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. If the enemy has no shield penetration, then shield hardening does nothing. If you want to disable enemy shields, the saturator X weapon is the best at that job. I ragequited after the battle, and than reloaded the save. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. Penetration means it completely avoids the health bar and will directly damage the underlying bar. It'd be a considerable hard counter. Shield strength, against full shield penetrators, is given by. You can beat anything because Stellaris is not hard. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. 1? 0. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. While Stellaris’ 4X-flavored. At present smaller weapons are better in most ways, other than range. Cloud Flare etc. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. ParasiteX Apr 21, 2017 @ 9:12pm. 9 (played a couple more in older versions). Shield Penetration is stupid . These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. It'd be a considerable hard counter. Stellaris. 34 comments. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Energy weapon or kinetic weapon. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. 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). 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. Both are late game anyway so doesn't matter. They are called Space Torpedoes. that this isn't a bad thing. 01 ship_armor_damage_mult = 0. Armor is still very effective at countering them than shields. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Also, get lots of shields since the Contingency's weapons suck vs shields. I am talking entry to exit longest distance available. 1- They spawned really close and the endgame crisis didnt even take 2 years. Lance. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. + Constantly blocks a number of damage per unit of time. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. Unfortunately battleships can't equip torpedoes or you'd be perfect. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Taking any damage at all will reset this timer. Projectile and Missle Weapons. Ideal for intercepting, escorting, and dogfighting. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. 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. Now say, 30% shield hardening cuts Disruptor damage by a third. 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. 80% damage pierce. It really depends on the situation, but I find shields more reliable than armour in most cases, as armour tends to be massively hard-countered later in the game by plasma. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. It gives +100% to both shield and armor penetration. In terms of armor/shield balance, I find a 2:1 ratio works best. So you know how if you destroy the Hull you basically destroy the entire ship. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. So the damage per second for each weapon is the same. 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. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 13. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. Stellaris > Discussions générales > Détails du sujet. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. 概述. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Shields can be stacked higher than armour. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. Now say, 30% shield hardening cuts Disruptor damage by a third. Disruptors are mostly for the memes or countering certian crises. Weapons: 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. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. Hello everybody. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. Even with their bonuses, their time to kill is awful. Stellaris: Shield Hardeners - You must use them. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. Edit: my second guess is that it stops all shield penetration completely, like from fighters. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. They sound better than they really are, for which I am thankful. 5 days. 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. If you don't have cloud lightnings you might want to switch to a giga cannon + 2 artillery + 2 neutron launchers or 3 artillery +1 neutron launcher. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon bypasses shields altogether and only does armor and hull damage? I have always wondered whats the point of having penetration. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. Medium plasma has -33% shield damage and 60% armor penetration. Component. 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. 4 in to hull through armor, if shield penetration, in to hull through shield. The differences between the weapons are much more nuanced. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. 44 MB. In addition to that, explosives tend to have Penetration. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. This article is for the PC version of Stellaris only. 27 votes, 31 comments. 25 days. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Even Hiveminds get some love, with the mod allowing them to turn other states into “appendages” for future integration. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. 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). This article is for the PC version of Stellaris only. Micro-managing your citizens is one of the best aspects of planet administration in Stellaris – but it’s also one of the most complex and time-consuming. The below video linked when completely seen will provided the needed information. The eternal psionic avatar battle. With the occasional situational exception, of course. Armor is still very effective at countering them than shields. Weapons: 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. 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. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Fun fact. So if you got shield hardener, then 25% is dealt to shield. Frop. 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. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. But it does miss, turning great early-game potential into a slow, dull grind. They are more hp than shields. If they are still useless, a mix of shield stripping and anti armor weapons will be better. Bolt. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. 50, vs Gamma lasers at 6. Point defense need variety in stellaris. Armor - normal, needs to be destroyed before hull damage starts. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Fighters - 2. Time to bring out the torpedos. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. Kinetics only get like +15% penetration for medium and +30% for large size. The only way to stop the Unbidden is to destroy the Extradimensional Portal. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. Torpedo = 100% Shield penetration. Armor hardening is better and easier to get than shield hardening. Contents. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. Beam. Given that Stellaris' movement, war, etc. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. In earlier versions of the game this bonus was described as armor penetration. I do full penetration armaments for the titans and battleships. If you can, research more advanced. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. They should give these a boost to 100% accuracy and possibly a % of shield 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. . Slap on 3 afterburners. Corvette Spam. Against other AI empires I’m just going to assume you can out-economy them and out-micro them to the point where ship design barely matters. The realm is inhabited by powerful beings of pure psionic energy that can be communed with through great effort. 9%. Stellaris Real-time strategy Strategy video game Gaming. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder:Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. some weapons have armor/shield penetration so they ignore it. 14 votes, 10 comments. Vulnerable to kinetic weapons. Damage redirected to the hardened component. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. Modifier Effects. Stellaris > General Discussions > Topic Details. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. it all depends on what you're going to be fighting. 5 multiplier. Report. Spare_Development_64 • 1 min. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. Hello everybody. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. The other version is "%chance to reduce any damage from penetrating at all" but I. 100% Shield penetration = Ignores shields (no damage at all to shields). , stuff with %100 Shield Penetration and %100 Armor Penetration. 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.