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. Damage redirected to the hardened component. 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. 1 Basics. But good lord do those eat power. g, 100% penetration vs 75% hardening means 25% of the damage goes through. First destroyer fleet lost 19 ships and the remaining hull was 40. wpmaura. Is it that 50% of the damage goes to shields and 50% goes to armor/hull? If so, a little useless, since almost all ships have more hull than shields. Added new. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. “虚空恶魔”应当是早期版本的误称。. There's no difference in Shield penetration and ignore shields. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Ideal for intercepting, escorting, and dogfighting. < > Showing 1-5 of 5 comments . You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. ago. But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Ideal for intercepting, escorting, and dogfighting. 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. . 4 in to hull through armor, if shield penetration, in to hull through shield. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. The Stellaris 3. 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. But it also penetrates armor by 50%. Yes, I'll attack the frigates yada yada. But it also penetrates armor by 50%. Kinetics only get like +15% penetration for medium and +30% for large size. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. Anything that has 100% penetration on BOTH needs to be shot. That's physics. Go to Stellaris r/Stellaris. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Destroyers- if you use them, should be built for alpha and to die. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. So if you got shield hardener, then 25% is dealt to shield. Hello everybody. 26. Plasma = 100% Armour penetration. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. But next I found out "penetration shield 50%" and realized, that this is something wrong. 34 comments. It's pretty noticeable in a fight 1 vs. 2x damage against corvettes and frigates, 3x damage against destroyers, 5x damage against cruisers, 9x damage against battleships. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. 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. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. It then gets divided by 4, presumably to make it the type of number Paradox wants. In addition to that, explosives tend to have Penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. some weapons have armor/shield penetration so they ignore it. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. The entire 'disruptor' line is a noob trap. In addition to that, explosives tend to have Penetration. Spectrum Cycle - Increased ship sensor range 9. In addition to that, explosives tend to have Penetration. Disruptors are just annoying. That is, have psionic shields counter weapons that have 100% Shield Penetration, either by outright negating/ignoring it, or by treating it as 100% Shield. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. Also, get lots of shields since the Contingency's weapons suck vs shields. The eternal psionic avatar battle. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. Its DPS is 4. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. ago. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. shadowtheimpure. 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. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. −5% accuracy. 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. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 34. Only larger weapons, medium and Large types get a small increase to armor penetration. Shields require energy from the ship's. . What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. Shorter reload times, higher movement speeds, but lacks shield penetration. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. 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). Does any one knows the difference? Some examples would be great. Lance. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. Hello everybody. I had success using corvette swarms with crystalline hulls and then backing them up with Destroyers, Cruisers and Battleships which utilized Torpedo weapons, Laser weapons, Arc Emitters and Shield disintegrators and some plasma. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. 1- They spawned really far and holy fuck so much micro. Space empire 5 had like, five different ones (that i recall):. Graphical effect for the planetary shield generator. 概述. It makes no sense what so ever to have this. Compare with Marauders : +25% hull damage, 20 dps. enemy leans much more torwards battle ships and. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. g, 100% penetration vs 75% hardening means 25% of the damage goes through. If some ship does a. 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. 420K subscribers in the Stellaris community. 34. Point defense need variety in stellaris. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Corvettes with high evasion are really good too, and you should have those anyway. 85 -1 = 1. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. 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). Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Alle Diskussionen. ago. Relevant lines are here:Anti-Armor Bonuses. It's pretty noticeable in a fight 1 vs. ago. -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. Probably ~ the same usefulness as Tachyon Beams. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. They are very good. Honestly shield penetration and armor penetration is pretty amazing. All of it is quite nice, but extreamally flat (tho, shields should not be fully. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. 高维入侵(异次元入侵)是指来自另一空间维度的敌人入侵本世界。高维入侵是《群星》后期危机的一种。. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. Platforms stacked with missiles and as many shields as possible are my go-to Unbidden defense. That does not mean they. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. The bonuses are explicit for how/what they apply to. Lower DPS than Tachyon Beams but RNG damage range. IPWIW. 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. Advanced shields require Strategic Resource to make. Zabu Jun 26, 2016 @ 12:09pm. Generally speaking you also want to choose either kinetic, missile or. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. Each transport fleet consist of 20 Android Assault Army and do not have a general. 14 0. File size:42. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. I’ll stack a range-aura juggernaut in with them. Shield strength, against full shield penetrators, is given by. Modded stats: 50% orbital bombardment damage reduction. I could use a little help. 1?. If you can, research more advanced. 30 per day/tick). Destroyers- if you use them, should be built for alpha and to die. Yes, but that doesn't matter too much. 30% armor hardening on top cuts it by another third. Jun 15, 2019 @ 11:18pm "penetration" #1. 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. Large. It'd be a considerable hard counter. You starting weapons should make up the backbone of your fleet throughout the entire game. Stellaris Galaxy Command Wiki is a FANDOM Games Community. 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. 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. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. If you mean by penetration resistance, then yes. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. Hull, that once depleted, destroys ship. 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). - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. When you have a shield hardener, they are practically not working from suspenion shields. Computer system. 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. 装甲的优点在于能够. So what does that really mean? Does that mean it bypasses my shields and. 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. One thing i have noticed though is that Shield Regeneration pretty. Cheaper Alloys cost than armor. 0 (当前最新版本:3. And then I did the same test again, but this time without armor, no shield too. Component. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). 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). 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. Each variant is in its own fleet so I can track damage. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. I'm talking things like Focused Arc Emitter, Cloud Flare etc. 36%. but with the new system it seems like you have to make huge sacrifices in weapon or support system quality to make a shield build work, while armor is essentially free. 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. kinetic, explosive), which would make for a more engaging system. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. Small. The anomaly generated "shield world" is actually in a time loop. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Penetrate through shield but lost 50% of their power. 01 What im wondering is this, is shield penetration %, say 15%, a 15% chance to penetrate shields. In earlier versions of the game this bonus was described as. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). 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. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. ago. Against something like. E. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Projectile and Missle Weapons. The shield hardening components kind of revive the shields back to their older glory. Forty battleships have been equipped with. The only way to stop the Unbidden is to destroy the Extradimensional Portal. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Shields are basically extra HP, damage to shields isn't affected by the armor stat. 索林原虫的先头部队将会占据5个行星系(除了失落帝国附近,传说如果. You only need one of those debuff fleets because it affects all in-system enemies. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. 67. All Discussions. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. 9%. 26. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. Against something like the contingency with lots of shields and armor, but little hull these are going to be awesome. Arc Emitters also have partial shield penetration. Missiles are best now. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Man, the forerunner tech would be massively op but so fun to have in Stellaris. 7. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Gunships Support 6. 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. I've had trouble figuring this out exactly, but this is what it looks like. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Diversify. That is what the anomaly says. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. 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. add modifiers add/substracts a set amount of a resource or attribute to a scope. 1. Just don't expect much from Corvette shields. Cool. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. 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. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. “虚空恶魔”应当是早期版本的误称。. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. You don't really need anti-shield ships for Unbidden. Missiles have 100% shield penetration like fighters. So you know how if you destroy the Hull you basically destroy the entire ship. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. The weapons the Unbidden use have 50% shield penetration. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. Jump to latest Follow Reply. In case of. The ship cannot take damage for a whole 10 days before it regens. Slap on 3 afterburners. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. Arc emitters: 100% accuracy. I haven't played in almost a year. This can make cloaking a fleet a risky gambit if an empire manages. 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. . 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. Preferably from far away :p. Jun 15, 2019 @ 11:18pm "penetration" #1. Shield hardeners are a new defensive technology in the upcoming 3. 2 Fabrication Habitats. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. 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. 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. I am talking entry to exit longest distance available. Yes, but that doesn't matter too much. Tried again, happened again. 13. 5. 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. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. - Component ("Psi Shield Module") like a. While cloaked, ships can. 2 - 3 Generator Habitats. Jun 15, 2019 @. You can beat anything because Stellaris is not hard. With the occasional situational exception, of course. Spare_Development_64 • 1 min. 100% Shield penetration = Ignores shields (no damage at all to shields). Stellaris Galaxy Command Wiki is a FANDOM Games Community. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. Stellaris. But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. . Disruptor = 100% Shield penetration. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. Auto-best is not good, it frequently makes completely nonsensical design decisions. 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. IPWIW. 8) melt. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar. If they are still useless, a mix of shield stripping and anti armor weapons will be better. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. So the damage per second for each weapon is the same. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. the regular ships already take months to recharge after passing through a pulsar, the offspring ships correspondingly longer, and the. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. 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. Go to Stellaris r/Stellaris. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). • 2 yr. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Well, as you know in Stellaris ships have 3 "health bars". ive been running into an issue with shield regeneration after some repeatables. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing:. In earlier versions of Stellaris, I had to research both kinetic and energy. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. 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. Hardening stacking question. - Gourmand in energy and is inefficient under a firepower too important. Penetration my friend. 2 armor for every 1 shield. wpmaura. But if some torpedoes do get by, I wonder what is the. Stellaris > General Discussions > Topic Details. 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. My fleet is using 31 of those battleships. 50, vs Gamma lasers at 6. 45% shield penetration. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. is it ideal, who knows, is it perfect, i doubt it but it works for me. Stellaris > General Discussions > Topic Details. Disruptor = 100% Shield penetration. It destroyed the end game combat, it makes all the shield and armour technologies you have spent the. 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). 索林原虫的出现不需要任何先决条件。. In vanilla game, the global pacifier can add the shield to the planets by turning it to a shielded planet by using the code: change_pc = {class = pc_ringworld_shielded inherit_entity = yes}Do they actually mean anything? supposidly energy is good against armor, kenetic is good against shield and explosive is between the two. A new UI interface is made for mod. Now say, 30% shield hardening cuts Disruptor damage by a third. Hyper-focusing Trinary Arrays. 2. 4. ago. And it's absolutely nonsense to use a lot of shield strength (cruiser. They also have 50% armor penetration, so armor will be less effective. hard shields that limit shield penetration, etc . So. 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. Torpedo = 100% Shield penetration. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. 80% damage pierce. I'd guess it's also much better against other heavily armored, lightly shielded targets. Have Psionic Shields be non-bypassable. But next I found out "penetration shield 50%" and realized, that this is something wrong. 27 dps. The detonation of a. This page is about modding of Ships, Sections and Components. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris > Discussions générales > Détails du sujet. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia).