Stellaris shield penetration. Stellaris. Stellaris shield penetration

 
StellarisStellaris shield penetration  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

Added new. (which does not seem to happen in Stellaris). 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. 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. 概述. So what does that really mean? Does that mean it bypasses my shields and. avoid lasers, plasma or particle beams - their main strength (armor penetration) has 0 effect in this fight, leaving you with only their weakness (penalty vs. It's pretty noticeable in a fight 1 vs. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Plus mining habitats around every planet with gas, motes or crystals. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. The shield hardening components kind of revive the shields back to their older glory. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. And only 12. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. Large. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. g, 100% penetration vs 75% hardening means 25% of the damage goes through. −5% accuracy. Each transport fleet consist of 20 Android Assault Army and do not have a general. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. Disruptors are just annoying. A place to share content, ask questions and/or talk about the 4X grand strategy… Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. The weapons the Unbidden use have 50% shield penetration. is it ideal, who knows, is it perfect, i doubt it but it works for me. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speedSo if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 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. Check Out This Mod. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Gunships Support 6. The other version is "%chance to reduce any damage from penetrating at all" but I don't. . 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. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 5. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Xaphnir. So, half of the damage they do will be harming your hull even before your shields drop. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. spacemanspiff30 • 4 yr. Frop. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. All targets have no weapons. If you can, research more advanced. The only quibble I might have with it is that penetration is often overpowered. However, it looks like that at some point between then and now weapons were changed considerably. These are also stack. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. 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 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Component. ship_armor_mult = % the ships armor amount is increased byFeatures. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). , stuff with %100 Shield Penetration and %100 Armor Penetration. Mathematically, these weapons have the. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. 7. Honestly shield penetration and armor penetration is pretty amazing. Deflector shield SHR-1 Deflector shiel. Projectile and Missle Weapons. 100% shield penetration, 100% armor penetration. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. 64 Destroyers vs 132 Corvettes. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Modifier Effects. 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. Doing some tests against the contingency. A crisis is an event that threatens the entire galaxy and all life within it. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. There's no difference in Shield penetration and ignore shields. Edit: my second guess is that it stops all shield penetration completely,. Radiation Shielding - Increased ship shield strength 8. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. Stellaris. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). While cloaked, ships can. Second destroyer fleet lost 23 ships and the remaining hull was 44%. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Small. 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. Slap on 3 afterburners. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. 2. 6 is now available on PC. The eternal psionic avatar battle. 7% reduction against medium plasma. There's no difference in Shield penetration and ignore shields. 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. Stellaris fleet getting destroyed. 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. 30% armor hardening on top cuts it by another third. From this base ground we could have more interesting balancing of weaponry? But that will be probably be done in some mod instead. Destroying the Portal earns the Rift. If they are still useless, a mix of shield stripping and anti armor weapons will be better. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. 100% Shield penetration = Ignores shields (no damage at all to shields). 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. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. 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). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris Real-time strategy Strategy video game Gaming. This is the first game of Stellaris I've played, so far. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Armor hardening is better and easier to get than shield hardening. Stellaris. 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. 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. 100% shield penetration. The entire 'disruptor' line is a noob trap. Jump to latest Follow Reply. Shield worlds, halos, arks, all that good stuff. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Vulnerable to kinetic weapons. And it's absolutely nonsense to use a lot of shield strength (cruiser. 6. 8 battleship - particle lance and kinetic artillery, even on armor/shield. r/Stellaris. Only larger weapons, medium and Large types get a small increase to armor penetration. I've had trouble figuring this out exactly, but this is what it looks like. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. 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. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. it all depends on what you're going to be fighting. 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). As of 3. Projectile and Missle Weapons. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. . Hello everybody. However I would also like to make clear that the mechanics of. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. But next I found out "penetration shield 50%" and realized, that this is something wrong. Then you would have a trade-off between more regen or more shield health. This article is for the PC version of Stellaris only. Side bonus of 80% shield hardening and 400 extra armor and shields. 09 0. They do explosive damage. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. 1. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Torpedo = 100% Shield penetration. 索林原虫的出现不需要任何先决条件。. A new Stellaris update 3. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. this gives you a lot more time to defeat the portal. Stellaris. Preferably from far away :p. BTW, this is modded. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. some weapons have armor/shield penetration so they ignore it. If the enemy has no shield penetration, then shield hardening does nothing. ago. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Corvettes armed with the torpedoes that have the same bonus are pretty good as well. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. 27 dps. 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. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. 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). There's no difference in Shield. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. Production Revolution. But next I found out "penetration shield 50%" and realized, that this is something wrong. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. So the damage per second for each weapon is the same. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). This page is about modding of Ships, Sections and Components. Who knows how many galactic cycles it had been in place before it. - Shield upgrade (like the current tech) etc. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. That's worse than 6+6=12s for a purely neutral weapon. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Take the Ruby Guardian (Topaz/etc. 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. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield The Unbidden use the highest tear generators and shield, but have no armor. 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). Tried again, happened again. Third destroyer fleet lost 19 ships and the remaining hull was 38. But it also penetrates armor by 50%. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. , stuff with %100 Shield Penetration and %100 Armor Penetration. In this video I explore the effe. 67. If I have a weapon that says it causes 125% hull damage and 100% shield penetration, that means it will need to chew through the armor at a normal rate, correct? Shields - would be bypassed. 装甲的优点在于能够. They should give these a boost to 100% accuracy and possibly a % of shield penetration. 1). If a hot border can be anticipated, I go for a Bastion Habitat. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. Hello everybody. At which point it still doesnt offer enough to be valueable. 概述. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. Only. 2 fleets. Particular_Jicama_97. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. 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. The differences between the weapons are much more nuanced. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor. 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. Compare with Marauders : +25% hull damage, 20 dps. ReplyThe weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. 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. Spare_Development_64 • 1 min. 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. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. This test is about which ship does beat job against contingency. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). That is different than the global pacifier, which creates an impenetrable shield over the planet. Stellaris Galaxy Command Wiki is a FANDOM Games Community. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. great importance to defense in tactics. It lacks the bonus to hull damage lasers have. 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. Best. Stellaris > Discussions générales > Détails du sujet. 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. Go to Stellaris r/Stellaris. 34 comments. Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. I highly recommend it if you haven't played it. Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the AftermathThe 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). #4. All of it is quite nice, but extreamally flat (tho, shields should not be fully. Depends on who you're fighting. When it comes to hard countering something (such as the. Disruptor = 100% Shield penetration. Also, get lots of shields since the Contingency's weapons suck vs shields. In late game battleships, you have a similar effect, just the other way around. . Torpedoes are dead. My fleet is using 31 of those battleships. - Component ("Psi Shield Module") like a. -Missiles stay as they are. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. Shield 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. Failing that, Energy torpedos, or your highest tier torpedo. 45% shield penetration. They also have 50% armor penetration, so armor will be less effective. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Shield strength, against full shield penetrators, is given by. ago. These are also stack. Penetration would seem to need a much more focused, clean. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. To top it off, the time loop had become destabilized over an extremely long time. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 30% armor hardening on top cuts it by another third. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Even with their bonuses, their time to kill is awful. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Shorter reload times, higher movement speeds, but lacks shield penetration. 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). Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. 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. 1 comment. Frop. File size:42. 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. Stellaris Real-time strategy Strategy video game Gaming. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. 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. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). 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). The other version is "%chance to reduce any damage from penetrating at all" but I. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Frop. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. 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. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. Anything that has 100% penetration on BOTH needs to be shot. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. In general, vs Kinetics, Disruptors, strike craft and trops. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. some weapons have armor/shield penetration so they ignore it. they probably will die at some point. For one of those fleets, I’ll stack in the debuff auras too. Strike Craft penetrate shields to do bonus damage to armor, but like arc emitters above, the most vulnerable ships to them cannot really harden against the incoming damage. Go to Stellaris r/Stellaris. 6 update. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. In late game battleships, you have a similar effect, just the other way around. But next I found out "penetration shield 50%" and realized, that this is something wrong. Against other players in pvp, yes you would be right, as players usually don’t have +6000% bonuses to shield and armor or severe imbalances between shield/armor and hull (among other factors). #2. The Shroud. 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). 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. Hello everybody. 9%. -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. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 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. ship_armor_add = adding an amount of armor . Space empire 5 had like, five different ones (that i recall):. ago. 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. But that isn't something I expect to happen, as. 44 MB. Proton. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. So if you got shield hardener, then 25% is dealt to shield. 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. Yes, but that doesn't matter too much. Probably ~ the same usefulness as Tachyon Beams. Stellaris fleet getting destroyed. Generally speaking you also want to choose either kinetic, missile or. Not only were more slots available, but as the highest combat strength available there was a bias towards them, even as the missile rework to s-slot missiles meant earlier and more shield-penetration weapons. Ideal for intercepting, escorting, and dogfighting. hard shields that limit shield penetration, etc . But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. And only 12. This article is for the PC version of Stellaris only. 85 -1 = 1.