stellaris shield penetration. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. stellaris shield penetration

 
100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's shipstellaris shield penetration  These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats

If they are still useless, a mix of shield stripping and anti armor weapons will be better. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. 80% damage against armor. Fighters - 2. -Missiles stay as they are. IPWIW. Forty battleships have been equipped with. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. HerewardTheWayk • 1 hr. 25-30K with plasma and armor piercing things (like torpedoes). Depends on who you're fighting. 8) melt. 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. Disruptors are just annoying. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. is it ideal, who knows, is it perfect, i doubt it but it works for me. 36%. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. 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. Stellaris. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. E. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. You can beat anything because Stellaris is not hard. 5. I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. Yes. Time to bring out the torpedos. 1. When it comes to hard countering something (such as the. But if some torpedoes do get by, I wonder what is the. Consumes power. maximize weapon range though admirals/policies/shield build spam cheap naked corvettes, their entire purpose is to die so your battleships don't, keep making and replacing themHello everybody. Third destroyer fleet lost 19 ships and the remaining hull was 38. 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. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Cheaper Alloys cost than armor. All Discussions. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. 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. Both are late game anyway so doesn't matter. Beam. The other version is "%chance to reduce any damage from penetrating at all" but I don't. But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. hardening * total. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. 13. Still you want to go shield heavy and shield capacitors. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. Relevant lines are here: Anti-Armor Bonuses. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. 8) melt. 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. ajanymous2. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. great importance to defense in tactics. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". This works because Amoebas are carriers, they flay you with fighters. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. ago. e. 67. 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. ive been running into an issue with shield regeneration after some repeatables. I've had trouble figuring this out exactly, but this is what it looks like. 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. Go to Stellaris r/Stellaris. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. When you have a shield hardener, they are practically not working from suspenion shields. Stellaris Wiki Active Wikis. Have Psionic Shields be non-bypassable. 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. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. 4 in to hull through armor, if shield penetration, in to hull through shield. In general, vs Kinetics, Disruptors, strike craft and trops. 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. 3. 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. In earlier versions of the game this bonus was described as armor penetration. 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. All targets have no weapons. Hello everybody. 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. Kinetics only get like +15% penetration for medium and +30% for large size. If some ship does a. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). In addition to that, explosives tend to have Penetration. Massive overkill armor can leave you with fairly substantial damage reduction against 90% penetration weapons (plasma/lances), but if the enemy brings these two janky and underused weapons they do completely 'turn off' your armor, which sucks. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. −5% accuracy. Go to Stellaris r/Stellaris. . Each variant is in its own fleet so I can track damage. it all depends on what you're going to be fighting. Proton. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 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). Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In case of. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. " 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:. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. 6 update. Even a full point defence fleet would be unable to stop this many missiles. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. 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. shadowtheimpure. Armor - normal, needs to be destroyed before hull damage starts. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. 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). 1). Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Corvettes might be better than cruisers just because if they get in range they're toast either. 04 0. Armor, that stand in a way to hull. “虚空恶魔”应当是早期版本的误称。. According to the official Stellaris 3. But next I found out "penetration shield 50%" and realized, that this is something wrong. 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. Stellaris Real-time strategy Strategy video game Gaming. Armor is still very effective at countering them than shields. 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). Vulnerable to kinetic weapons. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 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. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. 34. The bonuses are explicit for how/what they apply to. 1 Basics. While cloaked, ships can. The shield hardening components kind of revive the shields back to their older glory. Yes, but that doesn't matter too much. 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%”. changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one) a second tech to get an improved version of the shield generator. None of their ship ever produce debris and their ship configuration is quite deadly. Reply. Robotics and Kinetic are all rounders in this aspect. + Constantly blocks a number of damage per unit of time. In this video I explore the effe. wpmaura. I could use a little help. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. They do explosive damage. 26. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Particular_Jicama_97. 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. Just imagine it exploding outwards and back on the superweapon. Railguns with 30% bonus to shields and 50% armor penetration are perfect. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. Against something like the contingency with lots of shields and armor, but little hull these are going to be awesome. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Supremacy Adoption - Naval Cap +20%, Ship Upkeep -10% Supremacy Finisher - +5% Shield and Armor Penetration Supremacy #1 - Ship Speed +10%, Command Limit +25% Supremacy #2 - Unchanged Supremacy #3 - Unchanged Supremacy #4 - +25% Damage vs Default Countries, -15% War Exhaustion Supremacy #5 - +20%. Potentially best vs human opponents with point defense. 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. It's the perfect weapon. 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. Mathematically, these weapons have the. But next I found out "penetration shield 50%" and realized, that this is something wrong. 85 -1 = 1. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. Take the Ruby Guardian (Topaz/etc. Torpedo = 100% Shield penetration. 2. Contrary to some 'popular' opinion, they are mostly garbage. 13. Stellaris. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. Damage redirected to the hardened component. Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. With the occasional situational exception, of course. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Penetrate through shield but lost 50% of their power. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. Torpedoes are dead. −5% accuracy. 25 days. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. That's physics. In general, vs Kinetics, Disruptors, strike craft and trops. I have always wondered whats the point of having penetration. The weapons the Unbidden use have 50% shield penetration. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. the regular ships already take months to recharge after passing through a pulsar, the offspring ships correspondingly longer, and the. The entire 'disruptor' line is a noob trap. That’s 17. 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. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. −20% armor penetration. The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". 28. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Disruptor = 100% Shield penetration. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. However I would also like to make clear that the mechanics of. Second destroyer fleet lost 23 ships and the remaining hull was 44%. 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. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Shield damage have every gun +100%, which mean 1:1, except ↓. Shorter reload times, higher movement speeds, but lacks shield penetration. Large Auto is range 30 as well of course, but. ago. 2 - 3 Generator Habitats. 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. 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. Also, get lots of shields since the Contingency's weapons suck vs shields. EMP fuse -Specifically design torpedo, to. Stellaris Dev Diary #312 - 3. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Stellaris Galaxy Command Wiki is a FANDOM Games Community. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. In addition to that, explosives tend to have Penetration. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. “虚空恶魔”应当是早期版本的误称。. The only quibble I might have with it is that penetration is often overpowered. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. You don't really need anti-shield ships for Unbidden. Each transport fleet consist of 20 Android Assault Army and do not have a general. But next I found out "penetration shield 50%" and realized, that this is something wrong. A quick search reveals that shield hardening apparently stacks. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. If you mean by penetration resistance, then yes. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. And PD is the fighter-counter as well as the missile-counter. All Discussions. 44 MB. I feel like all the space creature weapons have a use somewhere down the line. Doing some tests against the contingency. LockdownA10 • 6 yr. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. Strike Craft - Bombers have 100% shield penetration but I'm wondering if that is lowering my overall effectiveness because all my other weapons are mitigated by shields. 64 Destroyers vs 132 Corvettes. While Stellaris’ 4X-flavored. But that isn't something I expect to happen, as. 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. 80% damage against armor. 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. Plus mining habitats around every planet with gas, motes or crystals. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. That's worse than 6+6=12s for a purely neutral weapon. The only way to stop the Unbidden is to destroy the Extradimensional Portal. Armor hardening is better and easier to get than shield hardening. This page is about modding of Ships, Sections and Components. That’s how badly hardening gimps penetration weapons. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. It basically boils down to the armour penetration, shield penetration and hull effectiveness. And so is born the fleet of the 170 torpvettes. But next I found out "penetration shield 50%" and realized, that this is something wrong. 1- They spawned really far and holy fuck so much micro. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Medium. . • 1 yr. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Alle Diskussionen. Spare_Development_64 • 1 min. kinetic, explosive), which would make for a more engaging system. But it does miss, turning great early-game potential into a slow, dull grind. 420K subscribers in the Stellaris community. In late game battleships, you have a similar effect, just the other way around. 14 votes, 10 comments. Lower DPS than Tachyon Beams but RNG damage range. The anomaly generated "shield world" is actually in a time loop. 1 Graphics; 2 Ship Sizes. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). There are three types of modifiers. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. And it's absolutely nonsense to use a lot of shield strength (cruiser. There's no difference in Shield penetration and ignore shields. Diversify. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. Frop. ago. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Zabu Jun 26, 2016 @ 12:09pm. But it also penetrates armor by 50%. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. 6. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Or shield and some armor plus the crystal plate. Compare with Marauders : +25% hull damage, 20 dps. Related Topics. Taking any damage at all will reset this timer. It lacks the bonus to hull damage lasers have. 4 in to hull through armor, if shield penetration, in to hull through shield. they probably will die at some point. I'm not a fan of this new type of ship parameter. ago. Jun 15, 2019 @. In addition to that, explosives tend to have Penetration. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. 30% armor hardening on top cuts it by another third. The Stellaris 3. I haven't played in almost a year. Spare_Development_64 • 1 min. 2 fleets. BTW, this is modded. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 1- They spawned really close and the endgame crisis didnt even take 2 years. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. 7% reduction against medium plasma. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. reduction modifiers divide an amount of a resource or attribute by a set amount. Destroyers- if you use them, should be built for alpha and to die. 5 Starship Shield Penetration. Penetration my friend. Yes, I'll attack the frigates yada yada. Stellaris > Discussions générales > Détails du sujet. 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 Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. That does not mean they. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. 6 is now available on PC. 100% Shield penetration = Ignores shields (no damage at all to shields). . 17 times the amount of shield power, then it is still worth it, even against bypass weapons. One thing i have noticed though is that Shield Regeneration pretty. It gives +100% to both shield and armor penetration. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. 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%. 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 best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. Ideal for intercepting, escorting, and dogfighting. Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. In earlier versions of the game this bonus was described as. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. 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?Shield nullification. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". After one of the fleets was halfway dead I stopped the test and recorded the damage to. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. Driller drones have some problems, but are awesome in no shield systems. 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. 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. 15. ago. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. The shield hardening components kind of revive the shields back to their older glory. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 装甲的优点在于能够. Hello everybody. 8 battleship - particle lance and kinetic artillery, even on armor/shield. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. 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. If they fire on ship without shield, it deal same damage, as if it fly through shield. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. add modifiers add/substracts a set amount of a resource or attribute to a scope. g, 100% penetration vs 75% hardening means 25% of the damage goes through.