stellaris shield hardening cap. So raw HP gives you better or same than the others, and always works. stellaris shield hardening cap

 
 So raw HP gives you better or same than the others, and always worksstellaris shield hardening cap  Technology

Stellaris Wiki Active Wikis. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. Report. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. and a huge stack of armour. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Stellaris. 8. Total HP = 2853 with 5. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. Armor a in the presence of armor penetration p reduces hull damage by a percentage. 1. +25% Shield Regen +3% Shield Hardening; Missiles. 7 throwing this strategy out the window. Absorbent. Archaeoshields should now properly provide their shield hardening bonus. You have a Ramparts module (more armor, armor hardening and hull for the starbase, +2 defensive platforms cap) and the shield overcharger building (+50% starbase shield and shield hardening, +25% defense platform shield and shield hardening). But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. The only refrence to it I can find online is an Apec video that doesn't really take the frame world to its full potential. As accidental fly into a pulsar system means if you have the other way you get wrecked. If you had a lot of spare power and put on two shield generators that could be +4 +4 = 8 + 50% = 12 hp a day. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Both have their shield_penetration modifier set to 1. For Psionics, the main benefit would be the Psychic trait. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Unable to carry any Point-Defense: very vulnerable to torpedoes. 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. (Also planet will become independent and who cracks the shield will be the new controller (You might have to handle these planets like primitives since we don't want border-gore)) Also the same way this could be reversed and when opening the world it changes the shield-planet to the original one (for example gaia. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. Decreased the base damage of explosive torpedoes. Clock Fail Detection for Stellaris LM3SX00 MCUs (AN01278) Author: Texas Instruments, Incorporated [SPMA031,*] Subject: Application Notes Keywords: SPMA031 Created Date:there are a few techs that are irrelevant, a couple missing that I would like to see, and I would like to resort a few of these so that engineering isn't so overwhelmed and physics so under-utilized. Smaller ships only have one aux slot. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Stellaris's performance issues have gotten better. Increased the base damage of Flak PD. Total HP = 2853 with 5. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. 1x regenerative hull tissue. +10% evasion (and 20% sublight speed). Any chance next patch our own bases and AI bases will deploy only armor in a zone that removes all energy shield (stars nebula with 100%shield nullification) Also same for weapons why would my station need guns with extra shield damage when there are no shields in those sectors id rather see my station. 3. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. (I. ago. If the target has shield hardening, they still work together to beat the shields first. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. That's how counterplay works. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). In Stellaris, the current command limit cap is set at 500. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. Apr 23, 2023. 1 the first in the 3. 8, but take with pinch of salt because I've clocked 3000 hours so my micro game is probably strong enough to beat most players with tier 1 coilgun corvettes at this point. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. Increased the range of Energy Siphons. . In this video I. For shield tanking you don't need a large amount of shields. Hull is 3300. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Planetary shield generators in Star Wars are impenetrable. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. using modules and Edicts, and. Larger ships have more. ago. 6 update). 50, vs Gamma lasers at 6. +25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance. 1 Large Neutron Armor gives 1740 armor. Small ships can't do it no matter how much you try. Battle ships are your heavy carriers and artillery weapons. Both have FTL, but it's not super clear what the range/speed is for XCOM. It's a bit slower than shield reg, but your fleet starts each battle at full health. Megastructures are colossal constructions. 25 days. . The downside if that they use power and missiles/torpedo bypass them entirely. Mining lasers are now classified as Brawling weapons. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. The shield regeneration is per shield slot. There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). . This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. M: +315 shield HP (505 with AP), 4. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Stellaris > Workshop > AlexaTheGoddess's. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively. The Perdition beam costs me 8 naval cap (because the rest of the ship has 6 L slots, like a battleship) and while 5000-10000 damage every 21 days is cool, in the era of cruisers being. Taking any damage at all will reset this timer. Think of the Stellaris shield trade-offs the same way. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. Hull is 3300. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). Is this a good strategy for winning battles right now?Im gonna be quick here since most of the introduction i have done in the past few times, bringing simmilar topics: Shield hardening should protect from "shield nullification". The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. So the Whirlwind Missiles and Strike Craft both pierce shields. 7% shields/day, or 250 out of 35834. is it worth it do you think?2 Answers. You should have a mix of weapons for this reason. They cannot be built in orbit of a celestial body that has an. Increased the range of Energy Siphons. The great khan event is brutal. Is this a good strategy for winning battles right now?Expand user menu Open settings menu. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Q2. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. 00, whereas explosive torps have 1. "Shields aren't too good" really depends on the situation. And you’d be better off fitting the cruiser with armor and shield hardening than trying to stack evasion, which the frigate doesn’t have enough A-slots to pull off. 2x Armor III - 430 HP. It's mostly only going to be used in mp if you know the other guy is using full disruptor fleets, but even then I'd argue that going full shields with shield hardeners might be better because it's cheaper and more versatile. MuffinFIN • 5 yr. Explosive Missiles Balanced MK 1 Concussion Missile. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. The nano missiles and saturation artillery are flatly excellent. Upload Attachment 7. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. That’s how badly hardening gimps penetration weapons. This is a searchable and complete list of Stellaris technologies and their IDs. On a cruiser, with the same number of slots, but now getting less from its ancient suspension fields slot-for-slot compared to the big girls: 30%. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. Otherwise IMO it is worth it to use armor unless you are in dire straights for alloys. Megastructures are colossal constructions. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Members Online • Tornagh. Time to load it up with armor and plasma! 12. 8. Refire rate and general stats have been adjusted. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. As accidental fly into a pulsar system means if you have the other way you get wrecked. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. 5x divider on shields. At 90% armor, 90% of all damage incoming to the ships' hull is. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. I tried everything, strikecraft, artillery, energy weapons, etc. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Nov 16, 2023PitiRR. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Thirteen new plans for military reform are waiting for you to implement. It matters more with shields. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 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. With 3. Both are late game anyway so doesn't matter. E. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Shields are hit-points on top of your hull hitpoints. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. The Dragon. 3. Decreased the base damage of explosive torpedoes. Shield hardeners are a new defensive technology in the upcoming 3. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Edict Fund can be increased by the following:. Here are the complete notes for Stellaris 3. I tried 2k nav cap frigates before, didn’t kill a single contingency ship. )Galactic Paragons Expansion Features. The shield regen is just insane and my battleships only die when focused heavily. It is weird that the double amount of smaller shields is better than one class larger. So the Whirlwind Missiles and Strike Craft both pierce shields. So you can either go shield hardening or armor hardening, and it is usually better to go armor hardening due to all of the below. 1 daily regen (2. ago. I think some FE/AE focus on energy. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Hardening stacking question. Promethian Mar 12, 2019 @ 7:28pm. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. Stellaris Wiki Active Wikis. Take these battleship to a space mining drone system. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 34 comments. 85 -1 = 1. Other than Armor Hardening, it's just the edict to speed up megastructure construction. The cost per point of HP is just so garbage for armor, and armor does not regenerate. ago. Can't terraform Mars then. 1 Answer. The cap to the Force Disparity bonus for fleets that are significantly. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. 8 (Genius Armorer councilor leader trait), you can get a lot of shield hardening that makes those shields actually pretty important if you're, e. 4. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. Larger ships have more. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. I've had trouble figuring this out exactly, but this is what it looks like. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Armor Tier [I. 1. #1 Buzzard Feb 18 @ 10:20pm Armor/shield hardening is a counter for weapons that bypass that defense. 100% is ideal value - as it would protect you from penalties from hull damage. Increased the range of Energy Siphons. . Increased the base damage of Flak PD. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. Shield strength, against full shield penetrators, is given by. Stellaris Real-time strategy Strategy video game Gaming. 6 update. List of all technology ids in the game to be used with "research_technology" console command. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. -100% doubles your shields. Third, buff the hardening components. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. Base: 20 Modifiers. -Ruler Job, meaning high upkeep. 6 Badges. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. and a huge stack of armour. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. e. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. There's not really that much you need in terms of utility components. 1. is it worth it do you think?on titan I've gone for 12x armour, 1x hull regen, 2x armour hardening, nano-bot cloud, 20% extra range & fire rate 18,000 hull & 20880 armour. Their fleets tend to follow their overlord's. You are far better off with basically any slot except for them Reactor booster is a bit useless as well IMO except perhaps early game. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Cruisers are around 5. Is this a good strategy for winning battles right now?and a huge stack of armour. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. 6 Technology List – Q to S. 6 Diplomatic weight. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. An example would be the 100% shield bypass ability. Callinicus. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. 2x regenerative hull tissue. 2x Crystal plating (hull HP booster) - 550 HP. 2x regenerative hull tissue. Current Stellaris Ship Meta (for v3. 1 shield regen, 15% shield hardening. E. Reply ggmoyang Voidborne • Additional comment actions. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. Canis Minor v3. Your enemy has to chew through them before attacking the hull. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. but they come at a few costs. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. hardening * total. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. 00, but energy torps have their shield_damage modifier at 0. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. Ran into a new event last night. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Inversely scale hardening module impact against hull size. Added new aux components that use Exotic Gases, Rare. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. Meaning you can get 100% hardening on a large ship, pretty easily. They're very powerful if your enemy lacks hardening. 4. Smaller ships only have one aux slot. Mining lasers are now classified as Brawling weapons. and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships. Engineering research. I think the maximum leader cap was 12 or 15 (in 3. That’s 17. Ograe • 5 yr. Reply. Cons: Hard-capped quantity based on Naval Capacity. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. In-combat regeneration occurs but its not a significant factor. *) Created by jasonpepe. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. NagolRiverstar • 1 mo. The cap to the Force Disparity bonus for fleets. 1 comment. They can help handle most forces until the enemy starts rolling up with battleships. The 3k minor artifact cap is pretty painful now. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. rely solely on them, because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. Here are the complete notes for Stellaris 3. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. 30% armor hardening on top cuts it by another third. 5. Counter Evasion with Tracking once you cap at 100. Its not even an early game advantage anymore. 8. Dark Matter Drawing & Shield Hardening +15% Research Speed; +10% Unity & 20 Leader Age; Titans & Juggernaut Aura : Chrono Field - Enemies fleets : +100% Emergency FTL Jump Cooldown; -10% Fire Rate; -15% Ship SpeedWhen needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. These IDs are usually used with the research_technology tech ID command. Decreased the base damage of explosive torpedoes. Stellaris > Workshop > Laquly 零者's Workshop. Check to see if your rival is going Laser or Plasma before selecting defenses. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. So armor is coming at a premium. Losing 100 Ar or 125 Sh to get 65 Hull. " Looks like a potential gamechanger for ship builds. A destroyer: 40%. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). Megacannon is 40% more DPS and 1. Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap. Dimensional Artificing: 10 +5 Minor artifacts per month Planar Mastery astral action Manifesting objects of cultural significance from other dimensions can be done under the right circumstances. As probably most of you know. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. Wooden-Many-8509 • 22 min. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. Stellaris Wiki Active Wikis. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. That's some. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. . Police State is. 00?Stellaris. The advantage to shields is that they recharge on their own, but no longer in combat. Add a Comment. But that is only even taking into account the enemy damage types. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. Stellaris. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. 25) gets tanked instead (meaning. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. If the attacker's tracking is higher than the defender's. If there is a storm that nullifies 100% shields, but ships have 20%. #2. Based on pre-2. 2x Armor III - 430 HP. Legacy Wikis. Content is available under Attribution-ShareAlike 3. Dec 31, 2022 @ 11:16pm No, its pretty bad now. Increased the base damage of Flak PD. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. 13. 50% shield hardening lets you live +100% longer (!!!!!). Paradox Forum. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. Upload Attachment7. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. 3 Base intel level. ago. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. 5 Q3. " Even at 100% armour pen it still reduces damage. Stellaris Real-time strategy Strategy video game Gaming. Each start system can have between 2 and 15 celestial bodies. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. PitiRR. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. Catteraine Mar 24, 2023 Jump to latest Follow Reply Shields have become pointless. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Stellaris Wiki Active Wikis. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. A +50% bonus to one of the most common jobs in your empire. X branch. Stellaris Wiki Active Wikis. 6 shield regen, 15% shield hardening. . Edict Fund can be increased by the following:. Tried again, happened again. Economics is everything in stellaris if you have more ships you win. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very.