is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. All of it is quite nice, but extreamally flat (tho, shields should not be fully. I ragequited after the battle, and than reloaded the save. Bolt. So my. . Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. Arc emitters: 100% accuracy. Shield strength, against full shield penetrators, is given by. Each transport fleet consist of 20 Android Assault Army and do not have a general. 80% damage against armor. this gives you a lot more time to defeat the portal. Just don't expect much from Corvette shields. They do explosive damage. 8-15. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. 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. 4 in to hull through armor, if shield penetration, in to hull through shield. Fighters - 2. If some ship does a. 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. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. Medium. systems would need to be given a careful examination though I'm not convinced that stealth would be good here without a total overhaul of those systems so we can design-in proper stealth support. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. I've had trouble figuring this out exactly, but this is what it looks like. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. Stellaris Real-time strategy Strategy video game Gaming. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. And so is born the fleet of the 170 torpvettes. And then I did the same test again, but this time without armor, no shield too. 26. 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. it all depends on what you're going to be fighting. Armor and shields are weighted equally, while ship hull points get a 0. If this capacity is exceeded, they become permeable to the following attacks. but the 50% shield penetration on the arc emitter might help too. Using the Shroud. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. They sound better than they really are, for which I am thankful. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour 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). Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. They also have 50% armor penetration, so armor will be less effective. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. In earlier versions of the game this bonus was described as. Mathematically, these weapons have the. There's about a 10 day delay though. 1- They spawned really far and holy fuck so much micro. Platforms stacked with missiles and as many shields as possible are my go-to Unbidden defense. Robotics and Kinetic are all rounders in this aspect. Zabu Jun 26, 2016 @ 12:09pm. What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy replace some shields with armor) A-Slots: 3 Shield Hardeners OR 3 Auxiliary Fire-Control if you don't have Shield Hardeners H-Slots: 1 Strike Craft G-Slots: 1 Torpedo S-Slots: 4 Autocannons (or 4 Disruptors if the enemy doesn't have Shield Hardeners) PD-Slots: 2 Point Defense Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. Fighters - 2. Damage redirected to the hardened component. Stellaris > General Discussions > Topic Details. Even with their bonuses, their time to kill is awful. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Alle Diskussionen. ParasiteX Apr 21, 2017 @ 9:12pm. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). 25 days. 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. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar. 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). mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Yes, I'll attack the frigates yada yada. The Stellaris 3. 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. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 5. There's no difference in Shield penetration and ignore shields. Potentially best vs human opponents with point defense. The shield hardening components kind of revive the shields back to their older glory. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. 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. Advanced shields require Strategic Resource to make. Take the Ruby Guardian (Topaz/etc. shadowtheimpure. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. You can see armor is quite effective against medium plasmas. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Armor, that stand in a way to hull. 9%. 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). Against something like. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 64 Destroyers vs 132 Corvettes. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. In this video I explore the effe. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. And only 12. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. As of 3. 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. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. If you want to disable enemy shields, the saturator X weapon is the best at that job. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. They should give these a boost to 100% accuracy and possibly a % of shield penetration. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. ago. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. 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. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 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. 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. 420K subscribers in the Stellaris community. - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. Shields are basically extra HP, damage to shields isn't affected by the armor stat. But that isn't something I expect to happen, as. 30 per day/tick). Go to Stellaris r/Stellaris. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. add modifiers add/substracts a set amount of a resource or attribute to a scope. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. 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. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Spare_Development_64 • 1 min. If the enemy has no shield penetration, then shield hardening does nothing. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Beam. Time to bring out the torpedos. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Arc Emitters also have partial shield penetration. Preferably from far away :p. 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. Small. IPWIW. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. I'm talking things like Focused Arc Emitter, Cloud Flare etc. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. They're more effective the more shielding you have on the ship. Stellaris Real-time strategy Strategy video game Gaming. 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. maybe some space fauna or raiders come and lower one, and the other one kills it. . So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. It lacks the bonus to hull damage lasers have. some weapons have armor/shield penetration so they ignore it. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. 420K subscribers in the Stellaris community. Yes, but that doesn't matter too much. For the following ideas, I think that to gain these benefits, at least 2/3-3/4 of a ship's shield points should come from psionic shields. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 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. 1- They spawned really close and the endgame crisis didnt even take 2 years. 85 -1 = 1. 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%. add modifiers add/substracts a set amount of a resource or attribute to a scope. 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. They are called Space Torpedoes. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 34 comments. Slap on 3 afterburners. For example the ancient laster (Cavitation Collapser), resembles normal lasers. It gives +100% to both shield and armor penetration. So, half of the damage they do will be harming your hull even before your shields drop. 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. You starting weapons should make up the backbone of your fleet throughout the entire game. After one of the fleets was halfway dead I stopped the test and recorded the damage to. And only 12. It's pretty noticeable in a fight 1 vs. Missiles have 100% shield penetration like fighters. Robotics and Kinetic are all rounders in this aspect. 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. Still you want to go shield heavy and shield capacitors. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor,. ago. Production Revolution. I haven't played in almost a year. While this can be nice, it means that it isn't contributing to taking down the enemies shields, and so if you have one weapon with 100% shield penetration and other normal weapons the normal weapons will still. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. 装甲的优点在于能够. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Edit: my second guess is that it stops all shield penetration completely,. In-combat regeneration occurs but its not a significant factor. That’s 17. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 34. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. Shields are probably the better option, since stacking armor on small ships is futile. 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. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. None of their ship ever produce debris and their ship configuration is quite deadly. In the original release version of the game I reliably went with energy weapons and was happy with the results. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. 67. Consumes power. It is mainly the unique content of μ series KANSEN in the Azur Lane game. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. 7. Large. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Forty battleships have been equipped with. Shield Penetration is stupid . But if some torpedoes do get by, I wonder what is the. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. enemy leans much more torwards battle ships and. 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. Shields can be stacked higher than armour. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Shield damage have every gun +100%, which mean 1:1, except ↓. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Go to Stellaris r/Stellaris. All Discussions. Vulnerable to kinetic weapons. When it comes to hard countering something (such as the. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. So. At present smaller weapons are better in most ways, other than range. 14 0. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. Man, the forerunner tech would be massively op but so fun to have in Stellaris. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. At which point it still doesnt offer enough to be valueable. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Large. Modifier Effects. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Which also kinda makes sense. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Callinicus. 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, 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. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. To combat this, you’ll need to. However I would also like to make clear that the mechanics of. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Unfortunately battleships can't equip torpedoes or you'd be perfect. Hello everybody. 护盾穿透( Shield penetration ):武器将按一定比例忽略对方舰只的护盾,这部分伤害将会直接作用于对方船体和装甲本身。 装甲伤害( Armor damage ):武器将按一定比例增加或减少对对方舰只护甲的伤害。这项属性与船体和护盾没有任何关系。 总结 Cool. Failing that, Energy torpedos, or your highest tier torpedo. 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. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. All Discussions. 25 days. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Increase the fire rate of point defence and flak slightly, but give them a reverse version of the size bonus torpedoes have, so that they are more capable of dealing with missiles while being rubbish. Tried again, happened again. Doing some tests against the contingency. 6 update. Stellaris. 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. But good lord do those eat power. 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. Please can you remove Shield and Armour penetration from the base game. If a hot border can be anticipated, I go for a Bastion Habitat. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. Ironically, there is an advanced armor option known as Dragonscale Armor. The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. Concussion Missile ( Small )Shield Penetration is stupid . ajanymous2. enemy leans much more torwards battle ships and. If any other. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. 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). . 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. That's worse than 6+6=12s for a purely neutral weapon. 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。. This is the first game of Stellaris I've played, so far. The Shroud. This can make cloaking a fleet a risky gambit if an empire manages. Compare with Marauders : +25% hull damage, 20 dps. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. Radiation Shielding - Increased ship shield strength 8. Stellaris > General Discussions > Topic Details. ago. they probably will die at some point. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Have Psionic Shields be non-bypassable. . Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. 2 - 3 Generator Habitats. 33% reduction, it's 33. Corvette Spam. Stellaris. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. ParasiteX Apr 21, 2017 @ 9:12pm. Auto-best is not good, it frequently makes completely nonsensical design decisions. 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 destroy the enemy. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. • 1 yr. hardening * total. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Stellaris. Second destroyer fleet lost 23 ships and the remaining hull was 44%. 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. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Spectrum Cycle - Increased ship sensor range 9. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Hull - 125% of 'normal' damage for as long as it lasts. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 14 votes, 10 comments. 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. :- ( (building a new fleet is much. What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?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). I tried everything, strikecraft, artillery, energy weapons, etc. 5 Starship Shield Hardness +47. 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%. Business, Economics, and Finance. It then gets divided by 4, presumably to make it the type of number Paradox. Shield hardeners are a new defensive technology in the upcoming 3. Hello everybody. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Kinetics only get like +15% penetration for medium and +30% for large size. These are also stack. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield 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). What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon bypasses shields altogether and only does armor and hull damage? I have always wondered whats the point of having penetration. To combat this, you’ll need to beef up your fleets as much as possible. 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). 100% Shield penetration = Ignores shields (no damage at all to shields). The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Shield damage have every gun +100%, which mean 1:1, except ↓. One thing i have noticed though is that Shield Regeneration pretty. Well, as you know in Stellaris ships have 3 "health bars". The entire 'disruptor' line is a noob trap. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. 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. 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. 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). In addition to that, explosives tend to have Penetration. Component. 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. Deflector shield SHR-1 Deflector shiel. Frop. Cloud lightning + arc emitters + disruptors. Shahadem Jul 7, 2017 @ 5:14am. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 5 multiplier. E. But next I found out "penetration shield 50%" and realized, that this is. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Disruptor = 100% Shield penetration. 2 Forge Habitats. So, I just realized in another thread, I don't actually know how MD 50% shield pen works.