. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. Darvin3. As a rare tech, Basic Cloaking Fields has a small chance of appearing. 4 or 3. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Content is available under Attribution-ShareAlike 3. Armor could give you lots of hit points, doesn't use power, but reduces evasion. 5 days. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. gautam_jat • 6 mo. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. 6x Crystal plating - 1650 HP. Depends on who you're fighting. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. No. About this site. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Related Topics. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. 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. I would simply: - Swap Fleet Supremacy edict (which fits better into the Tradition Tree) and the War Doctrines policies, which would be unlocked by tech. Yes it's worth it. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. 2 Answers. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. Been kinda curious but theres nothing that actually shows the effect when equipped in ship designer and the wiki isnt any help on this either - increase resistance could be anything. About this site. ) The Protodermis Theory: Living Metal is some kind of bizarre miracle material that can adopt the physical and chemical properties of dozens of other chemicals under certain conditions. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. ago. 25 and armor takes. ##### ##### VERSION 3. 6 is now available on PC. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. It doesn't increase the firepower of the starbase itself at all, but it increases the defenses more than other combat modules (and, with the AP, provides the only way to reliably protect starbases from armor. It looks like tier 5 armour is better than crystal, maybe even tier 4. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. For Synthetic, your admirals would gain the Synth trait instead. 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. Some weapons do bonus damage against armor and have armor penatration. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Meaning you can get 100% hardening on a large ship, pretty easily. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. I prefer armor Regen and have a slight armor favoritism. 1 ironsasquash • 7 mo. Battle ships are your heavy carriers and artillery weapons. It's logical given how common armor penetration is toady, and that armor must absorb the energy rather than deflect it as shields do, while armor absorbs the energy some will inevitably pass through. ago. *Archeoengineering should allow the acquisition of null-void beams. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Ancient Pulse Armor (and other ancient armaments) are impractical. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. . does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks?and a huge stack of armour. Over time they became the only remaining force that mattered with well over 100K fleet power. I believe one of the fallen empires are very into disruptors. It looks like tier 5 armour is better than crystal, maybe even tier 4. Stellaris. 3. E. Stellaris. 1 comment. *) Fix the modifier issue after the 2. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. Stellaris has now only Armor and Missiles. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. There's not really that much you need in terms of utility components. Content is available under Attribution-ShareAlike 3. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. Kranchan. You can get some hardening on day 1 from Admiral traits. 75 to armor and 6. 0 - Orion #####. That’s how badly hardening gimps penetration weapons. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Yes they stack. And if they have, armor is better than hull against kinetic batteries. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). g, 100% penetration vs 75% hardening means 25% of the damage goes through. during the late game, the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. to enjoy the quite sizable amount of written content in Stellaris. And balance of anti shield and anti armour weapons set up as well. All three can beat pretty much anything the singleplayer game will throw at you, although I'd recommend (2) for fighting 25x or stronger crises. • 5 mo. 8 FogeltheVogel • 7 mo. 6 update. Stellaris is a sci-fi grand strategy game set 200 years into the future. I think I will hold off on Stellaris for a week and see if the various mod updates for Orion include a fix for the armor issue. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Is this a good strategy for winning battles right now?The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. 50, vs Gamma lasers at 6. E. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. ago. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. The other version is "%chance to reduce any damage from penetrating at all" but I. Archeotech Makes Juggernauts Waaaaaaay More Tanky. reactive armor: armor hardening +15%, reduce all weapon damage bonuses to armor by 10% (plasma's +100% damage to armor becomes +90%; laser's +50% damage to armor becomes +45%). As for the aux slots Always use the accuracy bonus. 5. Are extremely powerful vs AI. Field Manipulation - Tier 5. armor hardening also better in countering disruptors ReplyGo to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. Nanomissiles ignore shields and armor, fire rate is 0. Man creates worst battleship in stellaris. It looks like tier 5 armour is better than crystal, maybe even tier 4. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. is it worth it do you think?In endgame between your other bonuses, gateways, and tech, they become less and less useful and +10% shields (especially if you have the psionic shields tech and are facing an Overwhelming Unbidden invasion) or hull/armor regen (useful against the Scourge or for protracted campaigns in massive enemy territories, don't invade Russia in. Discussion So which one is best based on your experience with the game so far. Equip an ancient suspension field 2. From wiki. Shields are generally better for long campaigns while armor is better for that big battle. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. Then I'm still waiting for mine lol. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 8 FogeltheVogel • 7 mo. the AI doesn't come back with 100% armor and armor hardening to counter it, along with long range tach lances (no shields on that star anyway) and proton torpedos to counter the long range and defensive type, it just sents the 10th ♥♥♥♥. 34 average damage. At which point it still doesnt offer enough to be valueable. " Stellaris Mods Used: Extra Ship Components 3. 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. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. 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. and a huge stack of armour. View this video if you w. 34. 3 can be fit at maximum onto each Carrier Battleship, along with. In singleplayer you can just mass these, the AI will never counter them. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. 8 Fleets. You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. Stellaris has always had an interest dynamic between the Tall vs Wide approach. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Stellaris Wiki Active Wikis. Lets use small weapons as an example. Legacy Wikis. . Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. Either don't use shields at all and go just armor, or use positioning and long range to make sure you regain shields before the enemy hits back. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The ship components look nice and ll but in the end you have weaker ships. Strike craft know they are good against armor and will anoyingly retarget to other ships once the armor of a ship has been stripped even if the ship is on the other side of the system. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. I'll do that then ~ and thanks; the. 32 to armor, 9. View this video if you want to see. I've put about 100-150 hours into the game but have been slacking. 64. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. Living Metal and Zro are kinda weird resources because they have very few uses. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Refitting used to do weird things to this, too, letting you take ships from other places and refit them at a neutron forge station to get those. i would say its not good since most starbases you capture in war is nearby. If i recall And armour rating of 150 or 160 is the amount one would stop at due to that being the "limit" in which armour will be at its max. 01 base, 12. Both are late game anyway so doesn't matter. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. ago. Stellaris ship design is a slightly more complicated version of Galactic Civilization ship design in the end it's still more or less rock-paper-scissors. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. Though these ship parts are too expensive to equip your entire navy with. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. Affect enemy chance to hit by formula: Enemy chance to hit = enemy Accuracy - MAX ( (your Evasion - enemy Tracking), 0) That mean - Tracking only negate enemy Evasion and will never increase chance to hit on it's own. They can kill most enemies if they uncloak right on top of the enemy. Stellaris. I personally play cooperative multiplayer and that’s the most of it. 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. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. Armor Hardening Adaptive Armor Hardening; weight_modifier and ai_weight check if the physics research leader has Expertise: Materials, instead of the engineering research leader. Idiot's Guide to 3. Observe the full damage going through shield. 67. 0. If your post has been moved here from another thread, please re-read the thread rules and feel. Shield hardeners are a new defensive technology in the upcoming 3. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. I play with 60+ mods, and I've spent a few hours disabling groups of those, then restarting to see if Armor got fixed and no luck. Losing 100 Ar or 125 Sh to get 65 Hull. i. The reason is, because the shields are taking a lot of energy from the reactors. I do not see a single reason why. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. . An edict to specialize in a branch of research sounds fantastic. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. This would make it very useful on fleets and starbases based in Pulsar systems as well. I do however have now tier 6 dragon scale armour, contingency armour hardening, fallen empires drivers and power supplies, enigmatic fortress tracking devices and even prythorn’s scourge fighters and missiles. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. But competitive Stellaris, is complete toss. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. The developers are meticulous with commenting their code and the Wiki pages are good references. Every single competitive multiplayer game I’ve seen videos on is essentially a couple empire types outright banned, and then the rest of the players essentially are all the same exact thing with small variations. Larger ships have more. Like missiles, you should only use disruptors if you're not using other weapons in the fleet - there's no point using other weapons to damage shields and armor if the enemy dies before they can. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. Armor is definitely the way to go. (Cruisers and above) that have shield/armor hardening Weaknesses: Hard loses to everything Techs needed: Autocannons, Plasma Cannons (optional: better Thrusters, Afterburner) Required Components: best Thruster,. 6;Mix Frigates in, that have a bit different behavioral profile. Ignored by far more weapon types. 1x shield capacitor. Now say, 30% shield hardening cuts Disruptor damage by a third. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. E. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. Generally I do full armour except on one slot, which is shield. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. . 10. It is developed by Paradox Development Studio and published by Paradox. Torpedos now deal more damage the bigger the target. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Here are the complete notes for Stellaris 3. Also, shield/armor hardening could make a disruptor-based. In order to do this, and for the sake of fluidity in the representation, specially while playing at low speeds, each day (turn) is split in equally long sections or "ticks". A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedThe current "meta" is hardening and penetrating weapons, often hardened armor. Below is an example of what I found out while testing ship combat. Stellaris Real-time strategy Strategy video game Gaming. Not on corvettes though. If you become the crisis swarming becomes possible. This mod is a global compatibility patch for Stellaris 3. Lasers do 6. Community Hub. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 2. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. r/Stellaris. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. E. bonus kinetic damage or armor plating if built at a starbase with a netronium building. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. Interact with diverse alien races, discover strange. 1. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. 1 comment. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. However, they will regenerate these very slowly under normal circumstances, only significantly healing when eating a planet, at a flat or percentage based amout per size consumed. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. g, 100% penetration vs 75%. Also, shield/armor hardening could make a disruptor. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. 6. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. If you're using disruptors they also bypass armor (basically direct hull damage). Please. I've had trouble figuring this out exactly, but this is what it looks like. Living metal can be used in a ship component that provides a lot of armor hardening, or in a certain powerful edict, Nanites can be changed into rare resources with a building or used for a research buff, think there was also a ship component but I never used that one. Psychics and Synthetics have 10% shield/armor hardening respectively. Inversely scale hardening module impact against hull size. TTundri. Q1. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedIt looks like tier 5 armour is better than crystal, maybe even tier 4. 6 “Orion” update includes many changes to combat. Some weapons do bonus damage against shields. We’ll go over a few basic strategies to help you figure out what works for you. Losing 100 Ar or 125 Sh to get 65 Hull. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. My enemy has mountains of torpedoes (no neutron launchers). 6 and not had any issues. 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%. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. 85 and they have 100 range, they're basically long range disruptors. and a fair amount of sheild and armour hardening. Stellaris/commonfederation_perks. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". It is now possible to get 100% of both shield and armor hardening using councillors only. In PvE you don't need to worry about timing - the AI tends not to use hardening components, so disruptor corvettes never stop being good. *. #15. Also, Fortify The Border edict should be greatly buffed (with military. The Stellaris 3. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. I’ve only fought against normal empires so far in 3. Armor also is notably more expensive than shields, and being able to equip a cheaper reactor doesn't come close to making up for the increased costs. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. You can indeed achieve 100% hardening, but all that does is stop shield penetration. Just had a random thought here. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Shield hardeners are a new defensive technology in the upcoming 3. Sohei May 14, 2016 @ 7:44pm. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. The amout of armour one can put on a ship is determined by the armour rating and the percentage. disruptors late game might be worse now. Its DPS is 4. • 3 mo. Armor does not reduce damage to shields. Stellaris does neither of these which results in the. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. Carrier ai can increase that and thus can increase engagement range. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. 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. ; About Stellaris Wiki; Mobile view Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. Large. 100% is ideal value - as it would protect you from penalties from hull damage. questionable at best. 25) gets tanked instead (meaning shields take 6. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. But it also penetrates armor by 50%. 6 “Orion” update includes many changes to combat. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. ago. Of course you have to actually build the platforms for that to matter. This means strike craft are hardcountered by attacking with 2 fleets from different angles as they will just fly back and forth in the space in between instead. 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%. 1. Artillery/Carrier remains a powerful fleet design in 3. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. 9 ‘Caelum’ Patch. 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. I think the drake was +10 happiness to all planets. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. This is separate from your Naval Capacity (shown at the top of the screen). There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. 7% shields/day, or 250 out of 35834. Also adds passive repairs and minor amounts of armour hardening. PvP is where the fleet composition you use matters a lot more I think. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. is it worth it do you think?and a huge stack of armour. Early game of course I do the classic hangar DP, since they easily counter small ships. WolfsunEvasion: chance to negate any damage in combat. #1. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. But if some torpedoes do get by, I. Cheaper Alloys cost than armor. Stellaris: Suggestions. Side bonus of 80% shield hardening and 400 extra armor and shields. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. Current Stellaris Ship Meta (for v3. Go to Stellaris r/Stellaris. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. 0 unless otherwise noted. This page was last edited on 7 February 2022, at 03:20. . So having two grants you 30% hardening. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. Does this mean I don't need any armor at all?Shields won't regenerate at all unless a charger is present (in vanilla game that is). Perhaps if Stellaris introduced manpower, it could make things work better. The other version is "%chance to reduce any damage from penetrating at all". This would make it very useful on fleets and starbases based in Pulsar systems as well. Ironically, there is an advanced armor option known as Dragonscale Armor. 25 days. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis.