Stellaris shield penetration. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Stellaris shield penetration

 
 Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penaltiesStellaris shield penetration  If they fire on ship without shield, it deal same damage, as if it fly through shield

What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. 1? 0. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. 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. Relevant lines are here:Anti-Armor Bonuses. Stellaris. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). that this isn't a bad thing. great importance to defense in tactics. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Shields are probably the better option, since stacking armor on small ships is futile. 30 per day/tick). The ship cannot take damage for a whole 10 days before it regens. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. Yes, I'll attack the frigates yada yada. Large Auto is range 30 as well of course, but. I tried everything, strikecraft, artillery, energy weapons, etc. Well, as you know in Stellaris ships have 3 "health bars". Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. 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. In this video I explore the effe. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. It makes no sense what so ever to have this. Penetration means it completely avoids the health bar and will directly damage the underlying bar. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Depends on who you're fighting. This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. Mathematically, these weapons have the highest DPS in game against most endgame enemies. Doing some tests against the contingency. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So im making custom tech for an assimilation empire (yeah its cliche but its the Borg) as an AI empire. Stellaris: Shield Hardeners - You must use them. reduction modifiers divide an amount of a resource or attribute by a set amount. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. But next I found out "penetration shield 50%" and realized, that this is something wrong. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Callinicus. Preferably from far away :p. • 1 yr. 2 fleets. BTW, this is modded. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. Then you would have a trade-off between more regen or more shield health. And then I did the same test again, but this time without armor, no shield too. To combat this, you’ll need to. g, 100% penetration vs 75% hardening means 25% of the damage goes through. ago. Well I guess we could go through process of elimination . The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. If I have a weapon that says it causes 125% hull damage and 100% shield penetration, that means it will need to chew through the armor at a normal rate, correct? Shields - would be bypassed. That’s 17. Zabu Jun 26, 2016 @ 12:09pm. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. It's a great mode for Stellaris. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. 67. 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. 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). 9 (played a couple more in older versions). There's no difference in Shield penetration and ignore shields. Advanced shields require Strategic Resource to make. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Disruptor = 100% Shield penetration. r/Stellaris. In this video I explore the effe. You starting weapons should make up the backbone of your fleet throughout the entire game. Bolt. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. So the damage per second for each weapon is the same. Modifier Effects. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Reply. I ragequited after the battle, and than reloaded the save. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). :- ( (building a new fleet is much. Fun fact. I haven't played in almost a year. But next I found out "penetration shield 50%" and realized, that this is something wrong. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. That is different than the global pacifier, which creates an impenetrable shield over the planet. 420K subscribers in the Stellaris community. I could use a little help. 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. Potentially best vs human opponents with point defense. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Penetration my friend. The entire 'disruptor' line is a noob trap. 5. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?With the experts at Paradox putting their own spin on a classic genre, it seems like a can’t-miss proposition. Yes, but that doesn't matter too much. “虚空恶魔”应当是早期版本的误称。. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Taking any damage at all will reset this timer. I know this has been brought up before in the context of "I want to design my own starbase loadouts" but I'm suggesting something simpler that should be much easier to implement: if a starbase is built in a pulsar system (i. Apart from point defense. 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). Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Spare_Development_64 • 1 min. That is what the anomaly says. Report. “虚空恶魔”应当是早期版本的误称。. 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. 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). If you don't have cloud lightnings you might want to switch to a giga cannon + 2 artillery + 2 neutron launchers or 3 artillery +1 neutron launcher. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. 常规的远古采矿无人机使用能量武器采矿镭射和护甲,没有ftl引擎。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). Cheaper Alloys cost than armor. Micro-managing your citizens is one of the best aspects of planet administration in Stellaris – but it’s also one of the most complex and time-consuming. Also, get lots of shields since the Contingency's weapons suck vs shields. Shield damage have every gun +100%, which mean 1:1, except ↓. The differences between the weapons are much more nuanced. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. 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. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. Shields are basically extra HP, damage to shields isn't affected by the armor stat. And only 12. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. ago. Deflector shield SHR-1 Deflector shiel. 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. 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. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. Reply. Even a full point defence fleet would be unable to stop this many missiles. So. Penetration means it completely avoids the health bar and will directly damage the underlying bar. 5. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 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. Go to Stellaris r/Stellaris. Frop. Stellaris > General Discussions > Topic Details. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. The bonuses are explicit for how/what they apply to. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Frop. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Failing that, Energy torpedos, or your highest tier torpedo. The other version is "%chance to reduce any damage from penetrating at all" but I. The anomaly generated "shield world" is actually in a time loop. Medium. Each transport fleet consist of 20 Android Assault Army and do not have a general. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. That's a 1:1 ratio, which means (relatively speaking) defense. If you can, research more advanced. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. A quick search reveals that shield hardening apparently stacks. If you can, research more advanced. Compare with Marauders : +25% hull damage, 20 dps. If you want to disable enemy shields, the saturator X weapon is the best at that job. −5% accuracy. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. 14 0. They are called Space Torpedoes. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. EVER. Stellaris. Beam. But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. . You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. Concussion Missile ( Small )Shield Penetration is stupid . 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. If they are still useless, a mix of shield stripping and anti armor weapons will be better. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. 44 MB. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. 5. • 1 yr. Stellaris > Discussions générales > Détails du sujet. 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. In addition to that, explosives tend to have Penetration. If the enemy has no shield penetration, then shield hardening does nothing. Jan 8, 2019. e. Stellaris. 2. reduction modifiers divide an amount of a resource or attribute by a set amount. For example the ancient laster (Cavitation Collapser), resembles normal lasers. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. I've had trouble figuring this out exactly, but this is what it looks like. Does any one knows the difference? Some examples would be great. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Torpedoes are dead. Now say, 30% shield hardening cuts Disruptor damage by a third. I am talking entry to exit longest distance available. This is the first game of Stellaris I've played, so far. In earlier versions of Stellaris, I had to research both kinetic and energy. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. This article is for the PC version of Stellaris only. 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. This works because Amoebas are carriers, they flay you with fighters. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Component. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. IPWIW. 5 days. I tried everything, strikecraft, artillery, energy weapons, etc. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. ive been running into an issue with shield regeneration after some repeatables. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. Plasma = 100% Armour penetration. 30% armor hardening on top cuts it by another third. 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). Just imagine it exploding outwards and back on the superweapon. So two m-shields are strictly superior to one l-shield. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 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. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 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. 26. Best. 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). Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. In terms of armor/shield balance, I find a 2:1 ratio works best. ago. Shield hardeners are a new defensive technology in the upcoming 3. Shield worlds, halos, arks, all that good stuff. they probably will die at some point. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. 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. Even with their bonuses, their time to kill is awful. Using the Shroud. add modifiers add/substracts a set amount of a resource or attribute to a scope. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. I'm still trying to wrap my head around how Stellaris handles weapons and defense. . 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. Railguns with 30% bonus to shields and 50% armor penetration are perfect. ago. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. According to the official Stellaris 3. 7% reduction against medium plasma. ParasiteX Apr 21, 2017 @ 9:12pm. Proton. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Lance. When you have a shield hardener, they are practically not working from suspenion shields. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. It is mainly the unique content of μ series KANSEN in the Azur Lane game. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. . Stellaris Real-time strategy Strategy video game Gaming. In addition to that, explosives tend to have Penetration. 33% reduction, it's 33. All Discussions. Disruptors are mostly for the memes or countering certian crises. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Spare_Development_64 • 1 min. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. 100% shield penetration, 100% armor penetration. Space empire 5 had like, five different ones (that i recall):. I do full penetration armaments for the titans and battleships. You extinct anything before they get too close. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. It gives +100% to both shield and armor penetration. However, it looks like that at some point between then and now weapons were changed considerably. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. Honestly shield penetration and armor penetration is pretty amazing. Advanced shields require Strategic Resource to make. Yes. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 装甲的优点在于能够. It gives +100% to both shield and armor penetration. I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. A crisis is an event that threatens the entire galaxy and all life within it. 80% damage pierce. Railguns with 30% bonus to shields and 50% armor penetration are perfect. 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. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). Contents. 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). 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. 1. Edit: my second guess is that it stops all shield penetration completely, like from fighters. Xaphnir. 5 multiplier. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". it all depends on what you're going to be fighting. 30% armor hardening on top cuts it by another third. Disruptors are just annoying. That is, have psionic shields counter weapons that have 100% Shield Penetration, either by outright negating/ignoring it, or by treating it as 100% Shield. So, half of the damage they do will be harming your hull even before your shields drop. Shorter reload times, higher movement speeds, but lacks shield 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). The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. In late game battleships, you have a similar effect, just the other way around. They also have 50% armor penetration, so armor will be less effective. If any other. 5 Starship Shield Hardness +47. 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. 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). It lacks the bonus to hull damage lasers have. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. ReplyThe weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. 4 in to hull through armor, if shield penetration, in to hull through shield. To combat this, you’ll need to beef up your fleets as much as possible. 1. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. Missiles have 100% shield penetration like fighters. Projectile and Missle Weapons. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. Corvettes might be better than cruisers just because if they get in range they're toast either. They already have extremely low range (20) and require a large slot making them all but useless at the moment, and this change would make them useful against smaller craft who get too close, once again making sense thematically and mechanically. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Destroyers- if you use them, should be built for alpha and to die. The shield hardening components kind of revive the shields back to their older glory. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. is it ideal, who knows, is it perfect, i doubt it but it works for me. So you know how if you destroy the Hull you basically destroy the entire ship. Have Psionic Shields be non-bypassable. Yes. My enemy has mountains of torpedoes (no neutron launchers). They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. 04 0. All Discussions. • 2 yr. At which point it still doesnt offer enough to be valueable. . Hyper-focusing Trinary Arrays. In earlier versions of the game this bonus was described as armor penetration. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Slap on 3 afterburners. Vulnerable to kinetic weapons. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. Armor is still very effective at countering them than shields. But it does miss, turning great early-game potential into a slow, dull grind. 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). 4. 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. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. Even with their bonuses, their time to kill is awful. ajanymous2. shadowtheimpure. The realm is inhabited by powerful beings of pure psionic energy that can be communed with through great effort. With the occasional situational exception, of course. 6. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. The entire 'disruptor' line is a noob trap. Torpedo = 100% Shield penetration. Lower DPS than Tachyon Beams but RNG damage range. Unfortunately by the time you research your own fighters most people have some PD, so carriers are better at defending against stuff like corvette swarms than on offense against a cruiser or up. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". . 2 - 3 Generator Habitats. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Stellaris Galaxy Command Wiki. So using them is a safe bet. shield nullification), it substitutes armor for shields and doesn't use shield-specific weaponry. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. I'm talking things like Focused Arc Emitter, Cloud Flare etc. A quick search reveals that shield hardening apparently stacks. Added new. LockdownA10 • 6 yr. 5 days. 34. [deleted] • 5 yr. 34. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Ironically, there is an advanced armor option known as Dragonscale Armor. 100% shield penetration. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport.