However, evasion is the best defence on non-battleships. Shield damage have every gun +100%, which mean 1:1, except ↓. 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. Yes. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. The differences between the weapons are much more nuanced. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. It does but if you modify battleships, titans and juggernaut for armor and shield penetration (Cloud lightning for L slots, focused arc emitter for x slots) you literally engage and shoot across a whole system. 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). They are called Space Torpedoes. Stellaris. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Stellaris. There are three types of modifiers. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. Component. 0 (当前最新版本:3. 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. 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. 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. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 1 comment. 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。. Armor reduces damage by a set percent. Second destroyer fleet lost 23 ships and the remaining hull was 44%. Missiles have 100% shield penetration like fighters. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. If you mean by penetration resistance, then yes. 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. That's a 1:1 ratio, which means (relatively speaking) defense. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. It'd be a considerable hard counter. . . The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. According to the official Stellaris 3. Medium. Hardening stacking question. So you know how if you destroy the Hull you basically destroy the entire ship. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. (Except for the shield debuff). kinetic, explosive), which would make for a more engaging system. The bonuses are explicit for how/what they apply to. 8%. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. That’s 17. 5. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. 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. So if you got shield hardener, then 25% is dealt to shield. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. Related Topics. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 2 Fabrication Habitats. shields, lower dps compared to kinetics). 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. Corvettes with high evasion are really good too, and you should have those anyway. this gives you a lot more time to defeat the portal. Large. 30 per day/tick). ago. It makes no sense what so ever to have this. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Which also kinda makes sense. Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. Destroyers- if you use them, should be built for alpha and to die. Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. . In case of. I am talking entry to exit longest distance available. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. All Discussions. 装甲的优点在于能够. Platforms stacked with missiles and as many shields as possible are my go-to Unbidden defense. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". This page is about modding of Ships, Sections and Components. Penetrate through shield but lost 50% of their power. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. Third destroyer fleet lost 19 ships and the remaining hull was 38. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. Relevant lines are here: Anti-Armor Bonuses. 1 Data Structure; 2. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. . But next I found out "penetration shield 50%" and realized, that this is something wrong. 13. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Diversify. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. It lacks the bonus to hull damage lasers have. Reply. 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). 概述. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 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. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. 1- They spawned really far and holy fuck so much micro. Plasma = 100% Armour penetration. In late game battleships, you have a similar effect, just the other way around. 09 0. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Stellaris > General Discussions > Topic Details. −5% accuracy. Contents. An unfortunate downside here is arcs and cutting lasers having 100% armor penetration. 1 Graphics; 2 Ship Sizes. You only need one of those debuff fleets because it affects all in-system enemies. 7. Consumes power. difference assuming 100% hit is only on the order of 6% less damage than a plasma/disruptor split with a balanced shield/armour target, difference being that there are 2 phases of battle, shields and armour/hull, and once the specialized weapon gets through. 1. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. Have Psionic Shields be non-bypassable. Disruptor = 100% Shield penetration. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. A new Stellaris update 3. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. 100% shield penetration, 100% armor penetration. Stellaris Wiki Active Wikis. Compare with Marauders : +25% hull damage, 20 dps. Apart from point defense. The below video linked when completely seen will provided the needed information. Computer system. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. But it does miss, turning great early-game potential into a slow, dull grind. The weapons the Unbidden use have 50% shield penetration. But next I found out "penetration shield 50%" and realized, that this is. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Go to Stellaris r/Stellaris. Stellaris. They also have 50% armor penetration, so armor will be less effective. 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). - Shield upgrade (like the current tech) etc. Ideal for intercepting, escorting, and dogfighting. Torpedoes are dead. Particular_Jicama_97. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. I'm not a fan of this new type of ship parameter. Man, the forerunner tech would be massively op but so fun to have in Stellaris. 25 days. Penetration means it completely avoids the health bar and will directly damage the underlying bar. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. reduction modifiers divide an amount of a resource or attribute by a set amount. 34 comments. some weapons have armor/shield penetration so they ignore it. . Jun 15, 2019 @. Gunships Support 6. This article is for the PC version of Stellaris only. Spare_Development_64 • 1 min. 8-15. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). 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. Jun 15, 2019 @ 11:18pm "penetration" #1. . 2 armor for every 1 shield. I haven't played in almost a year. For one of those fleets, I’ll stack in the debuff auras too. 5 Starship Shield Hardness +47. Only larger weapons, medium and Large types get a small increase to armor penetration. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. 27 dps. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. You can see armor is quite effective against medium plasmas. That does not mean they. 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. Its DPS is 4. 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. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. So if you got shield hardener, then 25% is dealt to shield. There are three types of modifiers. In this video I explore the effe. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. Stellaris Galaxy Command Wiki is a FANDOM Games Community. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. The differences between the weapons are much more nuanced. Stellaris: Shield Hardeners - You must use them. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. And only 12. 13. It basically boils down to the armour penetration, shield penetration and hull effectiveness. Fun fact. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). Hello everybody. Auto-best is not good, it frequently makes completely nonsensical design decisions. ago. Honestly shield penetration and armor penetration is pretty amazing. 01 What im wondering is this, is shield penetration %, say 15%, a 15% chance to penetrate shields. If they are still useless, a mix of shield stripping and anti armor weapons will be better. 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. And it's absolutely nonsense to use a lot of shield strength (cruiser. hardening * total. 9 (played a couple more in older versions). Then you would have a trade-off between more regen or more shield health. r/Stellaris. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. Armor reduces damage by a set percent. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. So what does that really mean? Does that mean it bypasses my shields and. IPWIW. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. All targets have no weapons. [deleted] • 5 yr. In addition to the standard repeatables, Physics only has three repeatable techs to worry about. Computer system. Modded stats: 50% orbital bombardment damage reduction. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. 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. Alle Diskussionen. That is what the anomaly says. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Against something like. - Component ("Psi Shield Module") like a. All of it is quite nice, but extreamally flat (tho, shields should not be fully. Disruptor = 100% Shield penetration. Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. It's pretty noticeable in a fight 1 vs. Stellaris fleet getting destroyed. Armor, that stand in a way to hull. Plasma = 100% Armour penetration. great importance to defense in tactics. 80% damage against armor. 1 titan - basically the same as battleship setup. The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. This works because Amoebas are carriers, they flay you with fighters. 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%. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. The ship cannot take damage for a whole 10 days before it regens. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Shield worlds, halos, arks, all that good stuff. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 6 also includes new galaxy shapes to explore, new story events, a new. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Driller drones have some problems, but are awesome in no shield systems. You can beat anything because Stellaris is not hard. < > Showing 1-5 of 5 comments . From this base ground we could have more interesting balancing of weaponry? But that will be probably be done in some mod instead. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. 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%. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. 50, vs Gamma lasers at 6. I could use a little help. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. I tried everything, strikecraft, artillery, energy weapons, etc. 15. 45% shield penetration. but with the new system it seems like you have to make huge sacrifices in weapon or support system quality to make a shield build work, while armor is essentially free. Plasma = 100% Armour penetration. I'm still trying to wrap my head around how Stellaris handles weapons and defense. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Cloud lightning + arc emitters + disruptors. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Projectile and Missle Weapons. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. Just imagine it exploding outwards and back on the superweapon. Armor is still very effective at countering them than shields. 1. For instance, this explosive has 100%. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. 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, 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). Large. Shields require energy from the ship's. but the 50% shield penetration on the arc emitter might help too. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. ajanymous2. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. Armor is still very effective at countering them than shields. ago. They are more hp than shields. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speedSo if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. 14 votes, 10 comments. ago. 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. Ironically, there is an advanced armor option known as Dragonscale Armor. they probably will die at some point. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 80% damage pierce. Once you. In the original release version of the game I reliably went with energy weapons and was happy with the results. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Go to Stellaris r/Stellaris. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. I'm trying to counter enemy fleets but I'm not doing very well. . At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. 100% Shield penetration = Ignores shields (no damage at all to shields). some weapons have armor/shield penetration so they ignore it. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Energy weapon or kinetic weapon. Stellaris Real-time strategy Strategy video game Gaming. 25-30K with plasma and armor piercing things (like torpedoes). 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. In addition to that, explosives tend to have Penetration. Stellaris Real-time strategy Strategy video game Gaming. But next I found out "penetration shield 50%" and realized, that this is something wrong. 45% shield penetration. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. 2 fleets. . Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Hello everybody. Auto-best is not good, it frequently makes completely nonsensical design decisions. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. 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. Corvettes might be better than cruisers just because if they get in range they're toast either. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. 概述. 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). 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). Robotics and Kinetic are all rounders in this aspect. Stellaris > General Discussions > Topic Details. Who knows how many galactic cycles it had been in place before it. Still you want to go shield heavy and shield capacitors. The field cannot be removed by any means, with the. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!How to Use Cloaking in Stellaris. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. The bonuses are explicit for how/what they apply to. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. 50, vs Gamma lasers at 6. 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. To top it off, the time loop had become destabilized over an extremely long time. , stuff with %100 Shield Penetration and %100 Armor Penetration. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. −20% armor penetration. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Best. 1- They spawned really far and holy fuck so much micro. 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. They're more effective the more shielding you have on the ship. The shield hardening components kind of revive the shields back to their older glory. is it ideal, who knows, is it perfect, i doubt it but it works for me. Shield damage have every gun +100%, which mean 1:1, except ↓. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. 1. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. Penetration would seem to need a much more focused, clean. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Space empire 5 had like, five different ones (that i recall):. Both are late game anyway so doesn't matter. Armor and shields are weighted equally, while ship hull points get a 0. 8) melt. - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. • 1 yr. EMP fuse -Specifically design torpedo, to. maybe some space fauna or raiders come and lower one, and the other one kills it. The detonation of a. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Radiation Shielding - Increased ship shield strength 8. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. 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 best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 85 -1 = 1.